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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. Sreejith

    Sreejith

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    Hi @reuno

    I'm sorry I didn't get it. what is a placeholder? I'm not good at art. I want to extend the coding functionalities from the engine into my game. I really liked the background setting of the demo videos of this game. Of course I'll be changing the characters and everything but I'd like to use some of the assets from the engine(like BG).

    Thank you,
    Sreejith
     
  2. reuno

    reuno

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    @Sreejith > Well a placeholder is just an asset that's used in a demo. You're free to do whatever you want with it.
     
  3. gljmelton

    gljmelton

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    Is there a way to modify the proportional jump so that when you release the button early the jump is smooth instead of stopping suddenly and moving down? It feels a little off when you hold jump and get a smooth arc but when you release early you get more of spike back down. I hope that makes sense.

    It seems like there's some kind of algorithm I could fit into the SetVerticalForce() in the jumps ProcessAbility() instead of just SetVerticalForce(0) but I'm too trash at math to work this out.

    Thanks if anyone has any insight on this. Maybe I missed a previous post about it, in which case sorry.

    Either way I'm digging Corgi Engine so far and don't know what I'd be doing without it (probably making a mediocre rigidbody physics platformer)
     
  4. reuno

    reuno

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    @gljmelton > Technically you get the same gravity applied whether you release early or not. It just usually looks better when your jump is high enough, but really the same rules apply.
    You can cheat that however by extending the Jump ability and applying different rules if you prefer. You can also play with the ascent / descent multipliers, but these will apply to all types of jumps.
     
  5. gljmelton

    gljmelton

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    Interesting, I'll play around some more until if feels right. Thanks for the quick reply!
     
  6. hippocoder

    hippocoder

    Digital Ape Moderator

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    Hello everyone! Friendly mod stepping by. Will keep an eye on thread for rude behaviour, please use report button if any issues. Hides banhammer behind back innocently.
     
    Zehru, skayster and reuno like this.
  7. Grafixcode

    Grafixcode

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    Hi.

    I just started to use the Corgi Engine for the first time.
    I discovered a problem in the "FeaturesGravity" scene in the "Minimal" folder.
    If I use "A" + "F" buttons to move the character out of a gravity
    zone it gets stuck. See the picture.

    EDIT: I also somehow manged to make the yellow character
    pop out of the 7 degree platform box just by playing around
    with the A,D and F keys. I don't know how that happened
    and maybe there is a logical explanation or is it a bug?
    See the second picture

    EDIT2:
    Discovered two more strange behaviours.
    * I managed to move the character outside
    the platform bounds and the character died.

    * On the -30 degree slope at the end, I suddenly
    couldn't move the character to the right. I just got
    a yellow smoke puff from the character when I pressed the D key.

    Maybe there is an explanation to all this and I'm just new to all this
    but it seems a little strange. Hope the programmer can
    solve these things.
     

    Attached Files:

    Last edited: Nov 30, 2017
  8. reuno

    reuno

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    @IronArrow > I don't reproduce any of these, and it's hard to help without more details.
    A (long) dash next to the exit of a gravity field will probably cause some back and forth, especially with the opposite direction pressed, that's to be expected, and is by design. I don't understand how it could get stuck there however.
    My guess without more details would be it's caused by a low (or very low) frame rate.
    So please, just use the support email for support questions or bug reports, it'll be much easier to help.
     
  9. Grafixcode

    Grafixcode

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    I was looking for the support e-mail before I posted here but did not find it. Can you give me a link?
     
  10. reuno

    reuno

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  11. bravery

    bravery

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    Hi reuno,

    is it possible to implement a Hit blocks to release random items every time you hit it (like super Mario) ?

    appreciate if you give a hint how to implement that
     
  12. reuno

    reuno

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    @bravery > Isn't that exactly what the BonusBlock class/component does? :)
     
  13. TobyM

    TobyM

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    Hi renuo,

    I have a question concerning the GUIManager: I want to add a stamina bar, so I extended the GUIManager and added all the methods and variables needed. But the problem I'm facing now is, that I can't call the UpdateStaminaBar method from my Stamina class (which functions similar to the already existing Health class) because "GUIManagerExtended.Instance" is still a GUIManager ... Mabey I'm just stupid and the solution is really simple, but I just wasn't able to make this work (other than just editing the GUIManager directly)

    Toby
     
  14. reuno

    reuno

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    @TobyM > Please use the support email for support questions, thanks. And that's probably because you haven't declared your extended class properly? Hard to tell without any details.
     
  15. TobyM

    TobyM

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    Oh sorry, next time I'll use the support email. Anyway still thanks for the reply.
     
    reuno likes this.
  16. bravery

    bravery

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    oh yes thanks for the hint :)
     
    reuno likes this.
  17. bravery

    bravery

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    Hi reuno,

    I'm trying to introduce my own character after seeing your videos about animations and character controller, but my character have a hurt animation, means when an enemy touch or attack him the hurt animation should played.

    will you please give a hint how to achieve this? specially in your default character there is no hurt animation to be played?

    thanks in advance.
     
  18. reuno

    reuno

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    @bravery > There isn't much that's specific to the Corgi Engine when it comes to animations. My advice here would be to do just like for any other animation, add an animator parameter and update it when you get hurt.
     
  19. bravery

    bravery

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    thanks for the quick answer, I'm already searching where to include the run animation logic ? I believe it should be in EnterColletion2D !

    So the hint I need what class I need to extend to include the new logic?

    Thanks in advance
     
  20. reuno

    reuno

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  21. nvnjls

    nvnjls

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    I already have Corgi license. I just needed extension engine (code and prefabs). I dont want the example scenes and other art assets. Can you provide me similar plugin?
     
  22. reuno

    reuno

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    @nvnjls > I have absolutely no idea what you're talking about. What extension engine? What similar plugin?
     
  23. Xain

    Xain

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    Updates looks great reuno. I haven't tried it yet, but is there a player select on multiplayer or it just starts with 4 player?
     
  24. reuno

    reuno

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    @Xain > No, there's not. It's on the todo list, but kind of low as there isn't really anything specific to the engine there, and it's really something that should be unique to your game.
     
    Xain likes this.
  25. Muppo

    Muppo

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    @reuno
    I remember asking for this too some time ago.
    I think maybe the point could be the method to implement it on CE rather than the character selection screen at all. I mean, not really a select screen but some way to say the engine you choose a character so the level game manager take it as Player X (something like the car selection on Highroad Engine)

    However I think the same on it about been to specific for each game.
     
    Last edited: Dec 5, 2017
    Xain and reuno like this.
  26. reuno

    reuno

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    @Muppo > And maybe (MAYBE) that's exactly what you'll get in the next version. But don't quote me on this :)
     
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  27. skayster

    skayster

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    Ooh, it's nice to see these little hints.

    Btw, was a stun on hit feature requested? I think in most games if you continuously hit the enemy, they can't hit back. But at the moment especially on melee vs melee it's just whoever has a stronger weapon wins. This would be an amazing addition to the knockback :)
     
  28. bravery

    bravery

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    Hi reuno

    I'm studying the animator of the rectangle character in the minimal level, and I see it's nice and simple except for the jumpAndFall where you have introduce a BlendTree to complete it! may I ask why is that?
     
  29. reuno

    reuno

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    @bravery > Mostly to show that you can, and because it looks nice. Feel free to get rid of it. These animators are just examples really, not meant to be used as is, that's typically something you'll adapt on a per character basis, there's no absolute rule. Plus there's nothing specific to the engine there (apart from the parameter names), it's really up to you.
    @skayster > I don't think it ever was. I'll add that to the list, thanks for the suggestion!
     
  30. bravery

    bravery

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    Hi reuno,

    thanks for the answer, personally I will split it to 2 animations one is jump and second is falling, so when the player click on jump the jump animation will play and when the character start to go down the falling animation play.

    by the way do you have a falling state that when the player is going down either from a jump or if he fall from a platform that sate will be active?

    Thanks in advance.
     
  31. reuno

    reuno

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    @bravery > You can check the grounded state (if it's false you're not on the ground, you're in the air), and the y speed (if it's negative, you're going down). So if you're not grounded and going down, you're falling. No need for a falling state.
     
  32. bravery

    bravery

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    Hi reuno,

    Thanks for the quick hint,

    I have a strange problem after I assigned the new player in the level manager of the minimal level, the player is not touching the ground it's stuck on walking or falling animation but it's stuck above the ground a little, have you face something similar? or do you have any conclusion why this is happening?

    Thanks in advance
     
  33. bravery

    bravery

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    I notice that the grounded bool is never ticked in my animator however in any Corgi-Character it's usually ticked, any idea why this is happening?
     
  34. reuno

    reuno

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    @bravery > I'm afraid I can't magically guess the answer to that kind of questions. If it works in the demo characters, then you've very likely setup something wrong. Compare both. Check out the documentation and tutorials.
     
  35. lemonrays

    lemonrays

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    Hello, I have a quick question, wondering if I should purchase.

    How much does the Corgi Engine do in regards to melee attacks? What I mean by that is, when enemies get hurt, can they be stunned, juggled, knocked back, etc? Are "combos" possible? Pretty much what I'm asking is, how close to a fighting game can I get with this asset alone lol?
     
  36. reuno

    reuno

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    @lemonrays > There are basic melee attacks, sufficient for most platformers / metroidvanias. It's not a fighting game engine. As its name implies, it's a platformer engine. I'd suggest looking up the documentation and features list if you want to know more.
     
  37. hallemarieart

    hallemarieart

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    How do you update to a newer version of this engine? I need the door lock/key feature but am new to unity and cannot seem to find an update button or link?
     
  38. reuno

    reuno

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  39. reuno

    reuno

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    Edit : sorry, wrong thread.
     
  40. ralphyua

    ralphyua

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    Has anybody tried to create a bouncing ball with the corgi engine? I want to have a boss who throws out balls that bounce around the screen similar to a brick breaking or Arkanoid type game. I have done this before using the Unity physics engine, but I'm not sure what the best approach is using the corgi engine with ray casting. I was thinking of making each of the balls have a corgi controller to detect collisions. Then depending on the direction the ball was traveling and the location of the collision (top, bottom, left, or right), I would then calculate a new direction for the ball to travel. The drawback to this would be that the collider would have to be a box instead of a circle. Just wondering if anyone else has done this with a more elegant solution.
     
  41. reuno

    reuno

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    @ralphyua > Depends on what you want, but in any case using a CorgiController for a simple ball is completely overkill. If you just want it to move straight and bounce off walls, you don't need it, and can simply compute the bounces in a single line. If you want "realistic" bounces, just use physics.
     
    Last edited: Dec 9, 2017
  42. kwkw

    kwkw

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    Hi,
    can i set up keybinding in game realtime?
    can i make custom input manager for keybinding?
     
  43. reuno

    reuno

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    @kwkw > Input binding is handled by Unity, not the engine. So yeah, you can do that, sure, it's Unity, pretty easy to setup.
     
  44. doom_funk

    doom_funk

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    Hey Reuno,

    I love this engine and have been learning a lot from it, but unfortunately I'm not the worlds most competent dev. I'd really like to find a way to invert the weapons firing direction so by default the player shoots the opposite direction of their movement. I've tinkered around a little with the ProjectileWeapon.cs but to no avail. Any suggestions? Thanks man!

    -RS
     
  45. reuno

    reuno

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    @doom_funk > The easiest way would be to extend CharacterHandleWeapon and implement that change.
     
  46. everancii

    everancii

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    Hello Reuno,
    Can I obtain Heart-styled Health bar with corgi engine?
     
  47. reuno

    reuno

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    @everancii > Obtain? Not sure what you mean. But it's just GUI, you can replace the health bar with whatever you prefer.
     
  48. CurialLloses

    CurialLloses

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    Hello Corgi developers! I've just bought this asset and must thank to reuno because it is not only amazing content but nicely commented. Perfect for a non expert programmer to understand what is doing every code line ^^.

    In my advance with the engine I'm finding several problems -which some of them I finally find solutions with this threat and the documentation- but some other I'm still stucked to find how to fix them. In this post I ask for help for the crouch ability: It works well except if I try to wake under a roof a bit above my character (means no need to crouch but quite near over my char head). I seems that the blue raycast is as large as double of my char collision box and obviously collides the roof and doesn't let me wake up.

    Is there a way to change the length of this raycast? It seems that is as long as my stand up collision box height but, is it possible that its original point is at my crouched box height and not my feet Y coord?

    If by any instance it helps, I'm working with a 3d character.

    I hope to explained it well! Thank you for any help.
     
  49. skayster

    skayster

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    Pretty sure that's the same problem I was having and @reuno already has a patch for it. And by famous words I think you'll have to "please send an email to the support email address".

    btw, on that email. I saw that quite a few people did not know where it is (I was one of them too when I started). I think it might be a good idea to add it to your signature @reuno, as well as to the first post of this forum (maybe even in the description of the asset on the store) - at least for me that's where I would look first as a new starter. Unity Store really doesn't do it justice, it seems lost in all the patch notes and other information which I would call as "the area you'd search in last". Two cents.
     
    reuno likes this.
  50. rbagao

    rbagao

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    Bought this engine 2 weeks ago, already looked at the documentation and video tutorials but still finding my way with the engine. What is the support email address of @reuno? tia