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Games Return To Red Planet (alpha)

Discussion in 'Works In Progress' started by dojoman, Dec 18, 2018.

  1. dojoman

    dojoman

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    Last edited: Feb 5, 2019
  2. dojoman

    dojoman

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    RedPlanet 2018-12-22 10-25-07-771.jpg RedPlanet 2018-12-22 10-29-01-052.jpg RedPlanet 2018-12-22 10-29-44-373.jpg RedPlanet 2018-12-22 10-30-31-133.jpg
     
    Last edited: Dec 23, 2018
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  3. Moody_Mek

    Moody_Mek

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    looks nice, like the style -is it based on new pack/template you are developing?
     
  4. dojoman

    dojoman

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    Last edited: May 27, 2019
  5. Moody_Mek

    Moody_Mek

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    yup got mail notification,

    just one question: which Unity versions are supported?

    edit: it's 2018.3.0f2

    any chances for 5.xx compability?
     
    Last edited: Jan 12, 2019
  6. dojoman

    dojoman

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    Thanks for your reply. I will have a look.
     
  7. thestringer

    thestringer

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    Throws an error after import :

    Assets/RetroFPS/Scripts/RetroFpsController.cs(419,30): error CS1061: Type `UnityStandardAssets.Characters.FirstPerson.FirstPersonController' does not contain a definition for `m_IsWalking' and no extension method `m_IsWalking' of type `UnityStandardAssets.Characters.FirstPerson.FirstPersonController' could be found. Are you missing an assembly reference?
    2018.3.3f1
     
  8. thestringer

    thestringer

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    Easy one to resolve as this is now marked as Private, changing to Public again resolves.

    Code (CSharp):
    1.  
    2. namespace UnityStandardAssets.Characters.FirstPerson
    3. {
    4.     [RequireComponent(typeof (CharacterController))]
    5.     [RequireComponent(typeof (AudioSource))]
    6.     public class FirstPersonController : MonoBehaviour
    7.     {
    8.         [SerializeField] public bool m_IsWalking;
    9.         [SerializeField] private float m_WalkSpeed;
    10.         [SerializeField] private float m_RunSpeed;
    11.         [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
    12.         [SerializeField] private float m_JumpSpeed;
    13.         [SerializeField] private float m_StickToGroundForce;
    14.         [SerializeField] private float m_GravityMultiplier;
    15.         [SerializeField] public MouseLook m_MouseLook;
     
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  9. dojoman

    dojoman

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    Yes you are right. I have to add this information to the docs. Sorry.
     
  10. dojoman

    dojoman

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    Documentation has been updated and is already available in the asset at Unity Asset Store.
     
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  11. Devision4

    Devision4

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    I like the concept but the graphics ... nah not my style. good luck
     
  12. dojoman

    dojoman

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    1.0.0 is available
    • Enemy pathfinding
    • Weapon fire custom delay
    • Loading confirmation button
    • Shader gloss reflections (e. g. floor at screenshot above)
    • Bugfixes and optimizations
    More content and features are on the road. I am working on a road map i want to publish here soon.

    Thanks for your support!
     
  13. dojoman

    dojoman

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    Thanks for your comment. You are free to replace any geometry and textures to get a different style. Just let me know if you need guideance about it. Best regards.
     
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  14. Bonzotaz1

    Bonzotaz1

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    Any updates coming??
     
  15. dojoman

    dojoman

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    Actually yes. I will post more information within next two weeks.
     
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  16. dojoman

    dojoman

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    Here is something i am working on at the moment.

     
  17. Devision4

    Devision4

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    nice! more please!!!
     
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  18. Bonzotaz1

    Bonzotaz1

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    How would i go about adding dual pistols or smg?
     
  19. dojoman

    dojoman

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    Hi. You need to follow these steps:
    1. Create a model of the weapon
    2. Import it to Unity
    3. Duplicate an existing weapon in the player controller and reassign all references (model, muzzle flash, etc.)
    4. Duplicate an existing "Pickup<weaponname>" item and assign it to the list index of step
    5. For dual weapon you need alter the shooting behavior via script - this is not yet supported out of the box
    Good idea, actually. I will take a note for the road map.
     
  20. dojoman

    dojoman

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    CYBERWAR weapon concepts




     
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  21. Moody_Mek

    Moody_Mek

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    Any chances of making this working in older releases? Sorry but making it only the most recent Unity compatible is a bit of a bad userbase wise.

    Also, will we get you know, basic FPS armed/shooting enemies functionality?
     
  22. dojoman

    dojoman

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    The shooting enemy is implemented and needs some optimization prior to release. What older Unity version do you need it to work with?
     
  23. Moody_Mek

    Moody_Mek

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    Hi!

    something around 5.6+ would be godsent
     
  24. spooneystone

    spooneystone

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    Just gotta say i love that music!!
     
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  25. dojoman

    dojoman

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    Thanks. I will try that.
     
  26. Moody_Mek

    Moody_Mek

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    much obliged

    also, is it posible to replace 3d monsters with say 4-deirectional sprites? Might feel silly but that is the extra retro feel I am missing from this pack
     
  27. dojoman

    dojoman

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    It is not out-of-the-box supported, but i will make an example in the next release.
     
  28. dojoman

    dojoman

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    CYBERWAR - Retro FPS Teaser (no audio preview)

     
  29. Bonzotaz1

    Bonzotaz1

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    Updates???
     
  30. Bonzotaz1

    Bonzotaz1

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    Don't tell me you have abandoned this? Was looking forward to updates....
     
  31. warthos3399

    warthos3399

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    music and atmosphere is good, blocky/low-poly, not so much, concept is very good, but also depends on what you were shooting for (end result), personally, not into Minecraft type games , but this base project could be something great, depends on where you wanna take it, and your "target" audience.