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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. Rizzledeep

    Rizzledeep

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    Lolol nah it was probably clear I had just woke up and was probably still learning to read. When you are ready for testers let me know I am down to help out when it is ready.
     
    reuno likes this.
  2. Rizzledeep

    Rizzledeep

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    Also, i dont know if you have thought to include this in a future release, but I wrote a script for the cannon projectile that tracks the player as opposed to having a set path. You can also add a lifetime to the spawned projectile so that after chasing the player for x amount of seconds it explodes. It would be a cool feature to be able to toggle on cannons.
     
    reuno likes this.
  3. medidog

    medidog

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    Hi @reuno ! Sign me up for the 3.0 Beta please :) I would gladly help on the new beta!
     
  4. reuno

    reuno

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    Alright!
     
  5. reuno

    reuno

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    By the way, v2.2.4 just hit the Asset Store. As previously announced, it fixes the flip issues introduced in Unity 5.4.
    Note that you'll need 5.4 to get that latest release.
     
    Rizzledeep likes this.
  6. davidseth8

    davidseth8

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    Hello @reuno, please sign me up for 3.0 beta test. Loving the current version so can't wait for what's next!
     
    reuno likes this.
  7. reuno

    reuno

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    I just pushed v2.2.5 to the Asset Store, should be available for download within a few days.
    It's a minor release that fixes the following :
    - Fixes a bug on the Pixels demo scene
    - Fixes a hierarchy issue with the Spine based demo characters
    - Removes TheHunt, an incomplete level released too soon
     
  8. Asse1

    Asse1

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    Is there any chance that the framework will get more component based?

    E.g. the vibration of the device, when the player gets killed, is handled directly inside CharacterBehavior.Kill(). If you have an event and more component based system instead, you could have a VibrateComponent, add it to the players' GameObject and register for an OnKill event in CharacterBehavior.

    Same with TouchTheGround particles. If you would have a TouchGroundComponent you could register for an OnGrounded event and could also add it to enemies and so on.
     
  9. reuno

    reuno

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    @Asse1 > A very good question.
    This is a screenshot of the inspector for the Rectangle demo character in the upcoming version of the engine.
    upload_2016-9-18_13-28-58.png
    As you can see, every "ability" is now its own component. You just put the ones you need.
    Some of them have requirements (run requires horizontal movement for example), but most of them are standalones.
    You'll also notice at the bottom of the Character component inspector that there are now "Send State Change/Update Events" switches, which will, if checked, trigger events on state changes. That way you can catch these and trigger something when the character hits the ground.

    All in all, it's now easier (and safer) to extend a particular component, create your own, or just catch events from a component or even outside of the character.
    Is this what you had in mind ? :)
     
    NathanG and meghapants like this.
  10. Asse1

    Asse1

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    Yeeez :) Then I politely ask you to sign me up for beta :)
     
  11. reuno

    reuno

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    I'm really glad you asked this question, I was starting to wonder if I wasn't doing all that for nothing. Would people notice an improvement?
    I'll let you know when the beta starts, thanks!
     
  12. Asse1

    Asse1

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    Of course we'll do :) That's the fundamentals of effective programming! I was just trying to create another AI behavior and noticed, that I'd have to copy a lot of code from the CharacterBehaviour in order to have something like the grounded effect and so on. Especially if you're used to controlling your characters by ai and/or by input controls.
     
  13. Asse1

    Asse1

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    And by the way, when we used to code our events-component system we made us able to assign the components (like CharacterRun, CharacterJetpack) to other GameObjects than the players' root, e.g. GameObjects under the players root that only held these logical component scripts. So the root GameObject didn't get messed up by hundreds of scripts :) Don't know if that's already the case with your new system.
     
  14. reuno

    reuno

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    @Asse1 > I didn't go into much details, but yes, each "ability" now handles its own input. It's still referencing the InputManager (although it's been reworked too), which allows for mobile compatibility (and - spoiler - multiplayer).

    Edit regarding your second message : That's kind of the case I guess ? I'll have to look into that, never really tried it but I think I accidentally implemented that :)

    By the way, and while I'm on the subject, here's a little status update on the next version beta :
    I'm done with the new weapon system. It's still missing a few things I wanted to include (like ammo reload, and weapon switch). That last one requires the inventory. It's "ready", but I think it'd be too much for a single release, too many possible bugs, which means more testing time, and more time spent writing/recording the documentation. So I think I'll leave that out for now, and the inventory will be in 3.1. Which means I just have to finish the new 4 player level, and it's beta time! I'd say in 2 to 3 weeks maximum. I didn't promise anything here :)
     
  15. Asse1

    Asse1

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    I see, you're already implementing all the stuff we wanted to implement the next weeks, thanks ;)
     
    reuno likes this.
  16. Paerux

    Paerux

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    That screenshot looks great. Can't wait! Thanks for all the hard work @reuno
     
    reuno likes this.
  17. heyteg

    heyteg

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    Can't wait for 3.0 @reuno :p
    Quick question... How are you handling the camera when multiplayer is active? Splitscreen or more like inn Supersmash?
    Also, if you need more ppl to help with the Beta test, Sign me up ^^
    Keep up the good work!
     
  18. reuno

    reuno

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    @heyteg > So far the camera is just fixed for multiplayer. As I focus on the "hard" stuff (the multiplayer itself).
    From there implementing different cameras is not too hard, and I'm not sure I'll include all possible cases, as it really depends on the game you're making. I guess I can always add more in future versions. Split screen sounds like a great idea btw, I like that :) And I've added you to my beta list, thanks!
     
    heyteg likes this.
  19. Jkc_dev

    Jkc_dev

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    Hi, I've always had this problem, and I was looking for a solution and seems that it's a Unity common problem, but maybe you have the solution. When I jump on an edge, sometimes the player jumps so high, not the jump force, x3 times. How could I fix it?

    I've read that rigidbody and physic code must be in FixedUpdate() and not in Update(), I've changed it but it still happen.

    Thanks again.
     
  20. reuno

    reuno

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    @Juaks > Could be a number of things (collider setup wrong, stuff like that).
    Is there somewhere in the demo levels where I could reproduce it ?
    Also what version of the engine are you running ?
     
  21. Jkc_dev

    Jkc_dev

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    Yes, if you change BoxCollider to EdgeCollider it happens. (I better record it and show to you)
    I'm using the last version.
     
  22. reuno

    reuno

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    @Juaks > Please send me an email then, with invoice number and more details. Thanks!
     
  23. Jkc_dev

    Jkc_dev

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  24. reuno

    reuno

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    @Juaks > The support email on the asset's page :
    upload_2016-9-22_13-32-44.png
    :)
     
    Jkc_dev likes this.
  25. Jkc_dev

    Jkc_dev

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    xD I wasn't logged in, and I couldn't see it, sorry. Thanks.
     
    reuno likes this.
  26. uniteme

    uniteme

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    i have to change assets character , as i ask the question in this forum , but no one reply instead the post was deleted
    can any one help in changing the corgi character asset with my assets of png files...
    plz help me..
     
  27. reuno

    reuno

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    @uniteme > As I told you via email, nobody deleted your post. Nobody can do that except you (and Unity admins I guess ?). And as I told you via email, again (and without reply), watch this tutorial, it explains exactly what you're after :
     
  28. bouklett

    bouklett

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    Hi!
    Is your engine suited for metroidvania styled games with in-game mechanics like power-ups, inventory system, XP system, map exploration and so on?
     
  29. reuno

    reuno

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  30. casablancas7

    casablancas7

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    Hi reuno
    My character cannot jump when its doing the wall clinging..is it because the blend tree animation? Do you have tutorial for that?
    The one way platform also not working on my character
     
  31. reuno

    reuno

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    @casablancas7 > There's no tutorial for your very specific problem, but there are tutorials on youtube on how to build a character (I posted the link again like 5 posts ago). If you follow them and learn from them, you probably won't have that issue though. Another way to find what's wrong is to compare with the demo characters (assuming they are ok, check first), and see what may differ. If that still doesn't do it, drop me a line on the support email address with more info and I'll see what I can do.
     
  32. Muppo

    Muppo

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    Hi there.

    I tried the Corgi Demo today and I just come to say I love it, so sweet engine, great work!

    Would like to know is there's more enemies or traps in the complete pack or if you will add then in the future. Have Megaman-like stages on mind when asking for that.

    Regards.
     
  33. reuno

    reuno

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    @Muppo > Pretty much everything in the asset is in the demos (at least the pc/mac demos). The mobile ones (iOS and Android) don't include all demo levels.
    And of course there's definitely more coming :)
     
    Bagnol likes this.
  34. Unipue

    Unipue

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    @reuno Hi,
    need help with character behavior, when player for example collide with an enemy it knocks the character back and gives the player a temporary invincibility. i need to remove that line of code(temporary invincibility) which script should i look for it?
    also another question, when player is dying(health is 0) it jumps in the air and then goes below the screen; need to remove this one too.

    Thanks.
     
  35. reuno

    reuno

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    @Unipue > please send me an email for requests like these. Anyway, both are handled in CharacterBehaviour, look for the Kill method and TakeDamage methods, they're all commented, you should have no trouble finding the corresponding lines :)
     
  36. meghapants

    meghapants

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    @reuno I'd love to help out with the 3.0 beta! I'm really looking forward to the update, especially local multiplayer.

    I'd also really like to talk to anyone that's used Rewired and Corgi Engine together to see how you handled merging the input types!
     
  37. Unipue

    Unipue

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    yeah actually i was able to find them thanks to the commented codes :)
    anyway thanks for your time it's a great engine.
    keep it up.
     
  38. reuno

    reuno

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    @meghapants > alright, I'll add you to the beta list
    @Unipue > glad you figured it out :)
     
  39. MudPuppet

    MudPuppet

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    Hello, I have finally managed to extend classes and get into some overrides - so now my lives thing and some other stuff are all separated. However, I am still stuck with one small problem that I can't seem to get around so I thought I might as well post a question here and see if anyone can point me in the right direction.

    Put simply, the game starts, you lose all lives and it goes to a Game Over screen which displays your score. Then it loads the Title screen and from there you are back to level 1 with full lives count and points reset etc. However, once you are at level 1 again the player character can no longer get hit by enemies or pick up coins until it dies for the first time. For the life of me I can't work out a solution to this problem.

    I have tried adding code to the GameManager's Reset function, tried deleting the GameManager in the StartScreen script, and also tried to delete the character itself but nothing seems to work. If I call the GameManager's Reset function in the Start Screen script the player can jump but not move - and any attempts to get around that as well also lead me back to the exact same problem.

    Note: I only just found this new forum today so please excuse me if the answer is in here somewhere - I need to read through 36 pages of posts to catch up on everything from the old forum.

    Regards,

    MudPuppet
     
  40. reuno

    reuno

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    @MudPuppet > How do you load level 1 again ?
    I'm guessing that's where something wrong happens.
     
  41. Kale

    Kale

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    How does this asset handle root motion?
     
  42. MudPuppet

    MudPuppet

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    Hello Reuno,
    My own thoughts were that perhaps it is loading the GameOver screen before the KillPlayerCoroutine has done its thing. The actual code was originally in an Update function but that caused any other game screens (Start/Title/Game Over) to just appear blank and not function so I have moved it into the Take Life function. The code I have is just a simple if statement that says that if the lives count is <= 0 then load the Game Over screen. I tried to make that an IEnumerator and add a wait for seconds thing(?) but that didn't work either.

    I also tried making the if statement a function and adding it to a variety of classes/places like Kill Player, KillPlayerCo, the Health class etc but none of that worked either. Should I perhaps make my if statement as a function and make it a coroutine?

    Regards, MudPuppet
     
  43. Asse1

    Asse1

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    @reuno Do you already have an idea of when the beta phase will start?

    I need to investigate in when we start implementing logic since I guess that a bunch of scripts will change and that we'll have to change a lot of code if we would start with version 2.x.

    Don't want to give you pressure anyways, just wanted to know ;)
     
  44. reuno

    reuno

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    @Kale > There's nothing specific to root motion in the asset.
    @MudPuppet > Again, how do you load that level ? If you're using LoadingSceneManager, there's no reason your player dies, unless you've made stuff persistent.
    @Asse1 > I plan on releasing the beta within the next 2 weeks. It's feature ready now, I'm just polishing things and writing some documentation. I was actually on tour with my band these last 10 days so couldn't get much work done, but I'm back now :)
     
  45. Kale

    Kale

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    I didn't mean to suggest that it did. It's just that, I've played around with some platformer stuff using rootmotion by curves, and the character clips through objects. It's fairly consistent as well, but sometimes take a long time to blip through while others will instantly clip through and fall out of "world."

    I was wondering if this would have the same issue or not.
     
  46. reuno

    reuno

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    @Kale > I'm not sure I understand exactly what you mean.
    I have very little experience with root motion (or never really ran into it I guess).
    I export all my animations in place so never had that need.
    From what I can see here : https://docs.unity3d.com/Manual/ScriptingRootMotion.html
    you'd certainly be able to implement that kind of code with the CorgiController methods.
    But out of the box I don't think it'd work.
     
  47. MudPuppet

    MudPuppet

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    Hello Reuno,

    The LiveManger script that I built is a singleton. I tried to revert to MonoBehavior but that caused me all kinds of grief because I don't know enough about Unity yet. However, somehow I managed to fix the problem and it's still a singleton. At first the lives were fixed but the retaining of points scored and the sending of that info to my Game Over screen crapped itself. Now I have somehow fixed that as well. Woot!!!

    Hehe, I am sure what I have built is going to cause me grief at a later stage but learning how to get what I wanted working at all - and then getting it out of your engine code has been one big mission. Now I have finally conquered that last little bit that has plagued me so badly for so long. I will never be a coder but it's nice to solve these problems that other people find so easy.

    I daresay that had I not seen your last comment and acted on it, regardless of the method or solution, I probably would have been sitting here for another long long time trying to figure it out :).
     
  48. reuno

    reuno

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    @MudPuppet > Well I'm glad I could help :) And don't worry about this not being the "right way". The right way is what works for you, and what you can understand at that point in time. There's no point in overcomplicating things. If it works now it's fine. Sure, at some later point it may cause issues with other features, but you'll cross that bridge when you get to it.
     
  49. zero_equals_zero

    zero_equals_zero

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    I was wondering, did anyone manage to make the character stick to the waterlevel after swimming? I can't seem to pull it off. When I set the force for jumping out of the water low I can't jump out of the water.
    Think of ori and the blind forest, where ori can swim upwards and somewhat stick or float on the water level.
    Maybe this will be covered in the next update?

    Thank for your input.

    All the best.
     
  50. reuno

    reuno

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    @zero_equals_zero > I'm afraid that probably won't be in the next update. It's already packed with features.
    But I'll add that to the list for the next one.