1

(16 replies, posted in Showcase)

Mostroscopy is available on Steam!

https://store.steampowered.com/app/2615 … py/?beta=1

2

(16 replies, posted in Showcase)

The Steam page is up already!

https://store.steampowered.com/app/2615 … py/?beta=0

3

(16 replies, posted in Showcase)

FreedTerror wrote:

Really good work strider!
I'm Looking forward to playing and helping you improve your project.

i'll get you a game key as soon as possible!

Thanks a lot for all you've helped already!

4

(16 replies, posted in Showcase)

Been working on the game for the last couples of years adding characters and some other stuff... it's not by far the more complex game but i hope it's well received. We are working now on publishing it to Steam in the next month.I'll share the link here as soon as i have it.


https://i.ibb.co/jgqB223/imagen-2023-09-23-205921765.png

https://i.ibb.co/RN0MDZC/imagen-2023-09-23-210140730.png

this could be used Hypothetically with stage names too right?

6

(3 replies, posted in Source Coding)

How can i get through a script the stage and position of a character?

Thanks!

7

(5 replies, posted in 3D Gameplay)

FreedTerror wrote:

You can force a button press via code.
You can also design code to react to certain conditions

a condition like a specific location and a specific attack?

8

(16 replies, posted in Showcase)

been working on a PC release for the game, with visual and gameplay improvements and new characters

https://i.ibb.co/y6SpxYP/imagen-2023-01-29-164537895.png

https://i.ibb.co/Bfpv3QV/imagen-2023-01-29-164703699.png

https://i.ibb.co/jzqqTbZ/imagen-2023-01-29-164749724.png

i hope to release it on steam, if everything goes right, maybe around summer or in the spooky season (more suitable i think)

maybe even add the online option, if i have the time to set everything up!

9

(5 replies, posted in 3D Gameplay)

yeah, i suppose the attack has to be a move file in the player Move sets, but that can only be triggered via a button press when in a specific part of a stage.

10

(5 replies, posted in 3D Gameplay)

Hi, i want to make an arena fighter and add triggers in the stage to perform special moves like in power stone, any idea of how to start to make something like that?

Thanks!

11

(14 replies, posted in Showcase)

Wow! looks really good! love the designs!

how did you achieve the shadow after image effect?

https://i.ibb.co/RBzq27L/imagen-2023-01-26-214630524.png

12

(3 replies, posted in General)

Mistermind wrote:

You can achieve this by using the OnLifePointsChange event, then accessing the stance change function like this:

using UnityEngine;
using UFE3D;

public class ChangeStance : MonoBehaviour
{
    private bool rageMode;

    private void Start()
    {
        UFE.OnLifePointsChange += this.OnLifePointsChange;
    }

    void OnLifePointsChange(float newLifePoints, ControlsScript player)
    {
        if (!rageMode && player.currentLifePoints <= 20)
        {
            rageMode = true;
            player.MoveSet.ChangeMoveStances(CombatStances.Stance2);
        }
    }
}

For more on coding events check out this page:
http://www.ufe3d.com/doku.php/code#global_events

Interesting, this script should be added directly to the character?

13

(14 replies, posted in Showcase)

it looks amazing!!

14

(25 replies, posted in Showcase)

Mistermind wrote:
StriderSpinel wrote:

PunBB bbcode test

haha!
Get that online working please!

Would love to, but combate is still in UFE 1.8.6... well, the last one before 2.0, and the guy who helped us port it to Playstation got it working on a newer Unity version because Sony wouldn't accept and older version.

Also, i know nothing of programming and making it work online is beyond my human comprehension.

15

(25 replies, posted in Showcase)

Here's the Playstation Trailer

https://youtu.be/6exOl0ULtqs

and the updated Playstation page

https://store.playstation.com/en-us/pro … EMONER0000

16

(25 replies, posted in Showcase)

PunBB bbcode test

That's right! we've accomplished a long dreamed dream and finally one of our games is getting published on a console!

Combate Monero is heading towards PS4-PS5!

https://store.playstation.com/es-mx/concept/10004763/

there's no official date on the site yet but it's supposed to be around november 12th

It's been a while since our first game Tzompantli was in development that we had our mind set on publishing on console and it is finally becoming a reality. Thank you everybody by helping here in the forums and comenting on the game and thanks for UFE, otherwise it couldn't be possible!

Let's keep going!

https://i.ibb.co/HhpJhJQ/imagen-2022-11-09-205349197.png

(this is a friend's ps5 showing the game on the store)

17

(8 replies, posted in General)

ArgumentException: Scene to unload is invalid
UnityEngine.SceneManagement.SceneManagerAPI.UnloadSceneAsyncByNameOrIndex (System.String sceneName, System.Int32 sceneBuildIndex, System.Boolean immediately, UnityEngine.SceneManagement.UnloadSceneOptions options, System.Boolean& outSuccess) (at <4a31731933e0419ca5a995305014ad37>:0)
UnityEngine.SceneManagement.SceneManager.UnloadSceneNameIndexInternal (System.String sceneName, System.Int32 sceneBuildIndex, System.Boolean immediately, UnityEngine.SceneManagement.UnloadSceneOptions options, System.Boolean& outSuccess) (at <4a31731933e0419ca5a995305014ad37>:0)
UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync (System.String sceneName) (at <4a31731933e0419ca5a995305014ad37>:0)
UFE.EndGame (System.Boolean killEngine) (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2116)
UFE.HideScreen (UFE3D.UFEScreen screen) (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:713)
UFE._StartStoryModeConversationBeforeBattleScreen (UFE3D.UFEScreen conversationScreen, System.Single fadeTime) (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:3227)
UFE._StartStoryModeBattle (System.Single fadeTime) (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:3177)
UFE+<>c__DisplayClass367_0.<StartStoryModeBattle>b__0 () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:1188)
FluxCapacitor.ExecuteLocalDelayedActions () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:909)
FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:587)
FluxCapacitor.DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:297)
UFE.FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2596)

18

(8 replies, posted in General)

I'm getting this same error while playing arcade, everything seems to be fine, but still i get the error, checked all the scene files and there's nothing out of the ordinary

19

(52 replies, posted in General)

Mistermind wrote:
StriderSpinel wrote:

i was looking for the new outro options but can't find them.

Its under Character Editor -> Move Sets, right below the old Intro and Outro animations.

https://i.ibb.co/HrM3Nqw/imagen-2022-07-21-201147314.png

maybe there's something missing

20

(52 replies, posted in General)

i was looking for the new outro options but can't find them.

21

(1 replies, posted in General)

Hi, i have a little strange behaviour here.

When a round is over, the game takes a while to call who won. the opponent lays on the ground and the winner stays on it's idle animations for like 5 seconds before the win title appears and the round win mark is awarded. This error just came out of nowhere suddenly. Don't know what's causing it.

Thanks!

22

(12 replies, posted in General)

https://i.ibb.co/D8KvnLr/imagen-2022-05-12-205031973.png

sad it's not working yet.

23

(12 replies, posted in General)

FreedTerror wrote:

Ethan does use the resource loading method, I wonder if that has something to do with it? Probably not but would be worth mimicking the ethan setup for the best results.

Worth giving it a shot! Thanks!!

24

(1 replies, posted in General)

abasov90 wrote:

Hey! Always getting Synchronization Lost.
+ Source version
+ RollBack Netcode
+ MapRecorder
What could be the reason?

Frame: 1837
Expected State: [FluxSimpleState | info = [P1 anim frame = 1711, P2 anim frame = 470, Distance = 4.59861)] | frame = 1837]
Received State: [FluxSimpleState | info = [P1 anim frame = 1711, P2 anim frame = 500, Distance = 4.587421)] | frame = 1837]

i'm getting a very similar problem, you can check this topic:

http://www.ufe3d.com/forum/viewtopic.php?id=3397

a way to sort some of the errors is making logs they say, and compare them.

so far i've had no luck, but we're trying to dig out the problems step by step.

25

(12 replies, posted in General)

Here's something new in this desynch problem, what we've just found out, is that when using our characters, we get a lot of rollback frames on almost any move or input, while Ethan (one of the default characters in the ufe package) doesn't, and when using Ethan and one of our characters, the roll back also isn't that much high. I have a video to share. What can be causing this strange behaviour on the rollback frames?

Thanks for the help!

https://www.youtube.com/watch?v=AFOYuxqWIZM