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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. reuno

    reuno

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    @NAiLz > I'm guessing another ability is overriding your orders, possibly the CharacterMovement one? I'd suggest using debug logs to see who/what's calling the Face method.
     
  2. NAiLz

    NAiLz

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    @reuno Ok. Hmmmm... Trying to figure out exactly how to do that. ;) Where would I start placing the debug logs to figure this out?
     
  3. reuno

    reuno

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    In the Face() method would be a good place to start what's calling it :)
     
  4. NAiLz

    NAiLz

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    @reuno haha right I meant that I'm not sure how to trace what's calling that method using debug.log. My understanding of debug.log must be much more limited than yours. ;)
     
  5. reuno

    reuno

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    upload_2018-3-20_23-0-26.png

    This is what you get with a debug log. This gives you the stack that called the method. So here you can see that the Face() method was called by Character (obviously) at line 449, but that call came from line 367, inside the RespawnAt method, which was called by the Checkpoint class at line 37, etc.

    I'm not sure if that Face method is the solution to your particular issue, but that's a good way to debug things.
     
  6. NAiLz

    NAiLz

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    @reuno ahhhh. ok I didnn't know about Debug.Log(Object). I had just been using strings in specific places to debug individual parts of the code. Thanks for your patience and the explanation. I know you didn't have to do that.
     
    reuno likes this.
  7. reuno

    reuno

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    @NAiLz > Oh sorry if I wasn't clear, that's just logging a string.
    Well technically, I'm using my MMDebug.DebugLogTime("Face") method here.
    What it does is output the timestamp and "Face" (in this case) to the console.
    But if you click on it, then you get the stack right below, as on that screenshot :)
     
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  8. NAiLz

    NAiLz

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    @reuno ok awesome. I'll use this to try and debug the problem. It's just strange to me that it's not working.
     
  9. reuno

    reuno

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    @NAiLz > The next update (after 4.5, which is still in the store's limbo - I guess releasing it just before GDC wasn't such a good idea), is probably gonna introduce a bunch of new AI behaviours. I can do something about your thing then if you want.
     
  10. NAiLz

    NAiLz

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    @reuno I would love that but don't do extra work on my behalf unless it's something you think is useful for the goals you already had with your AI. ;)
     
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  11. Greenman76

    Greenman76

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    Turns out it's the MinimalMachineGunBullet causing it. I'll keep digging.
     
  12. reuno

    reuno

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    @Greenman76 > I'll add this animation in the next update, if you can wait until then. As for the death one, you can look at the RetroCorgi's animator for an example of how to do it.
     
  13. Levrault

    Levrault

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    reuno likes this.
  14. reuno

    reuno

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  15. Beldrama

    Beldrama

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    Hey reuno! c:

    I am currently using the Secondary Movement weapon aim control and wish to aim with my right stick (Which works). Something I'd like is for it to stay at that particular angle when I let go of the joystick. Currently it reverts back to 0 degrees when you let go of the right stick.

    I was looking around in WeaponAim class but I am having difficulty finding where this occurs. Sorry if the solution is plain obvious! D: Thanks a lot for making this engine!
     
  16. reuno

    reuno

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    @Beldrama > Well if you look at the GetCurrentAim method, you'll see there's a big switch, and in there a case for SecondaryMovement. What the code does right now is look at the current value of the axis (your right stick in this case). That's where you'd want to save that direction and override it instead of just reading the current value.
     
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  17. reuno

    reuno

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    In other news, here are two recently released games that use the Corgi Engine at their base. I love how the teams have expanded on it to create unique experiences! Check them out, they're full of great ideas.

    Swaps and Traps :
    http://store.steampowered.com/app/670610/Swaps_and_Traps/
    A really cool game with some very interesting camera tricks and mechanics.


    Crazy Dreamz :
    http://store.steampowered.com/app/774711/Crazy_Dreamz_Best_Of/
    Tons of great features, impressive execution.


    It's really amazing to see people create things like that with the engine. Don't hesitate to send me your creations!
     
  18. Beldrama

    Beldrama

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    Thank you! <3 u <3
     
  19. NicoloTrapasso

    NicoloTrapasso

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    hi reuno, i can't find retro scene and the new level selector...why?
     
  20. reuno

    reuno

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    @NicoloTrapasso > Because it's still pending review by Unity, and has been for a week or so. They give me no info on how long it lasts, or when it gets accepted, so I'm afraid I can't give you a date for its actual store release. Hopefully it won't be too long now :)
     
  21. NicoloTrapasso

    NicoloTrapasso

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    I refer to the news of version 4.4 as in photo
     

    Attached Files:

  22. reuno

    reuno

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  23. NicoloTrapasso

    NicoloTrapasso

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  24. reuno

    reuno

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    @NicoloTrapasso > No, you have quite an old version of Unity.
    v5.6.3 got released in early 2017.
    The latest version is 2017.3.1.
     
  25. NicoloTrapasso

    NicoloTrapasso

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    Sorry unity didn't report me when i check for new update. Now i'm downloading the new version from the web and later i can try. Thank you
     
    reuno likes this.
  26. mimminito

    mimminito

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    They look fantastic, thanks for sharing those.

    We are using the Corgi Engine as the base for a game we are working on right now. Can't say too much right now but hopefully we can release something soon!
     
    CHEMAX3X, reuno and limo like this.
  27. Beldrama

    Beldrama

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    Hello, sorry for bothering again! u _ u

    I was looking at the latest tutorial upload about scene changes.
    I have a car which acts as a goal and has the Finish Level script. I want it to change to the next level. For now, I made a duplicate scene of the first one and just changed the start position.

    However, as soon as it changes to the next scene I cannot control the player at all. It doesn't give me error messages.



    Tried switching to a scene that my teammate constructed and the same thing occurs except with this error which pops 25% of the time on his scene, not always:


    Which would be here in the code:


    I do not know how to reconstruct that error message except retrying and sometimes it just happens. However the same result remains the same. I tried spamming or holding jump button but it doesn't seem to register the error.

    Thanks in advance!
     
  28. Levrault

    Levrault

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    Hi reuno,

    while testing the dialogue boxes system, I saw that you load the A button like this

    Code (CSharp):
    1. buttonA = (GameObject)Instantiate(Resources.Load("GUI/ButtonA"));
    in ButtonActivated. I think it could be set it has a public variable ? I already make my own script that ineherit from DialogueZone but I think it would be more natural to let the user directly set his custom A button.

    Thanks
     
  29. reuno

    reuno

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    @Levrault > Good point, I'll change that, thanks for your feedback!
    @Beldrama > It's hard to guess what the problem is without more details. Did you add the destination scene to the build? Does the problem happen in any of the demo scenes? If not, have you tried comparing the scene setups between both? If the problem persists, don't hesitate to send me more details on the support email, I'll be happy to help.
     
    Beldrama likes this.
  30. Green-Jungle

    Green-Jungle

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    Hi @reuno .I'm having the problems about DamageOnTouch on Heath between bullet of Player(CharacterHandleWeapon) with Enemies when enemies so near with player.
    If when enmies approach near player then I shoot enemies never dead.I mean if happens collider between player and enemies and then bullet doesn't work with enemies.
     
  31. Beldrama

    Beldrama

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    Thank you for the tip! I initially used Retro Clouds as a template and noticed a difference in my scene which was:

    Game Managers, which has different types of managers had the Input Manager in my scene. Not sure why I had put it in there in the first place but that was my problem. The "Don't Destroy" on Game Managers messes up the input manager when you switch scenes. I just removed it from Game Managers and left it at the RetroUICamera and it works now.

    Thank you!! <3
     
  32. prethon

    prethon

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    In what demo scene do I find the character with the use of the sword?
     
  33. reuno

    reuno

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    @prethon > None by default I think, but there's a dedicated sword for the CorgiSpritesheet character, one for the Minimal rectangle, and I think there's one you can pickup in Retro Mountains (well, one of the Retro/ levels). That'd be the easiest to test of the bunch as you just have to pick it up in the demo, as opposed to setting it as your character's main weapon.
    @Beldrama > That explains a lot! Yeah you'll want to put your managers on different objects, it's safer that way.
    @Green-Jungle > You'll want to play with the invulnerability on start settings on your projectile, and possibly the layers too.
     
  34. prethon

    prethon

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    I've tried all the demonstrations and I do not think, it's just the image:

     
  35. reuno

    reuno

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    @prethon > "It's just the image"? What do you mean exactly? That's the CorgiSpritesheet sword I mentioned. As I said, you have to bind it, it's in the weapons folder. It's not this character's default weapon. Otherwise, as mentioned in my previous post, you can pick up a sword in RetroMountains.
     
  36. prethon

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    I'm trying to find a scene where the character already has the sword ready, like the one in the picture above, he's already got a sword. :(
     
  37. reuno

    reuno

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    @prethon > There isn't one, as I've said in my two previous messages.
    You can either set it on the player (it's just a matter of drag and drop, as explained in the documentation), or get to the Retro Mountains demo where you can pick one up without having to setup anything.
    The asset comes with something like 12 different weapons, it wouldn't make much sense to duplicate each demo scene to change the default weapon, would it?
     
  38. MisterDeum

    MisterDeum

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    Hello @reuno, still nothing about when the 4.5 update will be available ? Is it lost in the asset store submissions limbo ?
     
  39. reuno

    reuno

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    @MisterDeum > Sadly it's still in the Asset Store's limbo. I've asked Unity for info but haven't heard back from then yet.
    Here's the only info I have : upload_2018-3-28_13-31-8.png
     
  40. CHEMAX3X

    CHEMAX3X

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    Hello @reuno , i have an issue, maybe you can guide me or give me an advice, so let's say that i have a character that has 2 different sides, IE, left side is red, right side is blue, so if the character is facing to the left, it shows the red side, but, when the sprite is flipped to the right, the red side is still visible, cuz at the end is just a sprite rotation, but it should show the right side, so my question is, is there a way to do this through the engine ? or do i need to have 2 different animations (one for facing to the right, one for facing to the left) ? or is there an easier way to do this ?

    If it has nothing to do with the engine, sorry in advance and you don't have to answer me xD.

    Best regards.
     
  41. MisterDeum

    MisterDeum

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    Thanks for the update !
     
  42. reuno

    reuno

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    @CHEMAX3X > There are basically two easy ways to do that : either via the animator (you've got the direction already sent there via the xSpeed value), or by using a 3D object instead of just a sprite. So you paste your two sprites and update them both. The first one is the most common one I guess, and the engine will accomodate for both.
    I'm sure there are other ways to do it but these are the ones I'm familiar with (as in actually seen them used in production).
     
  43. prethon

    prethon

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    I bought the engine a little time, and what I have to say is that I'm loving, I do not have to describe how complete it is, but since we always want more and more, I wanted to know that someone here has already created more abilities for the motor and also if someone already tried to use it along with the 2D Game Kit Official, does everything work right? Can you have a good experience with both engines?:):)

    https://assetstore.unity.com/packages/essentials/tutorial-projects/2d-game-kit-107098
     
  44. CHEMAX3X

    CHEMAX3X

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    prethon likes this.
  45. CHEMAX3X

    CHEMAX3X

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    Thanks a lot @reuno that's what i was thinking =D
     
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  46. reuno

    reuno

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    @prethon > I don't know that game kit enough to give you an educated answer, but in my opinion they don't really compare in terms of scope, and mixing frameworks seems like a weird idea. Especially if you're new to Unity (don't take it the wrong way if it's not the case), I'd stick to using one first, maybe taking clues from the other to see how they handle a particular problem and then replicate that.

    That said, there's the extensions repo as @CHEMAX3X mentioned, and there are other assets on the store that build on the Corgi Engine. I don't keep track of them all (maybe I should?) and I can't really endorse any for the simple reason that I haven't tried any, but here's a small list (there are more) :

    - Simple 2D Enemy Kit : https://assetstore.unity.com/packages/tools/ai/simple-2d-enemy-ki-34110, a bunch of AI behaviours for enemies
    - https://assetstore.unity.com/packages/3d/pixellaria-2d-handcrafted-art-animated-characters-82513 background elements ready to use
    - https://assetstore.unity.com/packages/tools/ai/dialogue-system-for-unity-11672 : an advanced dialogue system
    - https://assetstore.unity.com/packages/tools/utilities/rewired-21676 : an input solution
    - https://assetstore.unity.com/packag...t/control-freak-2-touch-input-made-easy-11562 another one
    - https://assetstore.unity.com/packages/tools/sprite-management/2d-dissolve-105969 : some cool shaders
    - https://assetstore.unity.com/packages/templates/systems/bsd-button-sequence-detector-combos-111095 : a combo input detection system
     
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  47. Green-Jungle

    Green-Jungle

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    Hi @reuno .I'm having the problems about DamageOnTouch on Heath between bullet of Player(CharacterHandleWeapon) with Enemies when enemies so near with player.
    If when enmies approach near player then I shoot enemies never dead.I mean if happens collider between player and enemies and then bullet doesn't work with enemies.
     
  48. reuno

    reuno

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  49. Green-Jungle

    Green-Jungle

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  50. reuno

    reuno

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    @Green-Jungle > Again, and for the third time, you need to tweak the projectile's InitialInvulnerabilityDuration and potentially play with the layers too depending on your setup.