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[RELEASED] Universal Fighting Engine

Discussion in 'Assets and Asset Store' started by Mistermind, Dec 17, 2013.

  1. jackycharm3048

    jackycharm3048

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    very anticipated
     
  2. Miggoh

    Miggoh

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    I think I managed to make a ranbu. Around 0:27



    I know you are pretty busy atm, but would it be possible to add "During block" as a possible state for a move? At the moment you can apply some pretty darn hard pressure by just spamming s.LP. I would like to make something like a guard cancel move (sacrifice bar to end the enemy blockstring). Got all the other tools to make it.

    [video=youtube_share;0L4CVzUncqI]http://youtu.be/0L4CVzUncqI
     
  3. Mistermind

    Mistermind

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    That looks good! I'm not sure how you did it, but with 1.0.5 that should be even easier.
    The move link got significantly enhanced allowing for several types of move links. With a few tweaks one can even make their own block system.

    I thought of that a few times now, but I still need to chew the idea a bit more. I'm currently revisiting the block system and fixing a few glitches it has. Once I get over that I might be able to look into that.
     
  4. lockbox

    lockbox

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    When I saw Aoi in the Asset Store, I had the same idea...And that's why I'm in this thread now - lol Your game looks good! :D
     
  5. lockbox

    lockbox

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    Hi Daniel. I've been going through the documentation and this is some really impressive work. For someone that is serious about putting together a fighting game, it's definitely worth the money. Well done. :)
     
  6. Malous

    Malous

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    1) Im wanting to make an rpg-ish fighting game, would I be able to use a formula to calculate a variable to be used by your setup? .... such as a speed stat making the character move faster or strength stat determining the damage of the attacks.
    2) Also what do you mean by SOURCE what was used to build your product, was it built using the unity editor(if so is it c# or js?) or an outside program and/or language?
     
  7. Mistermind

    Mistermind

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    Thank you very much! I really appreciate the comments :)

    You can by using UFE events and data. It does require a good knowledge of programming however. Check this page:
    http://www.ufe3d.com/doku.php/code

    But if you want to extract specific parts of the code, I suggest getting the SOURCE version.


    The Basic and PRO version of UFE have the source code compiled into dlls, meaning you are more limited to what you can do with UFE. The SOURCE version on the other hand is completely open source, meaning you can alter virtually anything from the engine and even extract code parts to be used in other projects (such as an RPG)
     
  8. Steviebops

    Steviebops

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    Hi, I hope Im not covering questions already asked, but there's a lot of pages to read through here :)

    I see networking as an upcoming feature. Has anyone tried using this with Photon for multiplayer yet?

    Also, my game is a weapon-based one with a movement system similar to Soul Calibur, which allows movement on an extra axis, (forward/back, left/right).
    Is this asset suitable for me?
     
  9. Dean Avanti

    Dean Avanti

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    Im adding weapons as well for special attacks, I wondered that as well, if it can be set up to do so?
    Networking and AI is a must, also setting up some kind of lobby system to find players to fight, that really saves on costs if its already there, fighting games are not cheap to make, any money saved is good, plus people don't mind passing the saving onto the engine maker, with the fee for engine. One hand washes the other as they say. The engine fees are cheap considering what it would cost to hire in and make from scratch.
     
  10. Miggoh

    Miggoh

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    3D arena combat (tekken, soul calibur etc. movement style) is one of the planned features, so yes I would say it is suitable for you. I haven't tried characters with weapons, but should be doable.

    Edit: just tried it and you can set weapons as custom hitboxes, so they work no problem.
     
    Last edited: Mar 20, 2014
  11. Suki-W

    Suki-W

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    MMind have you found any programmers to help you on the features if you dont mind me asking? Because I can on imagine how long of a delay the features that are behind networking like Tag and 3d. It would be nice for the Tag and 3d users to at least start building on top of the core mechanics in our games to at least reach our beta phases before even concerning networking just to be fair about it.The only users I can imagine that want networking so early are users building street fighter like games that already come with the engine by default. :)

    I agree networking and AI is a must but since your game is going to be based on 3d, I think the very last thing you should be concerned about is networking. Since UFE just came out not to long ago, I highly dout anyone's core mechanics and game are even near beta phase to even be concerning networking unless they are making a Street fighter like game. Focus on the gameplay first, networking will come :) I think it only makes sense as far as workflow is concern to focus on getting the game done first. That way it will be less headache for you in the end. :)
     
    Last edited: Mar 20, 2014
  12. Mistermind

    Mistermind

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    Here, this video explains how you can setup a move and all the options available to make one:


    You can also check this page for all move related details:
    http://www.ufe3d.com/doku.php/move:start

    And in case you are wondering how you can make cinematic moves, check this link:
    http://www.ufe3d.com/doku.php/move:cinematics

    Thank you once again Miggoh. You have no idea how much that helps me :)



    Guys, I'll probably need to move the Independent Forum as one of my main priorities. It actually shouldn't even be marked as major update in the polls since its a relatively easy thing to accomplish =)

    The reason for this is that I'm getting more emails and private messages that I can handle and this is costing a significant amount of development hours from my day. Since this is not really a forum but rather a thread under another forum, a lot of very useful information ends up getting lost in the hundreds of posts, and of course, due to lack of proper organized information, I have no one else to blame but me =)

    For those who I haven't replied yet, I'm terribly sorry about that. At some point every day I need to sacrifice support for development time. Hopefully a forum will help us all and keep things a lot more organized!
     
  13. Mistermind

    Mistermind

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    Not yet, and to be honest I should probably look for one very soon.
    In fact, if any programmer out there is interested in helping on UFE development, send me a PM and let me know your qualifications.
     
  14. Master Thespian

    Master Thespian

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    :D
     
  15. GamerVJ

    GamerVJ

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    Hi MMind,

    I was playing around with UFE and found a problem. I changed "Block Input" to "Hold Button 1" and when I pressed Button 1, character got stuck in block state. Am I doing anything wrong here??

    Regards,
    -VJ
     
  16. Mistermind

    Mistermind

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    Hey there!
    No you are right, there is a bug there in deed. I'm already looking into it. I made some substantial revision on the block system for the next update. I'll let you guys know when 1.0.5 is ready.
     
  17. Mistermind

    Mistermind

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  18. PsychoG

    PsychoG

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    I actually encountered an error with jumping. First I'd like to say how AWESOME this is and I will have many more questions so I apologize for that D:

    First I recieved this error:

    What happens is that I hold the jump button and it keeps bouncing (Even before touching the ground). Ill keep playing with it to find an answer.

    Another question i have is can I make my character look away instead of walking backward?
     
  19. Mistermind

    Mistermind

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    Thank you :)

    Humm. Hard to tell what it could be. Check if you have the animation set for Fall Straight as well. I normally leave custom errors here and there to let the user know, but apparently this one hasn't triggered anything.

    Try placing an animation for move back with the character facing backwards.
     
    Last edited: Mar 24, 2014
  20. PsychoG

    PsychoG

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    I have another question pertaining to a different game im working on. If i wanted to use just the hitboxes would i be able to do that with the pro version? For example create a character like i normally would with several moves and stances (for each weapon) .Its an rpg and i feel like the hitboxes in ufe would work much better than my makeshift triggers :.
     
  21. Mistermind

    Mistermind

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    The PRO version is somewhat limited due to the compiled core, but with a certain creativity and programming knowledge one could use the events provided to come up with several different outcomes. Events like "OnRoundBegin", "OnRoundEnds", "OnHit", "OnMove" and "OnLifePointsChange" can definitely help you achieve certain goals.

    For more on events check out this page:
    http://www.ufe3d.com/doku.php/code
     
  22. PsychoG

    PsychoG

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    That's what I wanted to hear :] Thanks. Ill keep you updated on how it goes!
     
  23. Steviebops

    Steviebops

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    Does the move editor work with legacy animations, or is it Mecanim only?

    Thank you.
     
  24. Miggoh

    Miggoh

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    It works with both, legacy and mecanim.
     
  25. PsychoG

    PsychoG

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    Just curious. Has anyone here used this in a non fighting game? Ive only touched on it because of time constraints. All i did was add the character script to my character but i wasnt able to get any moves working. There were also errors on runtime. Granted i didnt REEEALLY try to get it to work but id like to see if someone else has done it :)
     
  26. Miggoh

    Miggoh

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    Why would you use it for a non-fighting game though? It's a fighting game engine after all. What exactly are you trying to make?
     
  27. Steviebops

    Steviebops

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    Splendid! thank you :)
     
  28. PsychoG

    PsychoG

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    The main reason I bought was for a fighting game but there are some mechanics I would like to use in other games as well like the hitbox/hurtbox system to make combat deeper. All the same concepts of a fighting game can be found in a game like dark souls like hitboxes, blockstun, hitstun, invulnerability in moves.
    Itd be a lot easier using this engine to make combat for other games precisely because it is a fighting engine.
     
  29. Mistermind

    Mistermind

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    I forgot who was asking for this earlier, but here it is, UFE animated logo:


    Downloadable versions:
    http://www.ufe3d.com/media/PoweredByUFE_Low.mp4
    http://www.ufe3d.com/media/PoweredByUFE_Mid.mp4
    http://www.ufe3d.com/media/PoweredByUFE_High.mp4

    Feel free to use these in your games or video promotions!

    These video files will also be available in the next update. Sorry its taking this long to release it, but I'm trying to smooth out all the sharp edges (specially blocking)
    You guys can follow the on-going development of the features here: http://www.ufe3d.com/doku.php/upcomingfeatures (I'm constantly updating this page)
     
  30. Mors-A-Vita

    Mors-A-Vita

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    I could not find your e-mail any where the on the website and the asset store e-mail link was not working. Since the last update I tried to run the training room scene in a new scene fresh download. After the start screen upon loading the level the characters are falling through the floor now and I get the error Invalid parameter because it was infinity or nan. Please how do I fix this?
     
  31. Mistermind

    Mistermind

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    Hey there Mors A Vita,
    I think you are missing a few steps in the installation procedure =)
    Here, make sure you follow all steps:
    http://www.ufe3d.com/doku.php/installation

    You can also send me a PM, but for the most part I prefer questions like this to be public so others may find use in this answer =)

    Cheers!
     
  32. perviggo

    perviggo

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    Hi!

    I am currently considering buying this package for use in a small game for a customer. The package looks splendid, but I have a few questions before I purchase it. These things might have been discussed already in this thread, but here goes

    1. The game I am making needs to be compatible with touch devices. Is this a problem? Has anoyone tried it with Ipad for instance?

    2. Is there a working AI function as of now? I am thinking of a story mode scenario or something.

    3. Is it possible to make the game network compatible? (to play multiplayer over the web, matchmaking system, etc.). Has anyone tried?

    I appreciate all input :D
     
  33. Kandy_Man

    Kandy_Man

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    All 3 of those features are not yet available but they are coming soon =)
     
  34. Mistermind

    Mistermind

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    Hello there perviggo! Welcome to the forum ;)

    As Kandy_Man said, these features are indeed coming soon, but my development process can be relatively long depending on your priorities.
    You can follow all the upcoming features here:
    http://www.ufe3d.com/doku.php/upcomingfeatures

    You can also follow UFE's overall development and other interesting feedback on UFE's independent forum:
    http://www.ufe3d.com/forum

    You can also work those features yourself if you have the source version.
    Some achievements can be accomplished with the PRO version, but due to its closed source structure you might get a bit dependant on what can be done with UFE's event system.
     
  35. Mistermind

    Mistermind

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  36. AMDonline

    AMDonline

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    would like to see these features too, even willing to make donations to speed the process to make them available,

    i've already show this engine to some designers and they made me some characters that would work on this engine, but still searching for coders though.
     
  37. Mistermind

    Mistermind

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    Thanks for the kind words and donation incentive =)
    Yeah I'm not gonna lie, finding coders is hard. I haven't found a proper "right hand" yet myself either.

    As for money, for now we won't have to worry about that. The sales are keeping me breathing and that is all I care =)

    I am thinking about releasing 1.0.5 a little earlier, before finishing grappling.
    There are some very interesting updates that I've done so far and I don't know how long it will take to go over some of these more complicated steps. I'm sure some of you are waiting for some of those minor things that already got implemented and I don't want to delay your progress because of it.

    Expect 1.0.5 by the end of the week.
     
  38. mojao

    mojao

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    Nice to meet you Mr.MMind. my name is mojao.
    I really impressed with this asset and i want to buy, but i have aquestion.
    My project is 2D beat em up, so it is not 1on1 fighting.
    So i want to edit engine (for example, enemy's attack will hit only player)
    I can edit engine?
     
  39. Suki-W

    Suki-W

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    Thanks for your hard work MMind
    . geeez I wonder how grappling will work. Sounds like is a lot has to go into implementing it, I could only imagine.:eek:
     
    Last edited: Apr 3, 2014
  40. Mistermind

    Mistermind

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    Hello there!
    Humm 2D is not supported yet by the engine. The hitboxes work by tagging the bone positioning, and 2D does not work that way (except for Smooth Moves and similar 2D engines).
    If you do choose to use 3D however, you can extract some of the scripts provided by UFE to build your own system, like a beat-em-up. You would need the source version for the job.

    I'd also love to give it a shot on the beat'em up genre as well in terms of engine. When I get the time for it I'll definitely give it a try
     
  41. mojao

    mojao

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    Dear Mr.MMind, Thanks.
    I am sorry that I didn't explain you well, I working with Smoothmoves ,so It is no problem.
    Thanks, im going to buy source version ! I look forword to use engine.
    Thanks again!
     
  42. Mistermind

    Mistermind

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    Yeah its a lot more complicated than I've imagined. Since it needs to be truly universal, I'm studding all possible incarnations of how grappling (and command grab) works in several 2.5D games so it can be put into options on UFE.
    Given so many of you have sent me great details on how this feature should work, I don't want to disappoint :D

    UFE is not out of the box compatible with SmoothMoves though, but I believe it is a doable task. A few people have tried it before, but I can't say for sure how hard it is. Let us know if you managed to make it work. Sounds like a very interesting feat =)
     
  43. Kamio

    Kamio

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    This is a great asset!

    You should be aware, however, that the Asset Store Submission Guidelines prohibit selling your packages at a lower price on other sites as you are doing on Sellfy.
     
  44. Mistermind

    Mistermind

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    Thank you so much for your input Kamio!
    Sorry about that, guess I missed a step =) Prices now updated.

    Cheers!
     
    Last edited: Apr 3, 2014
  45. Mistermind

    Mistermind

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    Sorry guys, even more delay coming up.
    Turns out the fix I made for the mecanim control (internal UFE tool) that would fix once and for all the crossfade bug uses hidden libraries from Unity, and these hidden libraries can't be compiled into a build yet (from the looks of it, they might be releasing those on Unity 5)
    Its gonna take a few days to revert the process while updating the old Mecanim control script with the new functions added since then. Not to worry though, I still intend to release it in a few days. I'll keep you guys posted!
     
  46. Suki-W

    Suki-W

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    thanks dude for the heads up.
     
  47. ZOAGS

    ZOAGS

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    Sucks to hear/read. Still looking forward to it! You'll soon have a new customer for the Pro Source version. =) Just waiting for the paypal money to arrive.

    This might be a little off-topic but...how did you create the builds for Basic and Pro? It just makes me wonder how you closed off the code for the custom inspector (I assume that's how the move editor was made for example) for these versions. Is it possible to compile individual scripts and let them work their magic on their own? How does it work with your tool? I'm interested cause I'm working with custom inspectors now and it might come in handy when I don't want people to mess around with the editor scripts. Obviously it won't be in the same scale as your creation but a little nudge in the right direction would help.

    Btw. is it possible for people who bought the Pro Source version to also download the other two versions as well?
     
  48. Mistermind

    Mistermind

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    Hey there!
    To make the dlls for Basic and Pro I ended up using another asset from the asset store called uTomate. Aside from a chunk load of things u can do, uTomate also comes with a handy dll exporter tool. The,only limitation is that you also need to compile all dependencies together. so I had to basically compile the entire core of the engine into one dll.


    I don't see why not =)
    Just send me a PM with your invoice/receipt and I'll provide you the links.
     
  49. ZOAGS

    ZOAGS

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    Great! Thank you for your help, I'll be sure to send you a message once I grabbed my copy. uTomate is definitively what I was looking for. =) Tnx again!
     
  50. Mistermind

    Mistermind

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    Jay Bowman (jaylove) kickstarter is up!


    For those interested in having your work published in the official UFE youtube channel, send me a PM with the link of your video and a description.
    Make sure you have something good to show!