Search Unity

RPG Kit

Discussion in 'Assets and Asset Store' started by DevionGames, Feb 5, 2013.

  1. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Hi, please contact me with your paypal transaction code or email and i will forward your products to the new site.

    Contact:
    Email: support@unitycoding.com
    Skype: tharon211
    You can also write me a private message here.
     
  2. rickcollette

    rickcollette

    Joined:
    Mar 17, 2013
    Posts:
    303
    Thats harsh.. he was able to help me out pretty fast this morning via skype..
    excellent support - awesome team.. killer group.. etc.
     
    pushingpandas likes this.
  3. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Version 3.1.4
    • ItemSystem: Removed Photon code from Trigger scripts, use PhotonItemHandler seperatly, or create a custom item handler.
    • ItemSystem: Fixed editor start up after unity restart.
    • ItemSystem: Added Key option for ItemTrigger.
    • ItemSystem: Option to save world.
    • RoomSystem: Load/Delete created rooms.
    • RoomSystem: Improved Chat with channels and resizeable window.
    • RoomSystem: Friends
    • ICode: Start fsm from an animator state.
    • ItemSystem: Extended distance for triggers to be collider radius + distance
    • CharacterSystem: Fixed duplicated character classes for male and female characters
    • ItemSystem: Particle Effect for triggers.
    • ItemSystem: Refill trigger option
    • ItemSystem: Fixed trigger if destroyEmpty = false and no items in list
    • ICode: Fixed OverrideVariables(behaviour field was not updated if list was empty)
    • CharacterSystem: Additional starting container content inside editor.
    • ItemSystem: Optional categories for shop
    • RoomSystem/ItemSystem: Player trading
    • ItemSystem: Fixed ItemContainerTrigger destroyEmpty setting was not destroying the game object.
    • DebugFilter
    • ItemSystem: Fixed duplicate bug with action bar
    • Proxy: Improved networking handling(requires a Proxy in scene to create through Tools/Unitycoding/Proxy/Create)
    • UIWidgets: Improved performance
    • UIWidgets: Deactivate on close option
    • UIWidgets: Tooltip to stay in place option
    • UIWidgets: OnShowFinished, OnCloseFinished triggers
    • ICode: Visual indicator if fsm is paused
    • ICodde: Fixed node foldout for unity 5
    • LoginSystem: New event notification system.
    • LoginSystem: After this update you need to redrag/drop the LoginSettings to the LoginSystem
    • LoginSystem: Use LoginEventTrigger for the old style triggers inside LoginSystem.
    • CharacterSystem: Fixed property saving for PlayerPrefs.
    • Fixed Layout bug in unity 5+
    • Fixed BuildTargetGroup in integration windows
    Just an example what you can do with the RPG Kit and little scripting(Click to move controller), shown assets are from the unity asset store and not included in the kit!


     
  4. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    RPG KIT is suitable for mobile games?
     
  5. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    another question

    I am impressed with spells test.

    Do you have plan tutorial? I want to see you make testing scene. The process will be a good reference.
     
    pushingpandas likes this.
  6. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,412
    If I buy all the assets you used. are you willing to sell me your settings and code? What you are showing is excatly what I need, walk to click and spells and UI :D
     
  7. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Hello sorry for my late answer, i was on vacation.
    It is not fully mobile friendly, there are some places that use the mouse input.

    Well i there is not much custom code that i used, but i can give it to you if i get some how prove that you purchased the assets used in the examples.
     
  8. jagatai33

    jagatai33

    Joined:
    Feb 2, 2016
    Posts:
    164
    Would you mind sharing the name of the assets used please?
     
  9. Perish1971

    Perish1971

    Joined:
    Oct 21, 2016
    Posts:
    1
    Anyone do custom code work on the RPG KIT for cash?
     
  10. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    A few things that will come in the next update:




     
    Tethys likes this.
  11. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,412
    awesome. Is it on svn yet?
     
  12. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Yes it is already in svn.
     
  13. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
  14. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,412
  15. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    I want to run the example without photon. Is there no way?

    Will not you support mobile in the future?
     
    Last edited: May 18, 2017
  16. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    You can run the examples without photon, it is setup as single player without photon at default. If you want to import photon there are setps to follow:



    I want to support mobile in the future, right now i am waiting for feedback and bug reporting on the controller before i integrate mobile support. People are testing it already.
     
  17. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    In the next update it is possible to make active skills, an example for this is the fishing skill:
     
  18. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,412
    Hi, I downloaded lastest trunk from svn and try testrun it. I choosed warrior but warrior has no skills ingame. Is that a bug?
     
  19. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Hmm, i am not sure, does the skill window appear?
     
  20. pushingpandas

    pushingpandas

    Joined:
    Jan 12, 2013
    Posts:
    1,412
    yes, but its empty.
     
  21. tequyla

    tequyla

    Joined:
    Jul 22, 2012
    Posts:
    332
    Hi Zerano,

    you use iCode for RPG Kit or RPG Kit is dedicated development and not compliant with iCode ??

    +++
     
  22. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    It uses ICode for the examples. However, ICode can be replaced/removed and you can write custom scripts to handle item behaviours for example.
     
  23. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    I see Luria.. I want to know more.. Can I play the demo? Please show me some video.
     
  24. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    There is no demo right now. Basicly i made this 2 years ago and lost the project and now i want to redo it and record videos for it. It is not realy a tutorial series and i have to figure out some stuff by myself again, because i forgot it already. The videos are more like a dev log, this is the reason why they are so long, i have to experiement myself on some things. Maybe there will be something playable in a few weeks.

    You can follow the progress in this list:

     
  25. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    I have a question about Luria . Do you think Luria's battle will support Companion AI?
     
  26. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    I am not sure what Companion AI is.
     
  27. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    It means NPC that helps player when fighting.
     
  28. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Hehe we will see, there is a nice necromancer model in the asset store. But i have not purchased it yet :D
     
  29. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,889
    This looks like a very good RPG kit. I have some questions about the kit.

    1. What is the process of replacing/adding/enhancing character animations? If I want to replace the walk, run, attack animations is it a difficult task? Are the characters using mecanim humanoid?
    2. Does the AI use mecanim humanoid or legacy or both?
    3. Does the system let you add your own spells or are we limited to the ones included in the kit?
    4. Are certain systems replaceable such as the camera controller? Or even the third person controller?
    5. Out of the box does this work as just single player? I am making a single player game and wouldn't want to strip out multiplayer functionality. I'd rather have it be an add-on.
    6. Does the kit have game controller support or only mouse/keyboard?
    7. How difficult is it to add on to the system. For example, if I want to add a new type of Quest or enhance an existing type?
    8. Does the system use any kind of object pooling? If not, can it be adapted to use an existing object pooling system such as Pool Boos?

    I probably have more questions, but that's good for starters.
     
  30. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,889
    In your online documentation it lists some differences between RPG Kit and RPG Kit Pro, but there only seems to be an RPG Kit in the Unity Asset store. Is that the Pro version? If so, where is the non-pro version?
     
  31. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    about Luria .. Can I change Click to move controller easily? And I always wonder. About mobile performance I know that this product does not support mobile. But can you talk about the performance? Can you compare it with a playmaker?
     
  32. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    You can replace, add or extend the animations and run them by your custom code or just from the ThirdPersonController.
    No replacing animations ist just a drag and drop task, however you have to setup the rig type and behavior of animations in the FBX-Importer (Setup looping, root tranform information). The character in the example use a humanoid rig type.

    The AI is made using ICode and it can handle Humanoid or Generic rig type. I am not supporting legacy animation anymore.

    You can add spells with ICode or you can write your custom behavior in a script. If you check the videos in this post you can see some new spells that are not included in the RPG Kit and are made using ICode. In the process of Luria i am going to add new spells.

    Yes, there are some systems that uses each other but most of them can be just replaced. You can replace the Camera and ThirdPersonController. But you would need to go over the example items and change the animation name or you can add the animations to your custom controller.

    Yes, the rpg kit comes as single player, multiplayer is just an addon that can be enabled. I would still recomend to work like in a multiplayer enviroment. For example if you want to instantiate something use Proxy.Instantiate....because then you have an option to switch back to multiplayer.

    Right now it only support mouse and keyboard. I have never worked with a game controller so i am not sure what the requirements are. The ThirdPersonController uses the Unity Input Manager


    It all depends on your experience and what you call difficult or easy. Quests are based on ICode, so you create quests with ICode. But you can implement or use any other quest system. Most of the users use this Dialogue System, it supports the RPG Kit and ICode.

    I am sorry but there is no pooling right now. I still plan to add pooling to the system like many other things.
     
  33. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    The unity asset store has the non pro version. The RPG Kit Pro can only be purchased on my site store.
     
  34. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    I am going to change the controller to a click to move in Luria. I think this will happen next week.

    I have seen a few people using the kit on mobile. They just replaced the charracter controller. The initialization for the state machines in ICode is not the best. Once it is initialized there is not a big diffrence from my tests. I have worked on a new visual scripting tool and improved the initialization performance there. ICode could be adapted to use a similiar progress, but this would break any existing state machine, so i am not sure right now if i should implement this.
     
  35. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    thank you very much zerano .. Can you tell me about mobile games using this kit? I want to make a mobile game. So I have a lot of attention to performance. If you support mobile and performance is optimized, more people will love this kit.
     
  36. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,889
    @Zerano Thanks for all your timely answers.
     
  37. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,889
    One more question. Does this system use anything that may prevent it from working on a console AOT platform? I looked at RPGAIO, for example, and they were using Newtonsoft.json, which doesn't work on AOT platforms.
     
  38. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,889
    I'm seeing a lot of bugs in the WebGL demo. Here are some observations:

    1. It's often very difficult to get the ranged spell attack to target correctly. I can't remember the spell name, but it's the one where you have to click on the terrain to tell it where to strike. The placement gets blocked by the character or other things and can't be placed properly.
    2. One time I killed a skeleton and it dropped a potion, but I couldn't pick up the potion because it still showed the skeleton as being active even though it was clearly dead.
    3. Sometimes the camera gets pushed inside the player character in close combat and you have to move the character away from the enemies in order to resolve it.
    4. When you die, you respawn momentarily right where you died before actually being transported back to the spawn location a few seconds later.
    5. Sometimes when attacking monsters their health bar gets stuck at about half health and it never appears to be damaged ever again. But it will eventually die even though it showed half health.
     
  39. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Well, they added a mobile controller, and talked that it worked. I have not worked or tested it on mobile. I think pooling would improve the performance a lot. Also pooling some of the state machines would improve the performance. Some of the state machines are just reinitialized in the kit(like spells), but it is possible to cache and reuse some of them. This is not something you have todo, but i need to implement at some point. We talked about it in our RPG Skype group for the rpg kit.

    Basicly i want to tell you that the kit is not optimized for mobile right now.
     
  40. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    I am not sure, there is nothing special, no external dll or something.
     
  41. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Thank you for you feedback on the demo, there will be a new demo soon with some fixes of this.
     
    magique likes this.
  42. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    Supporting mobile is very important. Best-selling assets promote mobile optimization. Nowadays you are making a lot of effort for your product. Your tutorial video is impressive. However, if mobile optimization is not achieved, good results can not be obtained. Because now is the age of mobile.

    and I want to know your visual scripting tool. Can I tell you ETA?
     
    Last edited: May 31, 2017
  43. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    U can do Mobile by yourself if u know hot to do it i have try it and its working on mobile good
     
  44. Cartoon-Mania

    Cartoon-Mania

    Joined:
    Mar 23, 2015
    Posts:
    320
    I know it's difficult to create video tutorials. But I hope to complete the Luria tutorial before summer vacation. And talking about mobile is not just for me. It's for you. I want you to be financially rewarded. Your product is underestimated compared to other products. I think the reason is mobile and a tutorial.
     
  45. Drymarti111

    Drymarti111

    Joined:
    Jun 23, 2013
    Posts:
    172
    Hello everyone!
    I am stuck in 3rd video of adding enemy tutorial.
    I have got error like this:
    This is my Error:

    Parameter 'Hash 1654612129' does not exist.
    UnityEngine.Animator:ResetTrigger(Int32)
    ICode.Actions.UnityAnimator.ResetTrigger:OnEnter() (at Assets/Unitycoding/ICode/Scripts/Runtime/Actions/Animator/ResetTrigger.cs:17)
    ICode.State:OnUpdate() (at Assets/Unitycoding/ICode/Scripts/Runtime/State.cs:97)


    I know its about missing trigger in animation in animator controller BUT, I do not know what this is mean. I've never done that before and I do not understand if I should add new script to my Enemy prefab, or write something somewhere or what exactly do... :/
     
  46. DevionGames

    DevionGames

    Joined:
    Feb 22, 2010
    Posts:
    1,624
    Not it means, that a parameter needs to be created in your animator controller. Check what the name of that parameter is in your state machine.
     
    Drymarti111 likes this.
  47. Drymarti111

    Drymarti111

    Joined:
    Jun 23, 2013
    Posts:
    172
    Hmmm it is wierd extremely because my hash mean : Hit
    But I have parameter Hit in my Animator Controller. Like on your videos. I will check on other Prefab that issue. I don't know why I cannot solve that
     
  48. Twoonebe

    Twoonebe

    Joined:
    Mar 30, 2013
    Posts:
    174
    What is wrong with this asset ? I think about to buy it but when i show in the forum only pornos and trading comercials
    This is not a buy for me sry i am out
     
  49. Ventin

    Ventin

    Joined:
    Apr 7, 2017
    Posts:
    2
    Hi, Zerano:
    Would you update new version ( click to move )?
     
  50. markashburner

    markashburner

    Joined:
    Aug 14, 2015
    Posts:
    212
    So what has happened to this asset? I am using Unity 2017.30f3 and I am getting lots of compiling errors with the Object integration.
     
unityunity