Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

[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

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @jaelove > I haven't given up on it, but it's kinda low priority right now, so don't expect it within the next couple months.
     
  2. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    I've just released a (long overdue) video tutorial about the MMControls, the new mobile controls in the Corgi Engine.
    Here it is :
     
    zenGarden likes this.
  3. Pan_Likes_Brains

    Pan_Likes_Brains

    Joined:
    May 19, 2016
    Posts:
    13
    That's a great suggestion, but I will stick with activation of a transparent collider. This is because if player has a shield (visually) and is in blocking mode, damage from an enemy behind the player should be applied normally without reductions.

    Thanks for your input!
     
    reuno likes this.
  4. AlGerbaz

    AlGerbaz

    Joined:
    Jun 29, 2014
    Posts:
    8
    Hi Reuno
    Sorry if this has been covered before. I've just updated to 2.2 (belatedly) and am getting errors related to duplicate scripts. It seems the same scripts are in CorgiEngine>Common>Scripts as well as in CorgiEngine>scripts. Also duplicate resources etc. I'm not sure if this is normal. (I imported the update into a blank project, deleted the CorgiEngine folder from my existing game project and then copied the updated CorgiEngine folder from the blank project into the game project.) Is it safe to delete one of these folders?
    thanks
     
  5. zephyo

    zephyo

    Joined:
    Mar 28, 2016
    Posts:
    33
    Hi guys, I've used the Corgi Engine to make my first game; Suppressed, based on true events in North Korea. I put in on Greenlight -
    http://steamcommunity.com/sharedfiles/filedetails/?id=701623320

    Thanks so much reuno for this amazing tool! As an artist and a high schooler my dreams would've stayed dreams without Corgi Engine.


     
    Eggpunk likes this.
  6. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @AlGerbaz > Sorry for the late reply, I thought I had answered you, but my message never showed up. Weird. Anyway, how are you importing the latest version of the asset ?
    @zephyo > That's amazing work. Really beautiful art, I'm impressed. Thanks a lot for sharing! Can I put this on the asset's page next time I update it?
     
  7. IndiumIndeed

    IndiumIndeed

    Joined:
    Jun 17, 2014
    Posts:
    6
    I have KillPlayerOnTouch script attached to GameObject with CircleCollider2D. If I touch the GameObject, the player dies as expected.

    However, I noticed that if I fall on the top of the killer game object and I am quickly repeating clicks with jump button, sometimes the player jumps and does not die. This happens quite rarely, but I still feel that it breaks the game. I feel like I need to press the jump button about exactly, when the player is about to touch the killer GameObject.

    In CorgiController, I have 8 horizontal and 8 vertical rays. Ray offset is 0.01. Character BoxCollider2D width 1.22, height 1.98, y offset -0.29.

    In CharacterBehaviour, Number of Jumps is 1.

    Any ideas, how to avoid this problem?
     
    Last edited: Jun 13, 2016
  8. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @IndiumIndeed > Not sure I understand the problem. If you jump, you don't touch the killer object right ? So not dying seems normal.
     
  9. AlGerbaz

    AlGerbaz

    Joined:
    Jun 29, 2014
    Posts:
    8
    No problem. I've imported the package as an update via the asset store window. First into a backup of my existing project. But this method reset all of my settings, tags etc which would have been a nightmare to fix. Second into a blank project, then deleting the existing CorgiEngine folder from another backup project and replacing it with the updated CorgiEngine folder just as a drag and drop in Windows file explorer. If that makes sense? I'm not sure how I ended up with the old subfolders using the second method - they are all lowercase folder names. Anyway I went ahead and deleted these old subfolders in my backup project. This resolved the duplicates, but now I'm struggling with having to update all my scripts that either extended or even referred to Corgi scripts. Is it normal to have to add new Using statements (like MoreMountains.CorgiEngine) to these scripts of mine? I have spent hours trying to resolve errors and cannot play my game. Scripts on pretty much every game object are also missing. I'm considering starting from scratch a project I've been working on for months, because I really want to use some of the cool new stuff like surface modifiers. Sorry for the long post. I can email you directly if this is a unique problem to me.
     
  10. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @AlGerbaz > I still don't understand how old files could magically appear when importing into a blank project, but if you got rid of them it's all good I guess.
    And depending on how far back you were in terms of versions, yes, having to add "using..." statements is normal. Most IDEs will do that for you though (in MonoDevelop for example, right click on whatever method is highlighted as not found, resolve > and it'll add any required missing statement. I guess there's even a way to autoresolve most situations, never had to use it though, never had a project so big that manually updating was an issue.
    I don't know what version you were using before, but make a backup before updating anything.
     
  11. IndiumIndeed

    IndiumIndeed

    Joined:
    Jun 17, 2014
    Posts:
    6
    Thanks for reply. The killer object is just under me. There is no other object. The player should not be able to use the killer block as jumping platform. By the way, the player is not able to double jump in my configuration, if you are thinking that.
     
  12. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @IndiumIndeed > Again, it'd be easier to solve your problem if you found a reproducible pattern in one of the demo levels. But in any case, my guess is you've just set your "killer block" to be jumpable. It's probably a platform or equivalent. Remove the killer script, see if the problem persists. Your character should be able to go through your killer block. If not, then set it up properly.
     
  13. IndiumIndeed

    IndiumIndeed

    Joined:
    Jun 17, 2014
    Posts:
    6
    @reuno > Thank you. The problem was wrong layer.
     
  14. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    IndiumIndeed > I'm happy it's working now :) Next time send me an email, you'll get a faster reply :)
     
  15. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,458
    how can i make the jump curve more smooth?

    now it jumps up and when it peaks it falls down abruptly, i would like to have a more smooth jump path
     
    Last edited: Jun 15, 2016
  16. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Lars Steenhoff > Extend the class, override the jump start method, and instead of having a force added, implement a force set each frame to your liking. Edit : that's sort of how the jetpack works if you want inspiration.
     
  17. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,458
    perhaps I shoud add im not a programmer....

    because i have no idea how to implement what you just said.

    thanks
     
  18. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Lars Steenhoff > In this case all you can do is play with the various tweaks. Maybe reduce gravity then, if you think the fall is too fast (the fall is just gravity, no force added).
    I'm working on a more user friendly way to edit jump curves, but it's kinda low priority right now, as it can already easily be done via code.
     
  19. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,458
    Good to know its on your list, I would be happy to send you some money if that can increase the priority, I think a large part of the appeal of the package is that it allows tweaking of values via the inspector.

    This collider package does it quite well, I bought many 2d platform packages on the store and I want to settle on using corgi, this is the only thing right now thats missing for me.

    (at 50 seconds )
     
  20. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    Lars-Steenhoff likes this.
  21. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,458
  22. Pan_Likes_Brains

    Pan_Likes_Brains

    Joined:
    May 19, 2016
    Posts:
    13
    Hi R,

    Any chance for an AI Pathfinding script coming up in some future release ? For now, I cannot seem to use the pathfinding script for animated characters as the script changes their transform to move objects around, which does not trigger animations. I went into the script and realised that to do this, I would need to change the way it moves the objects by replacing it with e.g. addhorizontalforce, but then something will need to check if the distance to the x element of the pathfinding list is reached, which, as a method, I assume differs significantly with how you have it set up now. Am I correct in thinking that? Thanks for any input!
     
  23. jprocha101

    jprocha101

    Joined:
    Apr 8, 2015
    Posts:
    134
    Hi @reuno,

    I am trying to get a ball to bounce off a characters head. I have only been able to get the character to interact with the ball by assigning it to the platform layer. However, if it bounces off the character it just pushes him through the floor.

    Any advice on how to achieve this, or what class/methods would I need to modify?
     
  24. zephyo

    zephyo

    Joined:
    Mar 28, 2016
    Posts:
    33
    I'm glad you like it; and sure! I would be honoured!
     
  25. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Pan_Likes_Brains > The pathfollow (not finding) script is meant for "static" objects. Well objects that follow a path. It's not a pathfinding script, though I guess you could use that as a basis for a pathfinding script. You're correct, and it'd take some work. I'll admit it's not a priority right now, as I believe AI in most platformers can remain pretty simple (Mario, Broforce, Metroid, stuff like that doesn't have enemies that chase you all across a level. Keep things simple. That doesn't mean it's not a good idea, it's just low priority right now :)
    @jprocha101 > I answered via email.
    @zephyo > Sweet, thanks!
     
    Pan_Likes_Brains likes this.
  26. xpachin

    xpachin

    Joined:
    Feb 6, 2014
    Posts:
    62
    hey man!
    a (maybe) noob question. i was playing with corgi an lights, and i try to make a rainy night, so i change some textures to difuse, but when i did it to the character (rectangle), it works fine when i face right, but when i turn, the sprite dissapears. i dont know what it is... what do you think? 1.PNG 2.PNG
     
  27. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @xpachin > Well it seems like you already have the answer. Your shader doesn't support flipping. I suggest fixing that. Or just use the Unity native Sprite / Diffuse shader, that doesn't have any problem with that.
     
  28. xpachin

    xpachin

    Joined:
    Feb 6, 2014
    Posts:
    62
    im using spite/difusse!
    edit: it worked! i did it alll over again. i dont know what was wrong the first time
    thanks!
     
    Last edited: Jun 18, 2016
  29. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @xpachin > Oh I didn't see your edit and took a lot of screenshots showing how to do it.
    ANYWAY :) I'm glad it's working now.
     
  30. xpachin

    xpachin

    Joined:
    Feb 6, 2014
    Posts:
    62
    hehehe
    hey man i have other problem now, as you can see in the pictures, im working with weather maker, but in corgi's minimal escena, the lightning seems to be rotated, and detected the left wall as ground. i tested it in the demos of weather maker and in a new scenes, and both seems to work fine, its only in oyur escene.. any ideas why?
    thanks! rayo2.png
     
  31. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @xpachin > I have no idea, I don't know this weather thing.
    If you have other questions, again, send me an email on the support email address.
     
  32. zebualvi

    zebualvi

    Joined:
    Apr 14, 2013
    Posts:
    11
    Hi @reuno, sorry if this has been asked before. I am trying to use my Xbox 360 controller on a Mac. I can move my character around but that's pretty much it. Is there a way to make it work like it does on PC, a different controller perhaps? Thanks.
     
  33. MudPuppet

    MudPuppet

    Joined:
    Aug 10, 2012
    Posts:
    162
    Hello, have you tried GamePad Companion on your mac? Often I just use my old PSP plugged into my Mac as a controller and have found that GamePad Companion is great for setting it up to work with Emulators and whatever else. It also lets you save presets.
     
  34. zebualvi

    zebualvi

    Joined:
    Apr 14, 2013
    Posts:
    11
    Thanks @MudPuppet, I did not know about this. I'll give it a try now. Appreciate it.
     
  35. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
  36. zebualvi

    zebualvi

    Joined:
    Apr 14, 2013
    Posts:
    11
    @reuno Thanks, mapping works like a charm. I do have a question regarding Triggers. It uses axis instead of a button. Do you know how I can use my Left and Right triggers instead of bumpers?

    Thanks.
     
  37. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @zebualvi > I don't know, never tried to change their behaviour. You should be able to find info about that online though, just like your previous question, this is generic Unity, not specific to the Corgi Engine. I guess others have tried to do that before too ?
     
  38. DMRhodes

    DMRhodes

    Joined:
    May 21, 2015
    Posts:
    81
    Hey, I read through the thread and I know you get these kinds of questions a lot, so sorry in advance. ^^;

    But can I ask a somewhat specific question to help me decide if this is worth the investment for me? I'm looking at all the different 2D kits because potatoes are my spirit animal and I couldn't code a "Hello world" if my life depended on it. Your Corgi Engine seems to be the most fleshed out, but I'm still unsure on a critical point for myself. My dilemma is as follows;

    I've noticed in the videos and the webdemo that all the stages are all basically each one large area. With a set respawn point if you die (Or enter said area). If I was to make several smaller stages instead, each being their own Scene with some having multiple exits, does the engine support that?

    For example if I'm in Scene1 and move to Scene2, that it spawns me on the left side of Scene2. But If I was to go from Scene3 to Scene 2 that it would spawn the character on the right side of Scene2? I've attached an image incase my explanation was a little derp.

    Thanks :)

    desc.png


     
    Bhanshee00 likes this.
  39. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Candy Bomber > yup, you can do that. The demo levels are large to showcase all features, but there's no minimum size. Good question though :)
     
  40. DMRhodes

    DMRhodes

    Joined:
    May 21, 2015
    Posts:
    81
    Perfect, thank you for the confirmation. ^^
     
  41. ostrich160

    ostrich160

    Joined:
    Feb 28, 2012
    Posts:
    679
    I'm not sure if you've checked through the latest update, but from the get go theres 5 errors about tiltinput, touchpasinput, ect... missing namespace CrossPlatformInputManager. I've been working for some time to fix these, but everytime I do it creates new problems (the current issue is with Platformer2DUserControl, it wants to use PlatformerCharacter2d which requires ._2d as a namespace, and also crossplatforminputmanager which requires crossplatforminput as a namespace)
     
  42. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @ostrich160 > CrossPlatformInput is not used anymore, so that's normal. Feel free to keep using it but as mentioned in the release notes (and on the asset's page) it's been replaced with simpler (and imho better) ones.
    As for Platformer2DUserControl or PlatformerCharacter2d, I don't know where these are from but there have never been classes called like that in the Corgi Engine so maybe you've got the wrong thread :)
     
  43. zero_equals_zero

    zero_equals_zero

    Joined:
    Jun 7, 2014
    Posts:
    89
    @reuno Have you checked out zendesk? Eventually all support will get a mess soon. But I think it will be much easier to handle. Ofc its not free but it might help! cheers
     
  44. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @zero_equals_zero > That's a good idea, I already use it on other projects, might give it a try for this as well :)
     
    zero_equals_zero likes this.
  45. ostrich160

    ostrich160

    Joined:
    Feb 28, 2012
    Posts:
    679
    Its fixed now, not sure entirely what happened but I tried importing corgi into a blank project and it worked fine, so no problems!
     
    reuno likes this.
  46. MudPuppet

    MudPuppet

    Joined:
    Aug 10, 2012
    Posts:
    162
    Thumbs up for a dedicated forum. Then users can share solutions or collaborate. Much easier than private messages etc. Although I am not an expert on them but Zendesk ones seem to attract idiots or spam (or adverts) after a certain amount of time. A pro one that I have used for Visual FX Software development was something like phpbb(?). That one has a very decent system for both the developers (bug reports) and users (sharing/collaboration/tutorials).
     
    NAYIR55 likes this.
  47. Mr-Stein

    Mr-Stein

    Joined:
    Dec 4, 2013
    Posts:
    169
  48. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @Mr.Stein > That's entirely possible indeed. I had never heard of it before, nice art!
     
  49. eighto

    eighto

    Joined:
    Apr 27, 2013
    Posts:
    32
    @reuno Are you still working on the multiplayer version? Any idea when it will be released?

    Also I watched your tutorial, and this may be a noob question, but I was wondering why an animator override controller wasn't used when creating the new character.
     
  50. reuno

    reuno

    Joined:
    Sep 22, 2014
    Posts:
    4,870
    @eighto > The multiplayer version is still in progress. I still don't give release dates. I have another multiplayer asset that's gonna release before though. I think local multiplayer Corgi will be next. The thing is, I still haven't found a way to bundle single and (online) multiplayer into one asset without it resulting into a gigantic blob of code, really hard to grasp. So right now the only solution I'd have would be two separate assets and I'd like to avoid that.

    As for the animator override controller, that's a very viable solution, you can do both. I went with the easiest to explain solution :) Maybe I'll do a video showcasing that too.