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[Released] Retro Space Rail Shooter template

Discussion in 'Assets and Asset Store' started by OneManEscapePlan, Jan 9, 2019.

  1. OneManEscapePlan

    OneManEscapePlan

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    Thanks for the feedback!
     
  2. francoiscoiscois

    francoiscoiscois

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    Oct 23, 2019
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    Too bad this asset is not part of the black friday discount, This template seems well made and is fun to play. I really wanted to buy it to learn from it but I cannot afford it at the moment. I will watch this tread in case there is a discount someday!
     
  3. OneManEscapePlan

    OneManEscapePlan

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    It's on sale now for 50% off, if you didn't already grab it!
     
  4. dev_2051

    dev_2051

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    Looking forward to purchase it, are you still actively developing it further(as last update was in May)? Any ETA on the planned roadmap items mentioned on the store page.
     
    Lars-Steenhoff likes this.
  5. OneManEscapePlan

    OneManEscapePlan

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    Whoops, I completely forgot about that planned list of features! I originally developed this template during downtime from my regular freelance work. I was hoping to keep updating it periodically, but I've had very little downtime since spring.

    I will try to add the three planned features as soon as I have time, but I can't make any promises about when that will be. I apologize, and hope the template serves you well in the meantime!
     
    Lars-Steenhoff likes this.
  6. TehJellyLord

    TehJellyLord

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    Sep 17, 2019
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    Hey, I just bought the asset and I’m excited to use it! My only question is, how easy is it to use the shader and some gameplay features (like lives, respawn, and other UI elements) but make an entirely different gameplay style? I wanted to make a Sonic the Hedgehog styled 3D platformer but with the Super FX shader that’s included with this asset, and I was just wondering how difficult would it be to use those features while making an entirely new gameplay style. Thanks in advanced!
     
  7. OneManEscapePlan

    OneManEscapePlan

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    It shouldn't be very difficult to set up. As of right now:

    1. Ensure your camera has the "Pixel Camera" script, with the render settings set (you can use the preset at
    Assets/OneManEscapePlan/SpaceRailShooter/Resources/Settings/RenderSettings
    )
    2. Ensure the materials for each of your meshes use one of the "Retro" shaders. For examples, check out the spacecraft materials in
    Assets/OneManEscapePlan/SpaceRailShooter/Materials/


    I am going to try to update the template in the next week to use the newest version of 2018.4 and to use the Post-processing system from package manager instead of the old version from the Asset Store.
     
  8. OneManEscapePlan

    OneManEscapePlan

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    Looks like I might have to scratch the second part of that. The version of the post-processing stack from the Asset Store lets me anti-alias the low-resolution RenderTexture before it's upscaled to the final screen resolution. V2 of the post-processing stack operates on the final, upscaled image, but trying to anti-alias the upscaled image is pointless. I might just scrap the post-processing stack entirely; it's been an ongoing headache for such a minor feature that it's hard to justify keeping it around.
     
  9. OneManEscapePlan

    OneManEscapePlan

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    I've released an update for Retro Space Rail Shooter!

    Version 1.3.0:
    • Finally had time to finish implementing the "barrier shield" powerup. I ended up implementing this as an instant-activate powerup, but it could be easily converted to an inventory item (like the missile) if desired. When activated, the shield unfolds in front of the player and blocks incoming enemy fire for a few seconds.
    • Missile now only locks on to enemies (previously it could lock on to obstacles)
    • Added new physics layers "PlayerProjectiles", "EnemyProjectiles", and "PlayerMissileSensor", which allowed the above two changes. If upgrading from an older version, you may need to update the layer for any new projectiles you've created.
    • Fixed missile sometimes not damaging enemies that were moving away from the player. This could happen when the enemy was moving away from the explosion faster than the explosion was expanding. To fix this, I increased the radius of the explosion from 6 to 7 and gave the explosion a bit of forward motion.
    • Replaced the Ray Dagger's OBJ mesh with an FBX mesh, which fixes the animated engine texture. All versions of Unity 2018 have a bug with the OBJ importer where it sometimes does not recognize submeshes, which prevents you from assigning multiple materials to a single mesh. The FBX importer does not have this issue.
    • Updated to Unity 2018.4.23f1. I've also tested with Unity 2019.3.14f1 and did not encounter any issues.
    I ended up leaving the Post-Processing Stack (v1) as is, due to the issue with v2 that I mentioned in the previous post.
     
    Last edited: May 28, 2020
  10. xamroot

    xamroot

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    Feb 28, 2020
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    Hey all, just purchased this pack. Unforunately I'm running into an issue in which many scripts are attempting to import
    OneManEscapePlan.Scripts.Utility; but that does not exist anywhere I can see. the scripts that are inside spacerailshooter import fine but your utility scripts to not seem to be included in this template. I would comment out the import statement but there are over 100 of them and many of them seem to have a line or two using scripts imported from your Utility lib. Any solutions? Ty!
     
  11. OneManEscapePlan

    OneManEscapePlan

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    Sorry about the issue with the missing scripts! Some files didn't get uploaded in the 1.3.0 update. This was fixed in version 1.3.1
     
  12. OneManEscapePlan

    OneManEscapePlan

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  13. XToGo

    XToGo

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    This looks really interesting! I'd love to see a demo for PC so I can take a look at how the controls feel on the PC ^-^
     
  14. OneManEscapePlan

    OneManEscapePlan

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  15. lsimasl

    lsimasl

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    Hello, I would really like to buy this asset, but the problem is that I'm not that experienced. I released only one game yet. And I want to make a mobile game. So how hard it would be to adapt this template to mobile? All the UI stuff, gameplay and etc.
     
  16. OneManEscapePlan

    OneManEscapePlan

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    @lsimasl Most of the project will work as-is on mobile. The only thing you need to do is add a virtual joystick and fire buttons for gameplay. See "Is mobile supported?" in the FAQ on the first page of this thread.
     
  17. lsimasl

    lsimasl

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    Thank you for the very quick reply. Stupid me... I only read Unity Asset Store description and did not see anything related to mobile or Android. So that is why I asked this question here and wasted your time :/ Again thank you and sorry.
     
  18. OneManEscapePlan

    OneManEscapePlan

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    @lsimasl No big deal; it's not like it took a long time to write that reply. If you do end up buying the template, I hope it works well for you!
     
  19. lsimasl

    lsimasl

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    I bookmarked your asset for the future. Currently this sale is happening on Unity Asset Store and I already spent a lot... and already working on another template I bought. But I will definitely will return to this one in the future.
     
  20. OneManEscapePlan

    OneManEscapePlan

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    I've released an update for Retro Space Rail Shooter!

    Version 1.3.3:
    • Added new property "Z Recenter Rate" to
      PlayerContainer 
      script; allows player spacecraft to move forward again after being pushed backwards by physics.
    • Removed all references to the Unity Post Processing v1 package, as this package is no longer available for download.
    • Minor improvements to formatting in documentation
     
    Lars-Steenhoff likes this.
  21. mario_code4ever

    mario_code4ever

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    Hello there , i bought this asset but i was wondering.
    1. Does enemy only auto shoot or they also can track the player position and shoot him?
    2. Does this game has to be in retro style ? Can i change all the graphics but i still wanna keep all your code just design of the game to be different ? If so what i need change so this game is no longer retro style ?
    3. Do you plan to add upgrades features for the ship?
    4. Any boss fight maybe soon?
     
  22. OneManEscapePlan

    OneManEscapePlan

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    Thanks for buying the template! I hope you enjoy working with it!

    1. The included enemies follow preset paths and auto-fire. However, you are free to create new AI features to make the enemy follow the player.
    2. You can change the visual style by using different meshes, materials, and shaders.
    3, 4: I don't have any updates planned for the near future.
     
  23. OneManEscapePlan

    OneManEscapePlan

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    Retro Space Rail Shooter is currently on sale for 50% off as part of the New Year Sale! Don't miss this deal!
     
    Lars-Steenhoff likes this.
  24. chad621

    chad621

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    Sorry for the noob question but how to change and assign keyboard controls for computer?
     
  25. SquareEyesTaco

    SquareEyesTaco

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    hello! thanks for the asset! im trying to just add a second lazer cannon by duplicating the lazer cannon. But when i do the second new lazer cannon does not fire. what am i doing wrong?
     
  26. OneManEscapePlan

    OneManEscapePlan

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    To make your second laser fire, you'll need to make sure that it is referenced by the
    PlayerInputHandler
    .
    1. In the scene Hierarchy panel, find and select the "Ray Dagger" object (by default this is a child of "PlayerContainer")
    2. In the Inspector, find the Player Input Handler component
    3. Under Player Input Handler, add a new entry to the Weapons list. For "Launcher", make sure you select your new laser. For "Button Name", use the name of the button you want to fire the new laser (probably the same button as the first laser,
      Fire1
      ).
    That's all there is to it! You may want to make your modified Ray Dagger a new prefab, so that you can easily use it in other levels as well.