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[RELEASED] Rex Engine: A Unity 2D Platformer Engine

Discussion in 'Assets and Asset Store' started by BeeZee, Jun 20, 2017.

  1. BeeZee

    BeeZee

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    Thanks for the kind words!

    The way Rex is set up with Animations is that you can slot AnimationClips into every ability for a character, and it will auto-play that AnimationClip when that ability is performed. So if you slot an AnimationClip into the Jump, then that AnimationClip will play when the character jumps (jumping also has optional slots for when the jump kicks off, the body of the jump, and when the jump crests and falls, but it's up to you if you want to use them.) If you slot an AnimationClip into the Moving ability, that will play when the character walks; and so on and so forth. I wanted to keep it as quick and straightforward as possible, so it's pretty much just drag-and-drop.

    Enemies are capable of using any abilities the player can use, so they can wall jump, grab ledges, use ladders, use attacks, etc. As far as triggering those, there's an EnemyAI component that lets enemies perform some actions, like walking left to right, turning when they hit walls, attacking, jumping, and following the player, right from the Inspector without code. If you have specific things in mind that the component doesn't handle, the source code is fully open, and I made it easy to extend; I'd be more than happy to walk you through some of that when the time comes.
     
  2. nosajtevol

    nosajtevol

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    Pretty awesome, I like it. I will definitely let you know! Hopefully will be getting this in about a month so thanks for the quick reply! Love that it's more of a take on metroidvanias than Corgi which feels more run and gun
     
  3. nosajtevol

    nosajtevol

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    Does Rex Engine also have pressure sensitive jumping a la
     
  4. BeeZee

    BeeZee

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    I'm about 5 minutes into the video now. If you're talking about holding a button to jump higher, then yep, Rex has a ton of options for doing that. It's also got options for tweaking gravity on the fly, so you can do areas with reverse gravity or moon physics and such. Game feel is really important to me, so I like to give Rex as many options as possible to make things feel polished.
     
  5. nosajtevol

    nosajtevol

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    Awesome, thank you for the super quick response on all of my many questions. I'm just getting pretty dang excited! Totally sold on this engine, and will most definitely be using it for my game :) Also looking forward to seeing it's future development and all the new abilities you're going to add to it! Thanks again
     
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  6. twomack37

    twomack37

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    I think this Asset has really hit the nail on the head when it comes to 2D platformers in Unity. The base controller always feels too "floaty" and this one is very tight. That being said I would love to see Grappling hook / rope swinging physics built into the system. Also would love to see Rewired support built into it.
    Thanks!
     
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  7. BeeZee

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    Awesome, I'm glad you like it!

    Grappling hook and rope mechanics are part of a lot of classic platformers I love, so I definitely plan to build them into Rex at some point.

    Rewired support is on its way very soon. I've been working with the Rewired dev on it, and it should be ready in the near future.
     
  8. Lars-Steenhoff

    Lars-Steenhoff

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    Good to hear, I also have the rewired asset, just never got to use it yet as it required some setup, great if its made easy by integrating support. I will be happy to beta any new upcoming features.

    I have a for the mac 8bitdo snes, ps3, and ps4 controller and for apple tv the nimbus controller.
     
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  9. BeeZee

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    Nice, thanks for the offer to help beta stuff! I'll keep you posted.

    I hear that 8bitdo controller is pretty awesome. What are your thoughts on it?
     
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  10. nosajtevol

    nosajtevol

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    Hey there! Finally got this and really eager to get it working, but I'm having two problems that I can't figure out how to fix. One is that I'd like to use my own camera system and I can't figure out how to disable cameras if I want to without disrupting things. (I use Procamera 2d because it's got smoothing that I need for my project). Another is that I can't seem to get the animations working. I keep getting the error:

    Animator.GotoState: State could not be found
    UnityEngine.Animator:play(String, Int32, Single)


    Is there some set up I'm missing here? I just slotted in the character animator which is on a gameobject that's a child of the player object. Thanks for any help
     
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  11. BeeZee

    BeeZee

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    Yup, replying via email.
     
  12. twomack37

    twomack37

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    Could you share the info on the ProCamera use with us all? I have it as well and use it on my other 2D projects. It is a pretty popular 2D Camera solution, so it might be good for everyone to know how to use it.

    Thanks!
     
  13. Lars-Steenhoff

    Lars-Steenhoff

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    I had the same issue I dont remember all the steps to get Procamera 2d working but I needed to turn off these settings in the rex camera script.

    Will track focus object
    Will scroll horizontally
    Will scroll vertically

    Disabling the whole rex camera script will break things


    Screen Shot 2017-08-24 at 13.02.54.png
     
  14. BeeZee

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    Thanks Lars!

    There's no official integration for it yet, but I'd try giving what Lars said a shot, and if that doesn't work, we can try something else. It sounds like perhaps I should reach out to the ProCamera devs and see about doing something official.
     
  15. BeeZee

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    Version 1.03 is coming soon! There's a pretty big list of new features in this one, including a projectile editor, official Rewired integration, a lives system, and a ton more!

     
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  16. Lars-Steenhoff

    Lars-Steenhoff

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    Nice! looking forward to it

    any ETA? I would love to try it out over the weekend
     
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  17. BeeZee

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    I'm planning to take the weekend to polish some stuff, but I'd like to get it submitted early next week. I'll keep you posted!
     
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  18. Sofiel

    Sofiel

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    Hello BeeZee,

    I just wanted to confirm if the engine has touch control option

    Thank you for your time.
     
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  19. BeeZee

    BeeZee

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    Yep, it sure does!
     
  20. jingray

    jingray

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    Hi, sometime bug while player collision enemy. Player doesn't controller back if it collision fast and again, again.
    Test in scene "Demo_1".
     
  21. BeeZee

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    Thanks for the heads up! I'll look into it and see if I can get a fix in the upcoming new version.
     
  22. Euronull

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    BeeZee,
    Do you have any plans to add "climb/grab corners" support? Like in prince of persia on NES.
    And may be any "climb/jump ropes" support? Like in Jungle Book on NES.
    If you do, then may be you have any thoughts when you can do it?
    Thank you.
     
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  23. BeeZee

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    Rex has wall climbing and ledge-grabbing in already. It's also got ladders, which will work if you re-skin them as ropes so long as the ropes don't need to swing; having them swing is something I'd like to add in the next couple updates.

     
    Last edited: Aug 27, 2017
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  24. Lars-Steenhoff

    Lars-Steenhoff

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    Yea for dokey kong swinging ropes :)
     
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  25. BeeZee

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    Haha, okay, it's on my to-do list anyway, so I'll bump it up a bit since it sounds like there's demand for it.
     
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  26. HakuyaHotaru

    HakuyaHotaru

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    Hello BeeZee,
    I just wanted to know will the engine support combo attack?
     
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  27. BeeZee

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    Yep, it will. There's a small bit of scripting required to make them work, but I can walk you through it.
     
  28. HakuyaHotaru

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    That will be really cool, I can draw the sprite and wait for the update. Thank you for your work.
     
  29. BeeZee

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    New features are on the way in v1.03! I'll be submitting it this week. Support for Rewired integration will be a part of this update, as well!

     
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  30. Sofiel

    Sofiel

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    Thank you BeeZee. One more question please. Is it possible to use the touch controller to drag and drop the character and have, say a left right conrtroller at the same time?

    Thanks again
     
  31. BeeZee

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    Hm... I'm not quite sure I understand the question. Can you elaborate?
     
  32. vladdrummer

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    I'm planning on buying it. The job done looks awesome. As usual, as every asset it's a "buying a cat in a sac" as we call it, means there is no way to try it before, so I have to ask.
    1) Are the colliders for platforms are usual colliders and I can use any objects with any colliders I want?
    2) How simple is changing main character to somewhat else? The sprite sequence animation, or if I choose a cheaper way of Puppet2D or any bone-animation. How possible is that?
     
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  33. BeeZee

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    Thanks! I appreciate it!

    1. You can use any colliders you want. You can tag any object as "Terrain," and as long as it's got a collider, actors can collide with it and be stopped by it.

    2. Super easy -- all you have to do is drag and drop AnimationClips onto the appropriate actions (running, jumping, attacking, etc.) and Rex will play them at the right times. I'm also a big fan of Puppet2D, and I've been really happy with how it integrates with Rex.

    Feel free to hit me up if there's anything else I can help with.
     
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  34. Lars-Steenhoff

    Lars-Steenhoff

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    can you ad one more touch control scheme?

    swipe control, for example swipe to right to dash to right.

    and if you can make one extra type of joystick

    to let the joystick start relative to were you put you finger on the screen.
     
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  35. Sofiel

    Sofiel

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    Thank you BeeZee,

    I meant if it were possible to "touch" the character or object (any given game object that is specified) and drag it around the screen or drag elements on to the character (armour, food or something like that) or if the touch control is strictly a controller, could it me modified to serve such a purpose?
     
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  36. BeeZee

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    Ah, gotcha. At the moment, it's strictly a controller. But there are a few hooks already in place that would make it easy to modify -- for one, you can have actors move towards a certain point on screen, which I've mostly used to make enemies follow the player, but that could be very easily modified to have things follow the mouse cursor, instead. I can definitely help out with that.
     
  37. BeeZee

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    Sure. I'll plan those for a future update.
     
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  38. BeeZee

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    Version 1.03 has been submitted! I'm really excited about this one. The projectile options are nuts.
     
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  39. Sofiel

    Sofiel

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    Fantastic! Thank you BeeZee. I would really appreciate it If I can bother you with that.
     
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  40. Lars-Steenhoff

    Lars-Steenhoff

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    can you also consider pushable blocks like in this video?

    Super thanks!
     
    Last edited: Sep 1, 2017
  41. Lars-Steenhoff

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    And also that the pushed block can be on top of a button/trigger to activate something

    I also like the fly state that allows a delay in falling

     
    Last edited: Sep 1, 2017
  42. BeeZee

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    Yep, pushable objects are definitely on the list.
     
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  43. Gearhouse-games

    Gearhouse-games

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    just got the engine yesterday and so far very happy with it. i really appreciate the work you put into this. One question/request is there anyway to make shields such as in sonic 2 and sonic3 .Also how would i implement a power for special moves system such as megaman or megaman x?

    thanks again
     
    Last edited: Sep 3, 2017
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  44. BeeZee

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    Awesome, thanks for getting a copy! I'm glad you're liking it.

    Yep, you can do shield type stuff. This is something I wanted to add anyway, so I just whipped something up for you; can you send me a PM and I'll send you a new copy of the project with a shield in it?

    Can you elaborate on the power system? Do you mean like weapon energy that depletes when you use the attack?
     
  45. BeeZee

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    Version 1.03 has been approved! It's available here:

    http://u3d.as/RLr

    This is a fun one. There's a lot of cool new possibilities, especially with how robust projectiles are now.
     
  46. jmasa

    jmasa

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    Hi BeeZee,

    This engine looks awesome!

    I'm considering to buy it, but first, I have some questions:

    1) What about the mobile performance? I'm very interested on it because I'm planning to build a game for IOS and Android and I need a perfect performance on these platforms.
    2) Is there any "push objects" action? If not, do you think is simple to implement it with Unity's rigidbodys and colliders?
    3) I need to add circular platforms (like in the image). Will the physics engine support this?

    upload_2017-9-7_0-39-45.png

    Thanks!!
     
    Last edited: Sep 7, 2017
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  47. BeeZee

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    Thanks!

    1. Mobile performance is good, but as always with mobile, it depends what device you're using and what's happening in the game at the moment. I've got a 3-year-old iPhone 6 that I test on a lot which hits a solid 60 FPS pretty much no matter what I throw at it, and a Samsung Galaxy S6 that hovers closer to 50 or so in larger levels. Often for mobile, I'll lock things to 30 FPS with or without Rex, just because it's easier to manage it across multiple devices.

    2. There's no push objects yet, but I plan to add it in the near future. It does have moving platforms, though, which use a similar idea -- one object is next to or on top of another one, and the other one transfers its momentum to it -- which I suspect will be an easy place to hook in for pushing things.

    3. Yep, Rex can do circular terrain, or at least terrain with lots of degrees of gradation. I made a quick .gif and attached it here to show it (pardon the ugly art; I'm on my laptop and I made this quickly to help demo it.) I know that in New Super Mario Bros., those platforms rotate constantly, as well; do you need that functionality?

     
  48. jmasa

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    Thanks for the responses!

    1. Great. It is enough for me
    2. Ok! I can wait for future updates, no problem
    3. Thanks for the .gif, it looks great. Yes, I'd like the circular platforms rotate constantly like in NSMB. Do you think it is possible?
     
    Last edited: Sep 7, 2017
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  49. BeeZee

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    So this is really cool -- I was initially a little bit skeptical of if this would work well, but I just fired up NSBM Wii to test how the platforms worked, and then I did some simple tests in Rex where I put the player and some enemies on top of terrain and rotated it. It was completely stable, so I'm pretty psyched about that!

    The biggest trick with those NSMB Wii platforms is that they've also got some moving platform/conveyor-belt-ish behavior in them, in that their momentum will carry over to everything standing on them. By default, Rex's physics will treat the terrain like old-school sloping terrain, i.e. they'll stand on it without sliding down it. So what we can do is give those rotating blocks of terrain something like Rex's moving platform behavior, where it can transfer its momentum to anything riding on it. I think it'd work out pretty nicely.
     
  50. Lars-Steenhoff

    Lars-Steenhoff

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    IMG_8634.JPG

    I also slike the slope slide in mario.
    That when pressing down it slides
     
    Last edited: Sep 7, 2017
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