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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. jeremiasz

    jeremiasz

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    Because I've asked about it. Make it NOW. I insist! ;) ;) ok, seriously, I don't know. I only had a glympse into the asset from the YT footage. The beginning of the video (0:16) misled me into thinking that there are other options available.
     
  2. egem2015

    egem2015

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    Oct 27, 2015
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    Hi Renaud

    i am investigating your great asset. it is really very powerful.thanks everything.

    but i think you asset is needing much more documentation.

    because i try to change 3D character but i have no chance.

    how can i change 3D main character?

    can you make a video for this? if you have time.

    and can you make AN DOCUMENTATION MUCH CLEAR FOR CHANGING 2D AND 3D CHARACTERS?

    i do not want to see FAQ AREA FOR EXPLANATIONS.

    i am very tired of this.

    thanks in advance.
     
  3. reuno

    reuno

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    @egem2015 > I'm really sorry you're tired of this. Maybe you're overreacting though, there's a video tutorial for replacing the character. Granted, it's 2D, but luckily for you, it's exactly the same process for 3D characters.
    Here's the link :

    There are other tutorials on youtube btw.
     
  4. mividtim

    mividtim

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    Jun 10, 2015
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    Hello,

    I bought Corgi 1.7 about a month ago, and would like to know if you can give us access to the 2.0 version? It's only been a month! We'd much appreciate a free upgrade. Please let me know.

    Thanks!

    Tim Garthwaite
    Mivid Studios LLC
     
  5. reuno

    reuno

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    @mividtim > All updates of the Corgi Engine are free :) If you've bought it, you already have access to 2.0. You may have to install a more recent version of Unity if you don't see the upgrade though.
     
  6. twitchfactor

    twitchfactor

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    This guy must be clearly trolling or a prime example of Generation Entitled. The engine is a PLATFORMER engine. If you don't know the difference in game genres or are looking for something "all purpose", you're probably better off with something else.

    Honestly, if you're looking for a top-down shooter, there are plenty of free examples straight from Unity and plenty of assets on the asset store.

    I've seen Corgi's videos over the years and NOTHING led me to believe it was a one-stop-shop for any game type. As a matter of fact, if it pretended to do more than one type, I wouldn't have bought it. A tool is best when it's focused, as Corgi is focused on PLATFORMERS.
     
  7. twitchfactor

    twitchfactor

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    I DO have one request from @reuno . Would it be possible to prioritize a ledge grab? I feel that has way more utility and global value than a lot of the very-specific requests and I'm (of course) biased, since I need it and don't want to write it myself.
     
  8. reuno

    reuno

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    @twitchfactor > I'll add one vote to it then :)
    As usual, I won't promise anything, but It's already high in the todo list.
     
  9. aenigma

    aenigma

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    Is there a way to set a character to be used in all scenes without manually adding the prefab to the level manager for each scene?

    For example, if I wanted the sample space pig to be the main character for all scenes is there a way for me to go in the level manager script and tell it to always set the character to space pig?
     
  10. reuno

    reuno

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    @aenigma > yes of course, just set the LevelManager's PlayerPrefab to whatever prefab you want.
     
  11. Shiphtur

    Shiphtur

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    Hey

    i was think that you're a really really really good and professional designer ..

    so why you don't make some new elements and weapons and new stuff so the people get the corgi engine :) becuase people love this stuff and this stuff on my opinion make the engine really complate if u know what i mean ... but i see there is alot thing imprtant more then the elements etc so i wish u luck and make this stuff once you're done the important things x)
     
  12. reuno

    reuno

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    @Shiphtur > Well I make new stuff all the time, so... :)
     
    Shiphtur likes this.
  13. chiquitae126

    chiquitae126

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    @reuno is there a forum like this for the infinite runner asset?
     
  14. reuno

    reuno

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  15. aenigma

    aenigma

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    Yeah, for some reason, when I try this it sets the prefab to null...
     
  16. reuno

    reuno

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    @aenigma > then I'm gonna need more info if you want me to help.
     
  17. aenigma

    aenigma

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    I added a line to the Awake function in the LevelManager:

    public virtual void Awake()
    {
    PlayerPrefab = (CharacterBehavior)Resources.Load("spine-space-pig");
    Instance=this;
    if (PlayerPrefab!= null)
    {
    _player = (CharacterBehavior)Instantiate(PlayerPrefab, new Vector3(0, 0, 0), Quaternion.identity);
    GameManager.Instance.Player=_player;
    }
    }

    I tried this with the space pig in the default folder and Assets/Resources folder and get the same results for both...
     
  18. reuno

    reuno

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    Well no, that's not gonna work.

    Put that in your Awake method instead (remove what's there) :

    Code (CSharp):
    1. GameObject permanentCharacter = (GameObject)Instantiate(Resources.Load("PlayableCharacters/spine-space-pig"), new Vector3(0, 0, 0), Quaternion.identity);
    2. PlayerPrefab = permanentCharacter.GetComponent<CharacterBehavior>();
    3. _player = PlayerPrefab;
    4. GameManager.Instance.Player=_player;
    Nothing specific to the engine here really, just basic Unity.
    As a general rule, I wouldn't recommend modifying the scripts, you should rather extend classes to create your own. That way you don't lose stuff when the asset gets updated (pretty often).
     
  19. aenigma

    aenigma

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    It works! Thanks for the help! I'll probably expand on this so it doesn't get affected when the asset updates. Thanks again!
     
  20. vabster

    vabster

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    May 12, 2013
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    Hello Reuno,

    Thanks for the wonderful product I have a quick question (I also asked on the MoreMountains website, but thought you might find it easier here). Is there a way to make the "Jumper" script bounce you at the angle of the object it's attached to? For example if the attached object is at a 45 degree angle it would bounce the player at a 45 degree angle.

    Thanks for the help!
     
  21. reuno

    reuno

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    @vabster > Well I answered you an hour ago already, but here goes :
    That's not built in, if that's what you're asking.
    Just extend the class and apply a force in the direction you want and you'll be all set.
     
  22. heerok7

    heerok7

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    May 26, 2015
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    Hi Reuno or anyone in this thread!

    I'm kind of new to the Corgi Engine and Unity sort of as well.

    I'm trying to implement a life system. You know, where you can only have 2 attempts at the stage before the game over?
    So I think I need to extend the GameManager & GUIManager classes to do this. I'm a little stumped as how to do this. So far I've
    - Extended the GameManager
    - Added functions in the GameManager to add, set, and takeAwayLives
    - I've tried to add a refreshLives method but it stated that it wasn't a component of the GameManager class

    Has anyone had any success with this?
     
  23. duanesters

    duanesters

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    Hi, I can't figure out how to goto a new level without a level select. Just as a test, I was using HipsterLevel. I made a duplicate of the scene, named it NewLevelTest. In HipsterLevel at the GateToNextLevel in the Finish Level script I added NewLevelTest but nothing but a blank screen. What did I do wrong?
     
  24. reuno

    reuno

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    @duanesters > That's exactly the right way to do it, but you probably forgot to add that scene to the build. You should have had a Unity error in that case.
     
  25. zenGarden

    zenGarden

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    @reuno
    I was one of the first buyers, i am happy to see how much you improved it, good work.
    I have two main gameplay ideas, i don't know if it can be added on the exisiting framework :
    - Spline platformer path follow like Pandemonium game or Klonoa
    - A front and a back plane levels gameplay, like Donkey Kong Country on WII, you can jum between front and back levels

    Keep up the good work.
     
  26. reuno

    reuno

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    @zenGarden > I'm glad you still like the asset, I'll definitely keep working on it :)
    These are two very good and challenging gameplay ideas. I'll add them to the list right away.
     
    zenGarden likes this.
  27. duanesters

    duanesters

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    Thank you Reuno, that was exactly what I had missed, to add the scene to the build.
     
  28. reuno

    reuno

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    @duanesters > You're welcome, it's a common mistake, happens to me all the time.
     
  29. dythen

    dythen

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    May 19, 2015
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    So I've been noticing an issue with the sprite flickering on enemies. If you set an enemy's health to a slightly higher number and hit it quickly with enough of anything (melee or ranged), it's flicker will get stuck and stay red. It's not very noticeable on enemies with health low enough to die in a few hits, but I could imagine this being very problematic with some enemies. I just quickly made a clean, up-to-date version of the corgi demo and made a quick gif to show what I'm talking about.

     
  30. stickylab

    stickylab

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    Mar 16, 2016
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    sir please , make for Jelly bean device ,,please
     
  31. reuno

    reuno

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    @dythen > What version of the engine are you using ?
    @afakul > you've sent me two tons of messages about that. One would have been enough.
     
  32. dythen

    dythen

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    I'm using 2.0 in the game I'm building and the test from where that above screenshot was taken. (I turned off the enemy's shoot script in that screenshot so I could take the footage more easily, by the way)
     
  33. reuno

    reuno

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    @dythen > I just gave it a try and there's indeed a bug, sorry you ran into this.
    I thought I had fixed this a few versions ago :)
    Well I'll include a fix for that in the next release (within the next two weeks I'd say). If this is high priority for you and if you need a fix before that, just send me an email on the support email and I'll walk you through the changes.
    Thanks a lot for spotting this and reporting it to me!
     
    zero_equals_zero likes this.
  34. dythen

    dythen

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    I'm in no hurry, I can wait for the next update no problem! Thanks so much for responding so quickly, I really appreciate it.
     
    reuno likes this.
  35. zero_equals_zero

    zero_equals_zero

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    Jun 7, 2014
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    Why don't you just tilt the camera to face top down? Regardless of using the pack in 2D or 3D mode it's possible.
    3D was even possible before Reuno did the update (no bad words here). It only involved some changes by yourself. Which were merely some collider changes from what i experienced.
    The same is true for a top down game. the pack has enemies, player behaviour. platforms. You can design your level in 2D or 3D and just have the camera facing down. For example in 2D mode if you want a top down game, and still able to jump on platforms, just place the platform on the Y axis higher than the ground.

    In my own game I hacked the living hell out of corgi. In between levels I switch from 2D to 3D, switching the character from background to foreground (abe's oddissey style) by placing the transform in the Z direction (this does require 3D mode), even a top down part in certain areas when walking over a bridge or other stuff.

    Corgi is a very versatile pack. And if you want more physics, just add a rigidbody to the root game object of your player. A whole new world opens up. Is it clean? no! Does it work. Yes

    Good luck!
     
    Last edited: Mar 18, 2016
    JeffSLG and reuno like this.
  36. zero_equals_zero

    zero_equals_zero

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    Override the health script with a public variable of the amount of lifes you want.
    Each time you die subtract one of it.
    Link this Health subtraction to the gui manager.
    In the Gui manager override it: Add some sprites to a sprite array and remove one each time you die (you can do this by checking the players state from the gui manager, just reference to the script)
    Once you run out of lifes, you can show a sprite of game over and use some buttons to restart the game.

    Better yet: check Reuno's tutorial on how to override things, as when the pack updates your work will be gone or at least broken, if you write inside the provided scripts.

    Hope that gets you started.
     
    heerok7, MudPuppet and reuno like this.
  37. zero_equals_zero

    zero_equals_zero

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    Check out 2D Camera Pro. worth every penny.
     
    JeffSLG and reuno like this.
  38. heerok7

    heerok7

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    @zero_equals_zero Thanks Zero. I found my solution, although it's pretty similar to yours.
    I ended up creating a variable in the LevelManager and then subtracting that number when the Kill happened. Then I would send that number to the GUIManager so it updates on the screen when the player dies.
    Now I'm working on a charge shot weapon
     
    zero_equals_zero likes this.
  39. zero_equals_zero

    zero_equals_zero

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    @dythen @reuno
    Remove the for loop or set the loop to 1, but that would make no sense.
    If you want more flicker iterations, just set copy the
    GetComponent<Renderer>().material.color=initialColor;
    yieldreturnnewWaitForSeconds(flickerSpeed);
    GetComponent<Renderer>().material.color=flickerColor;

    a few times.
    Or look into packages such a DOTween, and have the color flicker with a tween. (but then you'll have to remove the coroutines and do a bit of tweaking: best with an override of the health script.

    Hope that helps.


    Code (CSharp):
    1.  
    2.         protected virtual IEnumerator Flicker(ColorinitialColor,ColorflickerColor,floatflickerSpeed)
    3. {
    4.  
    5. GetComponent<Renderer>().material.color=initialColor;
    6. yieldreturnnewWaitForSeconds(flickerSpeed);
    7. GetComponent<Renderer>().material.color=flickerColor;
    8. yieldreturnnewWaitForSeconds(flickerSpeed);
    9. GetComponent<Renderer>().material.color=initialColor;
    10.  
    11. //makesthecharactercollidingagainwithlayer12(Projectiles)and13(Enemies)
    12. Physics2D.IgnoreLayerCollision(9,12,false);
    13. Physics2D.IgnoreLayerCollision(9,13,false);
    14. }
    15.  
     
  40. icepower2012

    icepower2012

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    Jan 14, 2015
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    I find a bug when character jump on a moving up and down platform.
    You can not jump when the platform moving upward, and sometimes it may drop down from that platform.
    You can have a try by yourself.
    CorigiEngine is a great product, I hope it can be better and better!
     
  41. zero_equals_zero

    zero_equals_zero

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    Are your layer masks set correctly @icepower2012 ?
    I just checked, I don't have this bug. I can jump up on a moving platform. it's possible to jump through towards the bottom

    Make sure the moving platforms are set to moving platforms in both the actual gameobject and character behaviour of your player prefab.

    Do note there are two moving platform settings, one regular one for one ways.

    @reuno
    There is a bug when facing left and shooting upwards. the bullets stick to the player.
    Using the latest clean install version of your pack. both in unity 5.3 and 5.4

    All the best
     
    Last edited: Mar 19, 2016
  42. Bagnol

    Bagnol

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    I'm seeing the same thing as @icepower2012 at the exact same moving platform in the Mesa1 demo scene. It doesn't happen 100% of the time, but I can reproduce it reliably. Latest Corgi Engine, Unity 5.3.2
     
  43. zero_equals_zero

    zero_equals_zero

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    You guys are right. it only seems to happen in the mesa level. In the sandbox level its okay.
    Also, take a good look, when the character is going up, it seems to be pushed inside the platformer (I only encounter this in sandbox). when the platform is going down, the player is on top of the platform.

    Also: not sure if its a bug, but you can't start a jetpack on moving platforms?

    Do you guys also have it as when you are facing left you can't shoot upwards? infact you can, but the bullets are stuck to the player.
     
  44. Bagnol

    Bagnol

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    I just had a look at the Sandbox level and while I don't seem to be seeing the jump locking on the left moving platform, the right one still has the same problem as the platform from Mesa1.

    As for the jetpack, with the Sandbox left platform, the jetpack wasn't strong enough at default values, but increasing the jetpack force solved it. However, the right platform gave me the same problem as with jumping while the platform is moving upwards - in that the flames would start, but the character was locked to the platform until it started moving downward, then he'd start to fly. It could perhaps be something to do with the one way platform using an edge collider, and the standard one (that causes the problems) having a box collider. I'm seeing the player sinking into the platform as it rises, then levitating barely above it as it lowers, but it's the platform that the player doesn't sink in to that has the jump and jetpack issues.

    I'm not able to reproduce the shooting issue though. I've never seen it in the past and I couldn't get it to happen on the Mesa1 or Sandbox scenes.
     
  45. reuno

    reuno

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    First of all, if you find bugs, please send me an email on the support email, I can't keep track of them otherwise. You guys can discuss it here if you want of course, but send me an email too.
    That said, I've already fixed the moving platform one in the next version.
    As for the "shooting up while facing left", I don't reproduce it.
    Regarding the jetpack, it does work (at least on my WIP version, and I've made some changes). What happens in the demo levels with the current settings is that the jetpack goes on, but it doesn't push the character in the air fast enough to outrun the platform, so basically it looks like nothing happens. Set the jetpack force to 6 for example and it'll rise faster than the platform. Might not work on 2.0, I know I've improved the jetpack a lot since the last release, and haven't tried it on 2.0 vanilla.
     
  46. MudPuppet

    MudPuppet

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    Aug 10, 2012
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    Please please share this solution or elaborate a bit more. I have been trying for ages to get a life system sorted either in the Corgi scripts or in my own (still trying to work out class extending but understand the basic principle and overrides). I also have a slightly similar problem where I have a basic quest manager system running but wanted to try and access the DialogueZone type of display. I think my biggest problem is that I can't find any other extended class script examples directly related to the Corgi Engine to look at and learn from. At least for tonight I can look into trying to work what I have more along the lines of yours and Zero's replies.
     
  47. reuno

    reuno

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    I did a whole tutorial about exactly this :


    Have you seen it ? If yes, wasn't that enough ?
     
  48. Bagnol

    Bagnol

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    Sep 5, 2013
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    Hi @reuno, sorry for the lack of report email. I wasn't aware of the platform bug until seeing @icepower2012's post and thought I'd help in trying to reproduce it on my system to confirm that it is a bug in Corgi as opposed to just a bug unique to their project - so you don't get a bug report for a glitch that nobody can reproduce.

    Just to clarify on it though, your jetpack answer isn't 100% correct. What you said about the jetpack simply not being powerful enough to outrun the platform is definitely correct for the 1WayMovingPlatform. But it's not the same for the MovingPlatformSystem. With the MovingPlatformSystem (layer MovingPlatforms), the player actually gets stuck to the platform when it's rising, so you can't jump off it, and a jetpack even at Jetpack Force value of 15 still can't get off the platform, even though it's more than strong enough to fly off of a one way moving platform rising at the same speed.

    Sometimes it takes a few tries to get stuck to the platform, but sometimes it happens immediately.

    As I mentioned though I can't reproduce the shooting bug that @zero_equals_zero mentioned.
     
  49. MudPuppet

    MudPuppet

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    Hey Reuno, hehe, yeah the video explains the process well enough. I think that my main problem is that I am trying to get my limited knowledge on things I have that work and adapting them to your far-more-advanced code via extended classes. Not being much of a coder (hehe, but over 30 years in 2d/3d gfx, vfx, animation) I tend to fail a heck of a lot and the small wins I have keep me going - but when I see those few lines of code that solve a major hurdle for me it always opens doors up :).

    Oh yeah, before I forget, I have a suggestion for the Finish Level script (and possibly the portal one). If these had a button activation option (like DialogueZone) they could be used for more than one purpose. i.e.: I use a modified copy of the Finish Level script as a part of my quest manager on doors/gateways. If the thing had button activation I could pick whether they were exits or doors or gateways and the player could run or jump past with or without them bring triggered depending on what I chose them to be.
     
  50. reuno

    reuno

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    @MudPuppet > That's a great suggestion. Added to the list :)