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[RELEASED] Corgi Engine - Complete 2D/2.5D Platformer [new v8.0 : advanced damage system]

Discussion in 'Assets and Asset Store' started by reuno, Dec 18, 2014.

  1. reuno

    reuno

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    @udede > Because I can't put everything in each update.
     
  2. LoDx

    LoDx

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    Hi @reuno ,
    Seems odds... but I think I'm still getting 'old version' even though been trying to update/download the latest v2.0
    - there is no 'new' Level Selection scene, or any 2.5D sample scene.
    CorgiEngine-versionNew.jpg
     
    Last edited: Feb 11, 2016
  3. Plott

    Plott

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    You have to update unity, and make sure your logged into the correct account in the asset store (i made that mistake)

    I just had the same issue
     
  4. reuno

    reuno

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    @LoDx (and others who may have the same issue) : as @Plott rightly said, you'll need the latest version of Unity to get v2.0 of the Corgi Engine. Unity doesn't make that really obvious, sorry about that.
    Edit : to be sure you've got the latest version, you should see 2.0 on the bottom of the startscreen (and yes, new level selection, new 3D scene, etc...)
     
    LoDx likes this.
  5. DeanMarquette

    DeanMarquette

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    Hi, so I think you are working on a simple inventory with store that works with the new unity in app purchasing right?
     
  6. reuno

    reuno

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  7. sirio21

    sirio21

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    Hi! im a potencial buyer of corgi engine; i read occasionally for several months. (Still i dont work in my project). I'm waiting for ropes...and have a bit of time,, Seeing videos of features, i have a question.. It possible to add camera types. like
    at 8:27. Corgi seems to drive a lerp camera but without a region. of course that we can implement, but i think that is important to get native control of engine core.
     
  8. Interkrank

    Interkrank

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    Hi, I have built my Animations and Colliders with Sprite Factory, will Corgi Engine be compatible or will my work in Sprite Factory be nullified? Thanks.
     
  9. reuno

    reuno

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    @Sixjac > I don't know Sprite Factory, but as long as it's supported by Unity, I guess you'll be fine.
     
  10. matteo-piccioni

    matteo-piccioni

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    Hello reuno, corgi engine has a pixel perfect mode?
    Maybe tweaking some parameters or overriding some methods?
     
  11. reuno

    reuno

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  12. Stevepunk

    Stevepunk

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    Here's another vote for inventory/crafting (which I guess also requires saving and loading).
    Although inventory systems can be quite complex..
    (see: Inventory Pro - I may just buy this one to save you the effort so you can focus on more platform-specific features)

    Does your asset include object pooling (like the other platform asset): the alternative is a free asset from git which may be the best solution.

    One feature which I would like to see (which I have not found a solution for elsewhere), and which is an extension/combination of existing features, is enemy pathfinding (including abilities such as jumping, mid-air dashing, jetpacks, flying etc depending on what abilities the enemies have).
    Different modes such as scout, follow, flee, pursue, lead, flank, etc. would be useful for enemies and boss characters in platform games and this would be the key feature that would set your asset above others as there is currently only 1 2d platform pathfinding asset in the store and it's quite poor.
     
    Last edited: Feb 13, 2016
  13. reuno

    reuno

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    @Cereal_Killa > Thanks for these suggestions, I'll add them to the todo list right away.
     
  14. matteo-piccioni

    matteo-piccioni

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    Hi reuno,
    it depends not only by my visual assets and of course it depends in witch way I import my resources into Unity (PPU size, Filter mode, Format...)
    but also depend on the camera controller that has to calculate the right orthographic size of the camera.
    For example in the CameraController.cs the zoom should be disabled and orthographicSize of the camera should be calculated (in the awake methed) using a default fixed screen resolution.
    Your CameraController should have
    - public usePixelPerfect (if yes the zoom is disabled and the pixelperfect routine is called)
    if usePixelPerfect
    - public target size of the viewport (width and height)
    - public boolean snap movement to pixel
    - public float pixelsPerUnit value (the same value used while importing resources)

    In my opinion it could be a high-value-added for your Asset that could claim to be pixel-perfect ready

    A really good script is here: https://gist.github.com/pixelrevision/2981863

    Thanks!
     
    Zarbuz likes this.
  15. reuno

    reuno

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    @matteo.piccioni > I see what you mean now. That's a good idea. Added to the pool :)
     
    matteo-piccioni likes this.
  16. Dcapo8989

    Dcapo8989

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    Hello Reuno,

    This newest update is fantastic.

    I have something that I've been trying to implement in my game and I'm not sure its possible currently or if it is something that could be added in the future. Currently I am able to have my character walk through a door/walk offscreen and load to a new scene. However, when I walk back through the door to return to the previous scene, I am unable to get my character to load into that scene at the position in which it exited. Instead of coming back out of the door, the character returns to its default spawning position. I think if I had some time I could figure out a system that could make this work, but I feel like this would be a valuable addition to the asset. Let me know if this makes sense, or if I need to clarify.

    Thanks!
     
  17. reuno

    reuno

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    @Dcapo8989 > You could extend the GameManager to save that quite easily. But yes, that's a nice addition, haven't really put linked scenes in the demo levels so far. I'll add that to the list.
     
  18. Dcapo8989

    Dcapo8989

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  19. aenigma

    aenigma

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    I've noticed that if I make a character jump while he's walking up a slope, he jumps like 4x higher than he should. Is there a way to prevent this increased jump while moving up slopes?
     
  20. reuno

    reuno

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    @aenigma > For support questions, please send me an email on the support address, thanks. And get the latest version of the engine, that bug's been fixed :)
     
    Last edited: Feb 13, 2016
  21. aenigma

    aenigma

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    Yeah, I updated today and still have the same problem. I sent an email through the support site.

    Thanks
     
  22. MudPuppet

    MudPuppet

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    Hello Reuno, I recently bought both of your Unity Store Assets and am extremely impressed. Just thought I would throw a suggestion out there for moving platforms. It would be good if you could add a time delay at start and end points (and perhaps other in-between path points). Also it would be good if a platform could be made to stay static unless the player character is on it. I was thinking along the lines of elevators/lifts.

    I had also thought about those old school platforms that forced the player along it in a particular direction and it was hard to walk/run/jump in the opposite direction - not sure if this could be done utilising what you have for water physics stuff as I haven't played with that yet. Anyway I was thinking of 'Son of Blagger' which had that kind of thing in it.

    Keep up the good work.
     
  23. reuno

    reuno

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    @MudPuppet > Thanks for these suggestions! Really love these. Added to the neverending list!
     
  24. aenigma

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    Thanks for the help reuno!

    The only other issue that I have is that characters have a tendency to fall when walking down slopes. Is there a way to get the character to stick to the slope so he doesn't fly off?
     
  25. reuno

    reuno

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    @aenigma > Not sure what you're talking about :) Can you send me an email on the support email ? As I said, I get mixed up with all the requests otherwise. Thanks!
     
  26. DeanMarquette

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    Any ideas on how to go about reusing a weapon previously picked up? Not talking inventory here but more like switching weapons. Like the player can constantly switch between a canon or laser whenever they want to. I’m looking into having enemies that are more easily defeated using a certain kind of weapon over another one.
     
  27. reuno

    reuno

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    @DeanMarquette > You can simply use the CharacterShoot.ChangeWeapon(Weapon newWeapon) method. There are examples of that in the pickable weapon item. You just have to bind it to a specific key I guess.
     
  28. Andreas12345

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    In the 3D Level are no JetPack and no weapons used? i cannot use it.
     
  29. reuno

    reuno

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    @Andreas12345 > No, there's no jetpack or weapons in the 3D level. That doesn't mean you can't have the jetpack script in a 3D level of course, all scripts in the Corgi Engine are compatible with both 2D and 2.5D, I just didn't see the point in implementing everything in both modes, they work exactly the same. I prefer working on new features than doing examples twice :)
     
    Andreas12345 likes this.
  30. Andreas12345

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    Thank you! I ll check this out.
     
  31. Shiphtur

    Shiphtur

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    i am really really big fan of your work and i have an idea

    On my opinion you need to improve "MELE WEAPONS ON THE ENGINE"

    i mean u need to make it like always be on your hand not like just click a button and it's show and hide again and make more swords things on it hope that's helped

    and thanks again
     
  32. reuno

    reuno

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    @Shiphtur > The engine already includes everything you need to do that. I could add visual samples too I guess. Thanks for your feedback!
     
    Shiphtur likes this.
  33. DeanMarquette

    DeanMarquette

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    Whats next for Corgi? Something easy you can spit out quick like chest and key?
     
  34. reuno

    reuno

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  35. Shiphtur

    Shiphtur

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    there one thing always i think about it ...


    Can i make the aim 360 degrees and aim with cursors or crosshair

    and thanks
     
  36. reuno

    reuno

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    Shiphtur likes this.
  37. snapper5

    snapper5

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    The tech demo version 2.0 is crashing when selecting some of the levels from the new level select screen, see the screen shot attached where it exits when I hook it up to Xcode, the new 3d level plays fine.
     

    Attached Files:

  38. reuno

    reuno

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    @snapper5 > I can't reproduce that error. What version of Unity are you using ? Does the demo crash when starting said level directly ?
     
    snapper5 likes this.
  39. jeremiasz

    jeremiasz

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    Hello,
    Will "2d top-down" platformer option be on the roadmap? Or maybe it is already achievable?
     
  40. reuno

    reuno

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    @jeremiasz > I can't think of any 2D top down platformer game. What are you thinking of ?
     
  41. snapper5

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    Yes, on the phone only, that's why I connected it to Xcode to see what the error might be. Playing through the editor is fine. I'm using Unity 5.3.2p3 personal. Should I try another version?
     
  42. reuno

    reuno

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    @snapper5 > No, that should be fine. What levels are crashing exactly ? Does anyone else here reproduce that problem ?
     
    snapper5 likes this.
  43. snapper5

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    Looks like I fixed it by selecting iL2CPP scripting backend, it was previously selected as Mono2x in a previous project. Thanks for your help.
     
  44. reuno

    reuno

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    @snapper5 > You're welcome, glad it's working now :)
     
  45. jeremiasz

    jeremiasz

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    I'm thinking about something like old Alien Breed, or Hotline Miami. I was wondering if it would be possible to made in Corgi straight out of the box, without a hassle. If yes I would choose Corgi :)
    Would Corgi work well with other systems like ORK?
     
  46. reuno

    reuno

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    @jeremiasz > Well the Corgi Engine is a platformer engine. The games you describe are not platformers. They're top down action shooters. So no, that won't work out of the box. It's also not very good at car games and RTS.
     
  47. DeanMarquette

    DeanMarquette

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    Hi, how can u get the shootout animation to work. I know the demo has none, but when replacing it with my own in the animator it doesn't work.
     
  48. jeremiasz

    jeremiasz

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    That's why I asked about any plans (roadmap) to develop such features...
     
  49. reuno

    reuno

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    @jeremiasz > Why would I add top down shooter features to a platformer engine ?!
    @DeanMarquette > Not sure what you're talking about. There is a ShootOut animation in the demo. It's the little shotgun reloading animation, and it's working fine. Send me an email on the support email if you have questions like that, thanks.
     
  50. DeanMarquette

    DeanMarquette

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    On the spaceCorgi_spritesheet the shotgun reload animation is on the firingStop animator which I assume would actually be the correct place for it. There is nothing on the shootOut animator but okay I'll send you and email.