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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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    @Shiphtur > I don't know this asset, but as far as I can tell, I don't see why you couldn't connect it.
    The Health and MaxHealth value on each enemy is exposed, and that's usually all you need to create a health bar.
     
  2. moh13777

    moh13777

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    Please make mobile controls Tutorial!
     
  3. skytow2003

    skytow2003

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    Hi Reuno,
    just started using Corgi and am having problems with what looks like the stupidest issue.
    My project is a 2.5d platformer. I copied the 3d demo scene and Corgi3d character and then changed the character from the cute fox to mine. Copied also the controller and inserted my animations. Everything works but my character stays rotated 90° (basically faces the z direction) while the Corgi character and the enemies seem to start in the same position and then rotate 90° on Start, aligning to the x axis.
    I could only figure out that I can get my character to keep the rotation I want by disabling the animator component, but cannot understand why.
    thanks for any help you can give me.
    pietro
     
    Last edited: May 25, 2016
  4. NAYIR55

    NAYIR55

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    Hello
    I have a little problem...
    Well I watched the video tutorial
    ... and here's my problem:
    I did follow the instructions step by step and did everything correct, but it doesn't seem to work, because the player can't move at all, I don't know how to fix the problem neither know where is the problem, I did every step and it is not working, all the samples have the same components and they work fine, please help
     
  5. reuno

    reuno

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    @moh13777 > I will.
    @skytow2003 > The animator (well, the animations) drives the rotation (and position, and more) of your character. If you want another rotation (which is completely fine), you have to update the animations.
    @NAYIR55 > I'd love to help but how could I know what you did wrong ? I'd say the easiest way would be to compare your character settings with the ones from one of the demo characters. Maybe you also get errors ? They're usually quite good at telling you what's wrong. Or maybe you haven't bound it in the levelManager ? Or maybe it's your input that's not setup correctly ? Could be lots of things. Easier way is to compare (or debug).
     
  6. moh13777

    moh13777

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    There is a problem in v 2.1, When set the number of jumbs to "2" it can jump for just one jump when you play with keyboard.
     
  7. reuno

    reuno

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    @moh1377 > How can I reproduce it ? I've just given it a try on a few demo scenes, I set the nb of jumps to 2, and I jump twice. Don't see anything wrong here.
     
  8. moh13777

    moh13777

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    I'm sorry it's my problem.
     
  9. Wulirocks

    Wulirocks

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  10. reuno

    reuno

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    @paulboutros > Yes, it's included, it's at Demos/LevelSelection
     
  11. Jkc_dev

    Jkc_dev

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    Hi reuno, it's been a while since I updated the asset, and I can't find the Mobile Input option which it was so usefull to me, is it no longer available? Why =(?

    Thanks.
     
  12. reuno

    reuno

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    @Juaks > that's because it was handled by the CrossPlatformInput standard asset, and I replaced it with simpler (and imho better) ones. Now it simply detects what platform you're on. You can always select the InputManager and force one mode or the other through the inspector, so you can still do what you used to do.
     
    Jkc_dev likes this.
  13. skytow2003

    skytow2003

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    Hi Reuno, while you are doing the tutorial on Mobile Controls could you include the use of buttons (left and right arrows) for horizontal movement instead of the joystick ?
    In the meantime could you tell me what function I have to call to make the character move left/right with two buttons. I tried to look in the scripts but I couldn't figure it out.
    thanks
     
  14. reuno

    reuno

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    @skytow2003 > I guess you didn't look too hard :)
    Straight out from the doc (and these are the 2 first methods) :

    virtual void SetHorizontalMove (float value)
    Sets the horizontal move value.

    virtual void SetVerticalMove (float value)
    Sets the vertical move value.
     
  15. Jkc_dev

    Jkc_dev

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    Ok I see it in the Input Manager, thanks!
    I was trying to don't change the CrossPlatform asset but.. if it's better I'll do it.
     
  16. reuno

    reuno

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    @Juaks > Don't get me wrong, the CrossPlatform asset is nice, and certainly more powerful than what I replaced it with. But I went for something way simpler to setup, and that does exactly the job I needed it to do. Feel free to replace it with anything you prefer :)
     
  17. kpsarras

    kpsarras

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    Hi Reuno!
    I have a problem with the Moving Platforms. When the player is on a moving platform and pause the game, if i unpause i get a blue screen & 2 errors in unity console: 1.transform.position assign attempt for "Player(Clone)" is not valid. Input position is { 284.050873, NaN, 0.000000} and 2. Screen position out of view frustum (screen pos 805.000000, 0.000000, 1000.000000) (Camera rect 0 0 805 604).

    Can you help me?
     
  18. meapps

    meapps

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    @reuno how to change the direction if i have an left looking animation or character?
     
  19. bkovner100

    bkovner100

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    Hi Rueno,

    I get the same error. To help with debugging, here's some things that seem to happen in "Mesa2" - not sure if this occurs in the other levels:

    - when you pause when the character is on a platform and it's moving downwards, the "TouchTheGroundEffect(Clone)" particle system continues to duplicate during the pause. Seems the particle creation continues during the pause.

    - when you pause when the character is on "Rocket Platform" or "Rocket Platform(1)", when you resume, your character gets teleported to another section of the level.

    - when you pause when the character is on a "RocketPlatform(2)" and it's moving downwards, when you resume, sometimes the character stays hovering in the air until you jump or the platforms moves and comes into contact with the character again.


    Hope this helps!
     
  20. reuno

    reuno

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    I've said it countless times, if you find bugs or need help, please send me a bug report via email, along with your invoice number.
    I can't keep track otherwise, and you'll wait longer :(.
     
    Last edited: May 29, 2016
    kpsarras likes this.
  21. reuno

    reuno

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    @bkovner100 > It did help indeed, I fixed it.
    @kpsarras, @bkovner100 > It's solved, thanks for reporting it. I'll include the fix in the next release. Send me an email if you want the fix before that.
     
    kpsarras likes this.
  22. meapps

    meapps

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    @reuno you forgot my question about the direction?
     
  23. reuno

    reuno

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    @meapps > Didn't see it, sorry (that's why I just said writing an email is better).
    The easiest way is to encapsulate your sprite/animation and invert the horizontal scale.
     
    meapps likes this.
  24. meapps

    meapps

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    np i fix it with flipping the X in the SpriteRender. Could you add an option in future to set it up in the script or inspection?
     
  25. reuno

    reuno

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    @meapps > Actually there was such an option in previous versions, but I chose to remove it to simplify the codebase. Didn't really make sense to have to handle both when it's so simple (and better practice in my opinion) to just create all animations in a coherent way.
     
    Pan_Likes_Brains likes this.
  26. meapps

    meapps

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    2016-05-30 17_08_05-Unity Personal (64bit) -.png

    Have some troubles with the crouching... How to fix it?
     
    Last edited: May 31, 2016
  27. reuno

    reuno

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    @meapps > Again, please send me an email if you want support.
    And if you look at the inspector you'll see there's a "crouched box collider size", which is what you're looking for.
     
    meapps likes this.
  28. meapps

    meapps

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    ok you get some emails soon. it didnt fix it. I just trying to redo an old game that i did in the past and remake of Busy Police.
     
  29. zebualvi

    zebualvi

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    Hi @reuno, in the latest version of Corgi, enemies and AI who are supposed to move/walk towards players is not working. I checked it in all of your scenes where you have NPC and blob enemies. It is however working in Version 2 or 2.1 of corgi.

    I am using Unity 5.3.4.

    Thanks.
     
  30. reuno

    reuno

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    @zebualvi > you're right, but it's actually quite easy to fix. For some reason I must have reset the Y offset of the raycast.
    You can change that directly from the inspector. A Y offset of 0.5 will detect the default demo player, but feel free to adapt it to fit your game. The change will be back to normal in the next release.
    upload_2016-5-31_10-40-3.png
     
  31. PeterShoferistov

    PeterShoferistov

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    Any plans to add the support of 3d colliders as well? I'm making a 2.5d platformer and want to add such stuff (for example) as a bouncing boulders (on a Z-axis). Of course I can do a little trick like adding 3d colliders to both player and boulder manually, set it to "as trigger" and calculate all the collision events on my own. How do you think, is this the best solution for now? Thanks
     
  32. reuno

    reuno

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    @PeterShoferistov > There's no such plan right now. This is a 2D engine. Having worked on both 2D and 3D platformers, the logic behind both is really different, and there's not really a common ground, especially in Unity, and especially if you're going for tight collisions and behaviours. Trying to create a common engine for both cases would make it overly complicated, and would result in a lot of useless calculations in most cases.
    In the case of the boulder, if the boulder were to go from front to back, like a pendulum perpendicular to the player's path, what I'd do would be to have the boulder have no collider, just be a ball animating from left to right, and trigger a collider on or off when it's at the path's level. That's how most fighting games work for example. You trigger a 2D collider on or off at certain frames of an animation. Not sure if that would work in your particular gameplay though.
     
    PeterShoferistov likes this.
  33. Pan_Likes_Brains

    Pan_Likes_Brains

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    Hi Reuno,

    I think it would be great if for the next release you could implement applying "Camera offset" to when the player is facing left, somehow that the same distance ahead of the player would be flipped. If I am not mistaken, now, if the X offset is large enough so that the player is almost at the start of the screen on the left, when they turn left, the camera is still unchanged and the user can't see ahead. Unless there's a parameter I have missed!

    Also to add, while a lot of us understand why you wish to have us contact you by email, at the same time it is extremely helpful to read about others' issues, because not only we might face them in the future ourselves, but we also learn quite a lot about the engine and unity. Just my two cents!

    Thanks!
     
  34. zebualvi

    zebualvi

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    Thanks @reuno, that solved the issue.

    I am also interested in @Pan_Likes_Brains suggestion. One of my levels goes both ways and I would love to know how to offset the camera based on player's direction.

    Thanks.
     
  35. bravery

    bravery

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    Hi,

    your kit look interesting, and the feature list looks good, but I was wondering about a main feature usually in exist in more 2d/3d platformer games, it's boss and boss attach behaviors, is there something similar to that? maybe a boss editor, where you can design your boss different attacks and different movements?
     
  36. reuno

    reuno

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    @Pan_Likes_Brains, @zebualvi > I'll look into that camera thing.
    @Pan_Likes_Brains > I wish I could get the best of both worlds too, but in most cases, when it's a bug/support, I need to exchange something like 4 or 5 emails just to get a good understanding of what the problem is, maybe people will send me some files, etc. It gets messy really fast. That's why I prefer using this thread for suggestions, and general "how would you" questions. Maybe I'll switch to a dedicated forum some day, that could be a solution.
    @bravery > Nope, that's not in the asset yet. That's a good idea though! Here's a full list of features : http://www.moremountains.com/corgi-engine-best-unity-2d-platformer If it's not in that list, it's not in the asset :)
     
    Pan_Likes_Brains likes this.
  37. bravery

    bravery

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    Oh, so that's mean I need to build one if I will use your kit:(

    What about the 2.5D, does the kit provide the possibility to move the character in z axies as well, like this one:


    Also I notice that in the feature list there is a melee system, so is it possible to do a melee attack like the above video (if I have the 3d character and it's melee animation ready)?
     
  38. zenGarden

    zenGarden

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    You are confusing plugins packages. Cori is 2D and platformers mainly.
    There is many other TPS packages allowing 3D and 2.5D beat them ups, this is only a scrolling camera and a beat them up system, this is not Cori Engine plugin.
     
  39. reuno

    reuno

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    @bravery > as @zenGarden said, this is a 2D platformer engine. It allows for 2.5D stuff (meaning you can use models), but the gameplay will remain mostly 2D. It's not suited for a beat em up, which doesn't have much in common with a platformer. Different games, different specs, different code.
     
  40. NAYIR55

    NAYIR55

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    Hello again
    I don't know if this question was asked before...
    I have an asymetrical sprite and it has left and right animations, and I wonder if there is a way to change between animations preserving the sprite as it is... a clear example would be like the 2D Metroids... Samus has her cannon on the right hand and when she flip to the left the cannon is still on her right hand, how can I achieve that??
    Thanks
     
  41. reuno

    reuno

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    @NAYIR55 > That's not something that's included in the asset, but it shouldn't be too hard to implement.
    Basically what you'll want to do is modify the character's animator, to add another version of each animation where you want to have a difference, and trigger one or the other based on the current transition conditions plus the direction.
     
  42. Ubach-Martinez

    Ubach-Martinez

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    Hi reuno I just recently bought the Corgi Engine, however I have a problem and it may be due to loading the package, when I try to load it, I get a console error on every script using MoreMountais.Tools saying it does not exist in the namespace. Could you help me? Thanks in advance.
     
  43. reuno

    reuno

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    @Ubach Martinez > Sure, send me an email on the support email address with more details.
     
  44. Ordnas006

    Ordnas006

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    zenGarden likes this.
  45. reuno

    reuno

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    @Ordnas006 > This looks really good! Thanks a lot for sharing!
    That little soldier looks awesome!
     
  46. MFLM

    MFLM

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    Looks great this asset

    Only I have a questions, the checkpoint System works with PlayerPrefs?
    If I have a Level Selection the checkpoints works in all levels or only if I died in the level?

    Thanks
     
  47. reuno

    reuno

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    @MFLM > There's no PlayerPrefs implementation so far, and checkpoints are local, but of course you can super easily add that. Saving the checkpoint should be around two lines of code with PlayerPrefs.
     
  48. Pan_Likes_Brains

    Pan_Likes_Brains

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    Hi Reuno,

    Throwing a suggestion that I ran across when developing my game. Blocking function. How would that work? Pressing a key would change damage parameters of enemy projectiles/melee colliders? I have no clue how to go on about it! Any guidance overly welcome!
     
  49. reuno

    reuno

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    @Pan_Likes_Brains > There are a few ways you could do that. Changing damage parameters would be one, that way you could maybe take some damage, less than blocking (the way most fighting games work). Or you could activate/desactivate a shield object (maybe just a transparent collider) in front of your character, that would collide with the projectiles, preventing them to reach your character.

    If I were to do it, I think I'd just extend CharacterBehaviour's TakeDamage method, and have a different behaviour when the character is in its blocking state. That's probably the cleanest way to do it, and the one that will give you the more control over what happens.
     
  50. jaelove

    jaelove

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    Any news on the beat em up engine?