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

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verveplay:
Really nice to see something new, but i never got into unity. Sometime maybe...

RegalPrime:
Quick update
Need to finish up some stuff, then I will release the next version using the latest Unity engine.

- New animation controller for the Guy
- Complete rewrite of all the 2d controllers for the guy (Was a complete mess and it needed to be done for a while)
- Adding in machine based functions for all the scripts that can use it (involves some minor / major rewrites of some scripts). This gives the ability to start / stop / reset / reverse / speedup / slowdown certain objects easily (spike treadmills / moving platforms / etc).
- Some of these script rewrites ended up being so different, they broke the prefabs that were using them and set their values to default. Some of the cat game scene's prefabs might be defaulted values and I need to go through and test.

radicalero:
Thanks. Waiting for it =)

RegalPrime:
New engine update + using the new Unity editor
There was only a few things that needed to be fixed when updating to the newest version of unity (just one script thing I had to change)

An interesting thing that I looked at but did not do for this downloaded version. I found I might be able to delete certain sub-folders (the entire Library folder?) of this engine and Unity will recompile them when it loads up the engine. This would cut back on the download size (72.6m -> 44.6m), but since the overall size is not that high I did not worry about it this time around. I will do some testing and post back later.


RegalPrime - UnityEngine v1.4 - 8-8-15 - Created in Unity 5.1.2f1 Personal
https://www.mediafire.com/download/hs31q0ou4r6hu17/RegalPrime+-+UnityEngine+v1.4.zip

Major stuff
New animation controller for the Guy. It uses the new things put in with Unity 5
- Looks and works better than before (hopefully everything is working ok)

Complete rewrite of all the 2d controllers for the guy (Was a complete mess and it needed to be done for a while)
3 new prefabs for the guy character
- Physics (no prechecks). This version exsists but should not be used. He will die from deadly objects slightly inside blocks.
- Physics with prechecks. Uses phyiscs forces to move the guy and uses preventive checks to deal with ground / wall / ceilings
- Pixel. This version using transforms to move the guy and also uses the prechecks
It shouldn't of changed much how the guy actually moves, but it allows me to change things more easily if I find out something new.
The script will give you a warning if you have the wrong editor settings for the Guy prefab's 'min penetration for penalty' value and tell you how to change it and to what value

New machine parent class / functions
- Start_Machine
- Stop_Machine
- Reset_Machine
- Reverse_Machine
- SpeedUp_Machine
- SlowDown_Machine
- Set_SpeedMultiplier

The following were updated / rewritten to be better scripted and contain the new machine functions (their parent class is Machine).
- Spike Chopper
- Spike Treadmill
- Rotate Forever
- Move object via waypoint (how platforms move)
- InOutSpikeConsecutive

The above are now in the machine type folder (both script and prefabs). This means that you can tell these prefabs to speed up / reverse / etc (any of the machine functions). Its was a lot more difficult to reverse some of these objects than I initially thought, so I ended up just starting over on some of the scripts so I didn't mess up trying to insert logic. Since the above objects now inherit the machine class, it is easy to create other scripts / prefabs / triggers to effect them.

I went through the entire cat game and made sure everything was fixed after messing with the new machine prefabs. There were some issues with the objects going back to default values or other problems. I think I fixed everything, but you never know.

Minor stuff
Fix a problem with the area modifier reverting changes when multiple area modifiers are next to each other
- Done by counting the number of active area modifers in a static variable.

Event Manager will now create itself if it is needed (for button presses)
- Some scripts now use the event manager to do the button presses instead of in their own script

Bullet grabs the material and the sorting layer from the guy character so that they are the same

Block trap now has a delay between how fast the sound can play between objects of its type
- Nobody likes 100x of the same effect being blasted withing half a second. Set to 1/10 the clips length delay

+other stuff dealing with Unity updates and various script things


Let me know if anything is amiss in this version. I may have missed something in the cat game scenes (did ~10 playthroughs and fixed things that came up).

radicalero:
Thanks for continue updating this awesome asset.

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