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RegalPrime-UnityEngine v1.4.1 - 8-18-15

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Starz0r:
This seems complete enough to be moved to the Engine portion of the forum.

radicalero:
Hi! Awesome work. Unity 5 version, I think work perfect.
Waiting for new updates, new levels and new little bosses =)

Do you will create videotutorial creating 2 levels?

RegalPrime:
Got caught up having to get something to work just right, but I think I got it to work.

I am working on getting an official 5.0 unity version now. I need to do some testing and write the patch notes. Luckily I keep a running list of stuff I have added, but its never fun.
Oohh, tutorials. Its been on my mind forever and I will starting thinking more about doing them. The goal would be a set of video tutorials because it is easier to show than to tell.
Of course, I need to research some free video recording software / etc, because Ive never done it before.

So that thing I was working on will be in the new engine version as well.
Been working on custom editor scripting which is somewhat the same but different.

Projectile Spawner Prefab
This is a picture of the old (left side) and new object spawner script (right). Right side is 2 different pictures of the same script (2nd one shows the dropdown)
Instead of choosing yes / no for every type of spawn option there is a dropdown that is attached to a list of delegates
The custom editor also shows / hides the proper fields depending on the selection.
Looks 1000x better now and a lot easier to use.
(click to show/hide)
AI Prefabs
Before I did this change, the only way to change the action states of an AI unit would be to create a child class and override the passive / alerted / aggressive functions with a simple function name. C# Attributes + Reflection. Never heard of them before but I guess I do now. Long story short. The base AI class searches for all the functions with that attribute and creates a list. This list can be used in the custom editor to give the user a dropdown of all available actions. The script then takes that selection, turns it into a delegate and populates the proper AI action state.
SOOOO, what does that mean.
There is a dropdown box in the editor where you can select what your unit does. No more having to create a separate child script. Cool thing is, that if I ever write new AIactions, the list will show them without me having to do anything.
Picture shows how the editor looks for two objects.
(click to show/hide)

radicalero:
Yeah!! Very good news!
Awesome!
Waiting for official release for Unity 5 and the videotutorials.

I recommend you use Camtasia Recorder to record the videotutorials.

RegalPrime:
https://www.mediafire.com/download/cedxfg6xa14tzkc/RegalPrime+-+UnityEngine+v1.3.zip

Version 1.3 Release - Created in Unity 5.0.2f1 personal
Cat game scenes are reattached and most everything has been tested (still includes the avoidance boss as well).
I would also like to note that due to me doing some major overhauls of certain scripts, some objects may mess up / revert to default values (I noticed certain AI units did).
Some weird stuff happened when I updated to unity5 and it wouldn't surprise me if I missed a few things.

Messed with the layer naming
- Before I had a few extra layers for really specific purposes and I got rid of them
- Some renaming - Ground is now SolidObjects

The eventmanager now has events for certain key presses
- Should make it easy later if I decide to change buttons or how button presses are done.
- Q / R / F2 / shooting / Action buttons are in that manager
- Other scripts now attach to these events and call their functions that way
- Resetting the screen or going to title now use these events
-"Attach to object" script now attaches to the eventmanager to know when the action button is pressed
-"Shooting" script now attaches to the eventmanager to know when the action button is pressed

New HPmodule - update
- The main change is that is has an event that other scripts can subscribe so that they can know when hp=0
- Other general code cleaning and rewrites

New AI - Total rewrite
- Uses the HPmodule event to know when the object has 0 hp (dead)
- Has more of a parent child class system going on. Connecting a certain child class will give you their speciality actions.
- Useable child classes = GroundAI / GroundAI_Shooting / FlyingAI / FlyingAI_Shooting
- AI - Custom Editor
-- Allows the user to select which AI actions for each state in the editor.
-- The underlying script will then change that option into a delegate and populate that action
- Updated the prefabs to include all 4 types
- Would like to note that I did had some problems with unity remembering my custom editor variables. I found the problem
and fixed it. Hopefully that dosnt reappear.
- Going through the cat scenes, I noticed some of the cat units were using my new AI and thus were defaulted to really stupid actions. I fixed all that I saw, but be aware I might have missed one.

Projectile Spawner - Script rewrite
- Better coding than before
Projectile Spawner - Custom Editor
- Changing how / what spawns is a lot cleaner in the editor.
- Updated prefab to use this new version


Updated the machine controller (still a work in progress)
- Has the basics to allow manipulate other machine type gameobjects when trigggered (stop / start / reset)

Problems I had updating the engine to Unity 5.0 stuff
- Material offset script dosnt seem to work with the standard shader (the old objects still work though)
- Some offsets of ground units broke when updating (hope I got them all)
- Lighting has changes so some of the old stuff may seem a bit darker
- Some of the ingame objects in the cat game are not attaching themselves to their corresponding prefabs (they still work though)

New GameSettings.dat will set the sound and music to 5 as default instead of 10
- Sound changed and seems a lot louder if I put it fully to 2d sound

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