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Engines / Re: Unity Fangame Engine - 1-23-15 GameUpdate and Engine Release
« on: January 23, 2015, 04:08:25 PM »
The whole collider issues was one of the main reasons why I haven't released the engine. With solving a majority of these issues + having a workable alternative character that works well (the pixel movement guy), I've found there's no reason to not release it in its current state.
There is still a lot of old items in the engine I wish I had time to rewrite or even add, but for now it is stable enough.
- Uploaded and downloaded and tested to make sure I could open it and whatnot.
- Seems everything is in order
https://www.mediafire.com/download/x1w70hkaq8b11y8/RegalPrime+-+UnityEngine+v1.1.zip
Updated the engine and released game version 1.03
- There are 2 downloads, one uses the physics guy and one uses the pixel based movements as the main player
- Pixel guy moves via transforms and requires almost no collider buffer. Only con is the inability to go up slopes
- Physics guy moves via physics forces but requires a larger collider buffer to remain stable. Increased collider buffer makes the player collider fatter
- Update includes what was listed in the last post + below
- Most of these deal with the aftereffects of messing with collider settings
Hill climbing works on physics guy again
Distance to wall calculation updated to deal with edge colliders
Distance to ceiling calculation updated to deal with edge colliders
Climbing works while upside down
De-childed the character if they are on the treadmill when the individual object recycles itself
Moving platform fixed
- It wasnt that much of the collider size, but the value used to determine when the player was above the collider
- Changed this to a public variable and increased the collider box. This way it can trigger earlier yet still calculate correctly
Reloading a scene with an animation of a dead unit cause a bug - Fixed (forgot to reset the IsDead tag)
Sliding down an edge collider - Am assuming some aftereffect of changing the collider buffer / penetration for penalty values (Fixed)
Found a bug that deals with some weird combination of pressing and releasing the jump button multiple times within one? frame. Happens very rarely.
Need to pinpoint what is actually the cause before attempting a logic fix.
Basic Tutorial
Simple tutorial to cover a few things
There is still a lot of old items in the engine I wish I had time to rewrite or even add, but for now it is stable enough.
- Uploaded and downloaded and tested to make sure I could open it and whatnot.
- Seems everything is in order
https://www.mediafire.com/download/x1w70hkaq8b11y8/RegalPrime+-+UnityEngine+v1.1.zip
Updated the engine and released game version 1.03
- There are 2 downloads, one uses the physics guy and one uses the pixel based movements as the main player
- Pixel guy moves via transforms and requires almost no collider buffer. Only con is the inability to go up slopes
- Physics guy moves via physics forces but requires a larger collider buffer to remain stable. Increased collider buffer makes the player collider fatter
- Update includes what was listed in the last post + below
- Most of these deal with the aftereffects of messing with collider settings
Hill climbing works on physics guy again
Distance to wall calculation updated to deal with edge colliders
Distance to ceiling calculation updated to deal with edge colliders
Climbing works while upside down
De-childed the character if they are on the treadmill when the individual object recycles itself
Moving platform fixed
- It wasnt that much of the collider size, but the value used to determine when the player was above the collider
- Changed this to a public variable and increased the collider box. This way it can trigger earlier yet still calculate correctly
Reloading a scene with an animation of a dead unit cause a bug - Fixed (forgot to reset the IsDead tag)
Sliding down an edge collider - Am assuming some aftereffect of changing the collider buffer / penetration for penalty values (Fixed)
Found a bug that deals with some weird combination of pressing and releasing the jump button multiple times within one? frame. Happens very rarely.
Need to pinpoint what is actually the cause before attempting a logic fix.
Basic Tutorial
Simple tutorial to cover a few things
(click to show/hide)