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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. skayster

    skayster

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    Support email screenshot:
     

    Attached Files:

  2. CurialLloses

    CurialLloses

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    Thak you skyyster. I have the new beta unity store and there isn't any email support there but i'll find it some way and contact @reuno. Don't know if the patch is already updated or I may ask to him.
     
  3. reuno

    reuno

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    @CurialLloses > Very well explained, thanks, but please use the support email for requests like this, I get lost otherwise.
    And it's developer, not developers. Just me.
    As for your question, that raycast length is hardcoded right now indeed. I could expose that in a future update. In the meantime you can change that at line 1204 of the CorgiController class. It's the headCheckDistance variable.
    But my recommendation would be to work with a grid when building your levels to avoid that kind of situation altogether, that's what most games actually do :)
     
  4. reuno

    reuno

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    For everyone asking where to get support, the link is on the asset's page on the store, and all over the engine's website http://corgi-engine.moremountains.com/, which conveniently is the first result on Google.

    And @skayster, I could indeed add that to my signature, sure, but I think it's already all over the place, and people just won't read anyway. For example there's a FAQ, with a text right next to the contact form explaining you need to read the FAQ, and still I get (on average) 14 times per day "how come I don't have the tilemap levels ? how come I can't update to the latest version?". Please read the FAQ, people, you'll get your answer faster!
     
  5. reuno

    reuno

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    Oh and if you can't find it, you know, just ask here, it's all good. You'd just get a better/faster reply via email.
     
  6. rbagao

    rbagao

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    Thanks.
     
  7. CurialLloses

    CurialLloses

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    Thank you very much @reuno !

    It is not my intenttion to bother you with too much questions but in case of any unresolvable issues I'll use your contact form. Please be aware that -I don't know with the old store page- with the new unity store in beta, there's no suport email link.

    My congrats to you for this amazing work on your own but as said much more congrats for the clean y commented job. it helps a lot no only to ease work but to learn some code for non expert unity programmers.
     
  8. CurialLloses

    CurialLloses

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    Great. Now that I am at home and can work a bit on this, I would like to write the solution about my issue.

    First, I have the version 4.3 of the asset and I use Unity 2017 if by any instance this is important. I checked the variable headCheckDistance in CorgiController.cs and in my case, it wasn't hardcoded moreover, seems to be correctly assigned with: float headCheckDistance = _originalColliderSize.y * transform.localScale.y;

    What wasn't correct and indeed was my problem was the Y origin of this raycast since it was assigned like this: _originalSizeRaycastOrigin = _boundsTopLeftCorner + (Vector2)transform.up * _smallValue;

    This way my raycast, which was my collision box size length astarted at top of the collision box on crouch state.

    I simply changed boundsTopLeftCorner and _boundsTopRightCorner for _ _boundsBottomLeftCorner and _boundsBottomRightCorner and now is working great. So if someone experience the same crouch raycast problem, search for this post!

    Yeah. Now is time to face new issues with a meleeAttack that doesn't play my full animation :p
     
    Last edited: Dec 13, 2017
    reuno likes this.
  9. reuno

    reuno

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    @CurialLloses > I'm glad you figured it out, good luck with your project!
     
  10. everancii

    everancii

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    @reuno Hello, please help me with my odd problem.
    I tried to add a second player to the level, but after the death of one of the players, the camera flies in an unknown direction. Here is a screenshot of all the changes that I did.

    https://imgur.com/a/bE9RD
     
  11. reuno

    reuno

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    @everancii > Seems normal, you'd need to extend the camera script to have it behave according to your specific rules. There's no such script right now.
     
    everancii likes this.
  12. sugarbank

    sugarbank

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    HI:)
    I'm struggling a bit with the slope orientation ability.
    unfortunately I'm not using a spine based character(I can see little piggy man can do slopes)
    I'm using a sprite based character like the others..Is there a way to set this up to work with just rotating the spite characters to match the angle of the terrain?
    Thanks in advance.
     
  13. reuno

    reuno

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    @sugarbank > Yes, of course, slope orientation has nothing to do with Spine (thankfully!).
    You just have to nest your sprite model one level below the top level of your prefab. This is all explained in the documentation by the way.
     
  14. CurialLloses

    CurialLloses

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    Hello, don't know if here's the place to make change propositions but I'll gonna try.

    I saw that CameraController had a minor design limitation: When you set the Camera Speed property it applies to both horizontal and vertical movement but in cases like a platform game with high falls (for example) camera could loose player from the screen since he can move way faster than the camera.

    So I integrated to new boolean properties to the inspector and implemented their effects in code: Smooth Vertical and Smooth Horizontal. This way you can check/uncheck the axis movement which you desire either a smooth camera following or a linear following.

    I've only integrated it for perspective cameras but anyone can adapt it to their orthographic cameras. Go to CameraController and at the end of the FollowPlayer() function replace this:

    Code (CSharp):
    1. transform.position = newCameraPosition;
    for this:

    Code (CSharp):
    1.  
    2. // Smooth follow depending on settings
    3. if (SmoothVertical && SmoothHorizontal) {
    4.    transform.position = newCameraPosition;
    5. } else if (SmoothHorizontal) {
    6.    transform.position = new Vector3 (newCameraPosition.x, _target.position.y + CameraOffset.y, newCameraPosition.z);
    7. } else if (SmoothVertical) {
    8.    transform.position = new Vector3 (_target.position.x + CameraOffset.x, newCameraPosition.y, newCameraPosition.z);
    9. } else {
    10.    transform.position = new Vector3 (_target.position.x + CameraOffset.x, _target.position.y + CameraOffset.y, _target.position.z + CameraOffset.z);
    11. }
    12.  
    And don't forget to declare variables SmoothVertical and SmoothHorizontal and place them to the script's Inspector at the beginning of the CameraController class with this:

    Code (CSharp):
    1. [Space(10)]  
    2. [Header("Smooth following")]
    3. [Information("Here you can decide to have smooth following on horizontal and vertical axis",MoreMountains.Tools.InformationAttribute.InformationType.Info,false)]
    4. /// if this is true, will be smooth following
    5. public bool SmoothHorizontal = true;
    6. public bool SmoothVertical = true;
    I hope this is usefull for someone as it is for me!
     
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  15. reuno

    reuno

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    @CurialLloses > Thanks for sharing this. I'd recommend extending the class instead of modifying it of course, otherwise you'll risk losing changes when the next update comes.
     
  16. Pan_Likes_Brains

    Pan_Likes_Brains

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    Hi all and Reuno!

    I have a question. Not really "support" related, more like "has anyone done this?", it may be useful for other devs.

    I want to alter character movement, from a normal gravity-influenced one, to an entity that technically floats. While Horizontal axis input makes that character move (as before) sideways, vertical axis input would move the character up and down. I am having trouble figuring out which variables and subsequent functions need to be extended, a simple removal of gravity for the player, and introducing up and down for vertical axis input are probably not enough, am I correct?

    if there is an already tried out solution or if it's easy enough to implement, I would dearly appreciate any help with this. Thanks all!
     
  17. reuno

    reuno

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    @Pan_Likes_Brains > Basically : turn off gravity, create a new "CharacterVerticalMovement" ability that does pretty much what its horizontal counterpart does. That said, I definitely wouldn't recommend the CorgiController for top down like movement, it'd be completely overkill, there are way easier ways to do that.
     
    Pan_Likes_Brains likes this.
  18. MudPuppet

    MudPuppet

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    Hey Reuno, just getting back into my platformer project for a bit of a change. Man this asset has come a long way! Kudos to you for all of your hard work :).
     
  19. Pan_Likes_Brains

    Pan_Likes_Brains

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    Absolutely with you, but I am intending to keep pretty much all of the functionality of the corgi controller, imagine just as an example controlling an insect (still as a platformer) that is constantly flying, yet wall detection/clinging etc work the same as the original CorgiController's intentions. Thanks, will look into it!
     
    reuno likes this.
  20. reuno

    reuno

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  21. Muppo

    Muppo

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    Also this can be useful for certain areas on the level if you want your player to change behaviour (Yoshi Island, SNES, when Yoshi transform itself on a helicopter for several seconds) #givinIdeas
     
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  22. Pan_Likes_Brains

    Pan_Likes_Brains

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    Exactly! Well, it appears it has turned into a request, and even if I am the only one (and muppo), check this out : How about an ability that resembles the Jetpack or in-water behaviour. I've studied the jetpack but its mechanism is very different (code-wise) from allowing movement on all axes. Anyway, just a thought! :)
     
  23. reuno

    reuno

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    Pan_Likes_Brains likes this.
  24. Muppo

    Muppo

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    Wait, what? oh, ok then.

    Guys, stop making requests and stuff, @reuno have a Beat'em Up Engine to work in, you know :D (just kidding)
     
  25. reuno

    reuno

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    I said it was now on the todo list, not that I was tackling this right away. :)
     
    Muppo and Pan_Likes_Brains like this.
  26. xpachin

    xpachin

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    yes guys, grappling hook and minimap are fisrt :p
     
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  27. Luremaster

    Luremaster

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    Thumbs up Minimap, its a must have for metroidvanias!!
     
  28. reuno

    reuno

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    For those of you who are wondering, the Corgi Engine works perfectly well with the new Unity v2017.3.
    I'm actually seeing much better stats in my tests so far, and it fixed a performance issue that happened in some of the Minimal demos (the ones with a lot of background texts), so it's now much more fluid on these.
    So it's all good so far, but if you update to the latest Unity and run into anything weird, please let me know, and I'll fix that for the next release.
     
    Zehru and skayster like this.
  29. Jon-at-Kaio

    Jon-at-Kaio

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    Hi there @reuno ,
    We have corgi engine and are working on a few games with it but have experienced a couple of problems,

    1) The Player & indeed NPCs seem to judder or jump when moving, this is not an animation frame glitch, and seems to become more exaggerated under certain conditions which we've not quite nailed down yet.

    2) The Level Manager script doesn't seem to adjust its bounds based on screen size changes which makes it hard to target multiple platforms, without customizing this script a fair bit.

    I've not gone through the whole of this thread to see if it's been previously reported but I wanted to ping you to see if there was anything that came to mind on what may be causing this.

    Any light you could shine on our problems would be much appreciated.
     
    Last edited: Dec 22, 2017
  30. reuno

    reuno

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    @Jon-at-Kaio > Please use the support email for support requests, thanks.
    1 > Does the problem happen in any of the demo levels? If yes, where? If not, have you tried comparing with them? Probably a setup issue.
    2 > That's normal, that's not one of the features of the LevelManager. That's also not something I'd handle there. Level bounds (in my opinion) shouldn't be dependent on resolution or ratio. But sure, feel free to extend that class if that's the specific behaviour you're after.
     
  31. Alai

    Alai

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    What should I pick in the Unity ediitor to start a project with this asset - should I pick 3D or 2D? I gather I then add the package and whatever art, etc I want to add, right?
     
  32. reuno

    reuno

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    @Alai > Pick whichever you want, depending on whether you want to create a 2D or 3D game.
    You seem pretty new to Unity though, you should probably read the documentation first :)
     
  33. Ygjk

    Ygjk

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    Bonjour!

    Je suis sur un projet de jeu en pixel art.
    Étant dessinateur/illustrateur de formation et non pas développeur, je me tourne vers des solutions comme Corgi Engine (qui semble être une solution assez exceptionnelle).

    Mon soucis c'est le pixel perfect... Je sais la question a été posée 100 fois sur ce forum mais malgré tout, je n'arrive pas à avoir les idées claires à ce sujet.

    Je me permet donc de vous reposer la question ici..!

    Le déplacement des sprites et de la caméra pixel par pixel (via la résolution choisie au moment de la création des tuiles et sprites) est il possible sur Corgi Engine ou est-ce préférable de partir sur le Rex Engine (beaucoup moins complet mais dédié à cet effet)?

    Je vous remercie d'avance pour votre réponse :)

    Ygjk
     
  34. reuno

    reuno

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    @Ygjk > Please write in English, thanks. And yes, of course you can have pixel perfect with the Corgi Engine (just like with any project I guess, it doesn't have much to do with collisions and all that stuff, and is quite trivial to implement, you'll find tons of ways to do that online). The engine even comes with an example of that by the way.
     
  35. Alai

    Alai

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    Thanks, Reuno. I'll just say 2D and then experiment around. I was looking at the documentation, just didn't see any reference to what mode to start Unity in. :)

    I'll also be poking around for how to create levels programatically. Do you have support for the Tiled map format? http://www.mapeditor.org/
     
  36. Ygjk

    Ygjk

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    Sorry about the language.

    Thank you very much for the fast reply (even at the christmas eve)!

    Wish you a good end of the year :)
     
  37. reuno

    reuno

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    @Alai > The documentation doesn't include any reference to what mode to start Unity in because it's irrelevant to the Corgi Engine, it's just a Unity setting (and one that doesn't matter at all actually) :)
    And there's no support for the Tiled map format because a) the engine doesn't need to "support" it, you just have to match the engine's conventions for layers and the like, and b) Unity now has its own tile system, which coincidentally the Corgi Engine provides a few examples of.
    @Ygjk > You're welcome :) Happy holidays!
     
  38. jocyf

    jocyf

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    hey!
    How to pick a weapon (as a pickable object) and the player use it as default. There is some method to do it (no inventory stuff). Like ghost & goblins gameplay mechanics???

    I've been searching for some time but I can't figure out how to do it using your code.
     
  39. reuno

    reuno

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    @jocyf > It's kind of hard to understand your question, but if I get it right, there are examples of that in the engine already, such as at the end of the FeaturesPlatform demo level. And it's also explained in the documentation by the way, don't hesitate to give it a look.
    Oh and if you have more questions like these, please use the support email, thanks.
     
  40. jocyf

    jocyf

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    Ok, man. Thanks a lot.
     
    reuno likes this.
  41. Prog-Maker

    Prog-Maker

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    Hi guys. How to set "weapon aim" for the character Contra nes. To shoot lying not down, but forward. Or it is necessary to rewrite the script?
     
  42. reuno

    reuno

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    @Prog-Maker > Easiest way to do it is to extend WeaponAim.
     
  43. rbagao

    rbagao

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    Hi guys, how do I use the UICamera so it follows my Player, and also if the player is on the edge of the screen, it won't show the empty space below it? tia
     
  44. reuno

    reuno

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    @rbagao > Please, use the support email, and provide more details. Right now this doesn't make much sense, sorry.
    The UI Camera is an overlay, it's not a world camera, it can't follow the player, so not sure what you mean.
    And what edge? What empty space?
     
  45. Wolfgah

    Wolfgah

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    Hi

    Is it a crafting system in Inventory Engine? So the player can, well, craft stuff.
    Or do the developer(s) have write it in?

    Sorry for my bad english.
     
  46. reuno

    reuno

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    @Wolfgah > Your English is just fine :)
    And no, there's no crafting system in the inventory engine. You can definitely add one to it if you want to.
     
  47. Wolfgah

    Wolfgah

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    Thanks

    Any good crafting assets that works with Corgi Engine on the Assets Store?
     
  48. reuno

    reuno

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    @Wolfgah > I don't know any, sorry.
     
  49. Wolfgah

    Wolfgah

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  50. Wolfgah

    Wolfgah

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    Does the Corgi Engine have its own sound/audio maker?