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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. Muppo

    Muppo

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    I know you probably don't want to talk about it yet but I have to try and ask: Can you tell us some features it will include? take it as a sneak peek ;)
     
  2. reuno

    reuno

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    @Muppo > You can always ask :) The thing is I haven't yet decided on what will make it in the asset or not, and every time I do announce something and it ends up not being in a package (for whatever reason), I get angry emails, so I prefer being safe and making announcements only when things are ready. But I can see how that can be frustrating.
    So without giving too much away, if you're into Zelda games you'll like it.
     
  3. LittleBlueHat

    LittleBlueHat

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    Love the new 4.4 features! Upgraded with no issues. Perfect timing on the new level selection GUI I was just about to make my own and this saves me a ton of time. :) Easily extended for a custom save/load, great work as always.
     
  4. reuno

    reuno

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  5. NAiLz

    NAiLz

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    @reuno Been a while since I've been active here but I'm always glad to be on this forum! I had a (hopefully) quick question. The title we've been working on a while needs a bit of a tone change and we'd like to convert our individual levels into one large, continuous level (Metroid, Ori and the Blind Forest etc.) I wondered if there was any kind of streaming feature planned in a future build or if we should go ahead and start building our own streaming scripts. Thanks as always @reuno!
     
  6. Globotix

    Globotix

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    I am looking to make a demo where the player character plays the level on its own with no input -- all pre-scripted. Is there any such functionality already in the Corgi Engine? If not, what do you think the best approach would be?
     
  7. reuno

    reuno

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    @NAiLz > There's no such plans right now, go ahead!
    @Globotix > That's not something that's built in (it's very specific by definition). But it's quite simple to do, just call the same methods that are bound to the input. You've got methods for everything, and that's actually how input works. Just script these calls instead, over time.
     
    Globotix likes this.
  8. codejoy

    codejoy

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    I am loving the new Corgi Engine. Using it to reboot a game idea. I have one question on Weapon Aim with free rotation using secondary movement. The Angles are throwing me off. I want to be able to rotate the gun from front to back in an arc that goes from to back above the player. If I use -180 and 180 as angles, I can rotate this as that arc but I can also rotate it under the player (through the floor) is there anyway to stop this particular range of motion and ensure it only rotates above player no matter which direction they are facing?
     
  9. Levrault

    Levrault

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    Hi reuno,
    I had a quick question, can we make the player run and jump at the same time ? By default, when I make the character run and I press the jump button, he only continue to run. Do I need to create my own script to make it run and jump at the same time ?

    Thanks
     
  10. reuno

    reuno

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    @codejoy > It should be 0 > 180, but there's indeed a bug with it right now, as it doesn't take your direction into account, so it's not consistent. I'll fix it for the next release. Thanks for letting me know!
    @Levrault > You can absolutely run and jump at the same time. How are you testing this?
     
  11. Malaussene

    Malaussene

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    Hi Reuno, Hi all!

    I’m making a pixel art platform in which the characters can equip different melee weapons. I’m not using a bone based system but frame by frame animation.. The approach is having a main animator for the body animations and another for the weapons animations (somehow synced to the main).. since there is no demo for something like that in Corgi.. is it the right way to go? If this is the case, is there any way to ‘link’ the weapon animator states to the same animator parameters of the character? Should I maybe extend the character class and abilities to reference the weapon animator and override their methods? Or is there an easier way I’m not thinking of? Thanks for the help!
     
  12. reuno

    reuno

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    @Malaussene > I think extending to reference and update the weapon animator is the easiest way. Let me know if you run into trouble doing it :)
     
    Malaussene likes this.
  13. Grafos

    Grafos

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    I'm having trouble with flipping sprite characters and the weapon attachment. Since sprites are not flipped with transform.scale but sprite.flip, the attachment's transform is not affected by the flip and ends up on the wrong side of the sprite.
     
  14. reuno

    reuno

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    @Grafos > Please use the support email for support questions.
    And you should have a look at how to nest your model one level below the logic layer. That's explained in the documentation.
     
  15. Grafos

    Grafos

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    Thanks reuno, I usually use the email, I thought maybe this one was of interest to others too.
     
  16. rashea

    rashea

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    hello.
    This asset is great! I love this!

    By the way, I have one question.
    I want to create an item that would upgrade the weapon. after picking the weapon, I simply want to fire the gun more rapidly by changing the "Time between uses" input.
    It was pretty easy to change the input, but the problem is, IN THE GAME, the firing doesn't change unless i reload the game.
    Could you kindly tell me how I could solve this issue?
    I know that i need to fix the Weapon component but can not solve it yet. image.PNG
     
  17. rbagao

    rbagao

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    @reuno Is there a sample for falling tilemap in the demo? tia
     
  18. reuno

    reuno

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    @Grafos > That's why there's a full documentation :)
    @rashea > Please use the support email for support questions. And it's hard to tell anything from such a cropped screenshot, but my guess is you're modifying the prefab and not the actual gun in the scene. Otherwise it'd work just fine.
    @rbagao > Yes there is.
     
  19. rbagao

    rbagao

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    @reuno where is it? I've been looking at the scene one by one but couldn't find it :(
     
  20. reuno

    reuno

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    @rbagao > It's in the props folder, just like every other props. And there's an example of it in the RetroClouds scene, among others. There are search engines included in Unity, don't hesitate to use them. If you type "falling" in it you'll find the prefab or the instances in the scene :)
     
  21. expressionpixel

    expressionpixel

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    Hey everyone,
    So I just purchased Corgi Engine and I am wondering if there is a way to auto-generate the default inputmanager.asset file located in the projectsettings folder to run the Corgi demo scenes.
     
  22. reuno

    reuno

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    @robusto > Auto generate? Not sure what you mean. Why not use the one that comes with the asset?
     
  23. expressionpixel

    expressionpixel

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    What I mean is this:
    upload_2018-2-4_16-7-42.png
    Is there a way to fill out all the Player1 input with the default controls.
     
  24. reuno

    reuno

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    @robusto > The asset comes with that file already set. Just import in a blank project and you'll get it (that's how the asset store handles the "complete projects" type of assets. From there, if you want to get it into another project, just copy and paste the file.
     
  25. rashea

    rashea

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    @reuno
    Wow! Thanks you were right.
    The actual weapon needs to be running, not the prefab.
    But I have one question.
    Since Cogiengine "player" or " weapon" pops up after the game is started, I can only pick the prefab.
    is there any way I could pick the running weapon?
     
  26. reuno

    reuno

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    @rashea > Well yes, look at all the scripts included in the engine that do it.
    You grab the reference player from the LevelManager, and from there its weapon.
     
    Zehru likes this.
  27. rbagao

    rbagao

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    reuno likes this.
  28. Malaussene

    Malaussene

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    Hey @reuno

    just a stupid question... but since I'm implementing an animator in a weapon derived class to work in sync with the character animator, the more I know the better.
    Why don't you use the static MMAnimator.AddAnimatorParameterIfExists method in the character ability base class for registering new parameters? By the look of it, the result is the same.. or am I missing something functional? Thanks a lot!
     
  29. TigerJ

    TigerJ

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    @reuno and/or anyone else with experience.. I have a situation where my game plays fine inside unity but when I build it (any platform) the characters fall through the tiles over and over.

    Here is an image you can zoom in on the dropbox page to see it more clearly I also attached it.

    https://www.dropbox.com/s/4q1udh5qfb1m4db/2018-02-05_15-54-38.gif?dl=0

    any ideas would be great
     

    Attached Files:

  30. reuno

    reuno

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    @Malaussene > You can do both (and whatever you prefer), it doesn't matter :)
    @TigerJ > I'd need more details to help, it could be a lot of different things (honestly right now I don't know what these things could be).
     
    Malaussene likes this.
  31. TigerJ

    TigerJ

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    Oh man how embarrassing. I think I had a rogue beta version of unity running :confused::D
     
  32. reuno

    reuno

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    @TigerJ > Thanks for letting me know!
     
  33. codejoy

    codejoy

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    This might be a silly question, but I am wanting to build a new class of weapon etc. This I realize would likely see me adding new States for a character (sort of like gripping but a bit different). What would be the recommended approach to doing this? Editing the actual CharacterStates and CharacterAbilities files? Or Extending the class (can one extend the class and add more enums?) then id have to go through though and tell the core again o use the new class too? not sure the best approach.
     
  34. reuno

    reuno

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    @codejoy > Unity doesn't make it easy to extend enums, so it's one situation where I'd recommend altering the original enum declaration.
     
  35. codejoy

    codejoy

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    Great I will take this approach and structure the alterations in such a manner that will make merging easier.
    One other question now that I am thinking of it, is there a decent way to intercept a weapon use when it is being held down? I didn't see any examples of a 'charged weapon' but I might of missed them in the demos and just didn't see it. I was wanting something where holding the button down does something and letting go does something else (After it has been held down for a while) . Thanks again!


    I was shocked how the Grip and CharacterGrip class almost did my Lasso weapon stuff out of the box, I almost got it working without any edits :D. The Grip Stuff is something totally new and I love those two little additions. This engine gets better and better.
     
    reuno likes this.
  36. reuno

    reuno

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    @codejoy > Well if I understand your question right, you could fire something at the WeaponStop() phase, instead of the usual WeaponUse(). WeaponStop (check for the exact name) gets triggered when the button is released.
     
  37. Malaussene

    Malaussene

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    Thanks! I guessed it was the same, but I love confirmations :)
     
    reuno likes this.
  38. Levrault

    Levrault

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    I simply use the autobuild player character feature from the character script. After that, I remove the abilities that I don't need like wall jump, dangling. I added some screenshots to let you see my config.

    Do you any more informations ?

    Thanks Screenshot from 2018-02-06 09-42-40.png Screenshot from 2018-02-06 09-45-08.png
     
  39. reuno

    reuno

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    @Levrault > At this point please use the support email, thanks. I'll need more info : Unity version, engine version, how you actually test (reproducable steps), did you try on the vanilla version, if yes, where does the problem happen, you know, the usual.
     
  40. GreenTraveler

    GreenTraveler

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    how do i move an item from my main inventory to a smaller chest inventory
     
  41. RT3DViz

    RT3DViz

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    Hey there,

    is it possible to build a 2.5D Platformer with an own 3D Model which includes many many animations and its own controller?
    The controller includes:
    This controller includes these Logic's:

    -Locomotion
    -Terrain
    -Fall
    -Jump
    -Attack
    -Actions
    -Basic AI

    Simply put the corgi character script on that model with other controlls?
    Or does the corgi engine doesnt handle such 3D Models and its way to move in the world (root motion) and interact with the corgi assets?

    greetings o/
     
  42. reuno

    reuno

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    @GreenTraveler > Have you looked at the documentation?
    @Rene-T > Of course you can use your own assets, and the engine doesn't really differentiate between 2D and 3D assets, you can use both without a problem. There are examples of both in the engine. I'd recommend having a look at the list of features to see if that's what you're after.
     
  43. GreenTraveler

    GreenTraveler

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    yeah kinda couldnt find anything on moving an item from one main inventory to a small chest inventory, if i even have the canvas setup properly atm when i open both on screen the chest is lighter colored (not in focus?)..
    prolly just gonna redesign the scene

    is it even possible to just drag an item around without hitting the move button on mobile..just hold down touch and drag ?
     
  44. reuno

    reuno

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    @GreenTraveler > Drag is not a feature of the engine right now. But it should be easy to implement starting from the move method.
     
  45. GreenTraveler

    GreenTraveler

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    ok thank you for your help, i got corgi for the inventory because it serialized unlike my current playerprefs inventory..guess itll have to do tho.. i find hitting a button to move a "drag" haha
     
    reuno likes this.
  46. Malaussene

    Malaussene

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    Hey @reuno!

    I think I found a little "bug" in how the weapon handles the FlipWeaponModel. The problem is if you put a sprite renderer on a melee weapon gameobject root, the transform.scale x won't change when flipped, causing the damage area to always be on the character's right (or wherever you put the offset). I don't know if this is intended for some reason (so I just used on override of the FlipWeaponModel to suite my needs), but wanted to let you know all the same, just in case.
     
    Last edited: Feb 7, 2018
  47. reuno

    reuno

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    I wouldn't recommend putting a sprite on the object's root, it's safer to nest it one level below.
     
    Malaussene likes this.
  48. RT3DViz

    RT3DViz

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    can u help me recognizing my own model(without the corgi controller) the plattforms and stuff ?
    i didnt get it. animations and stuff works well but he walks through platforms and enemies and i didnt know why. i started within the corgi 2.5 demo level and changed the model. it has its own controller and additionaly i´ve added the character script from corgi, to get him recognized.
    what am i doing wrong?

    greets
     
  49. reuno

    reuno

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    @Rene-T > You probably really should read the documentation at this point.
    Not sure what you mean by "recognize" in that context by the way.
     
  50. mimminito

    mimminito

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    @reuno I am having some issues with setting up my animation controller. I have an idle state and walking states which work properly. I am now adding in the shooting state. The issue is that the idle state is still being played whilst the shooting state should be played. I am not sure whats causing the issue, or how mecanim can actually do this without layers, but its driving me crazy. Any suggestions?

    FYI, im using Spine as the animations (setup as per your docs).

    Thanks,
    Adam