26

(10 replies, posted in General)

StriderSpinel wrote:

i'm helping on a game for WEBGL, gotta see if any of this problems show up!

This problem did show up!

27

(1 replies, posted in General)

i tried to use it too, but i think is not fully working yet.

28

(10 replies, posted in General)

i'm helping on a game for WEBGL, gotta see if any of this problems show up!

29

(12 replies, posted in General)

Mistermind wrote:

I'm not 100% sure this could be the cause, but do you have characters with different hitbox structures sharing the same move file?
If so, try making individual move sets and test your characters one by one.

Debugging desyncs is probably the most complicated part of the engine. To improve your research attempts, you could try comparing logs (frame by frame) between two builds until you narrow down to just a few variables. This process can be tedious and lead to many false positives, but if nothing works. this can give a few hints.

i'm trying to create logs, but i can't, the file doesn't show up on the assets folder or the game folder (when i make a build)

https://i.ibb.co/W5mfFg7/image.png

30

(12 replies, posted in General)

https://i.ibb.co/MkBB9Cn/imagen-2022-04-20-155153244.png

i've just found that when doing a throw, the animation's recorded map for a move is not the move, is another animations mapping, but qhen previewing, it shows ok... sad

31

(12 replies, posted in General)

Mistermind wrote:

I'm not 100% sure this could be the cause, but do you have characters with different hitbox structures sharing the same move file?
If so, try making individual move sets and test your characters one by one.

Debugging desyncs is probably the most complicated part of the engine. To improve your research attempts, you could try comparing logs (frame by frame) between two builds until you narrow down to just a few variables. This process can be tedious and lead to many false positives, but if nothing works. this can give a few hints.


ok. all the characters use the same rig and the same collision boxes, of course the moves are differente except for some basic moves like getting hit or jumping. the only thing i've seen a bit more consistent is that the game tends to desynch when canceling moves on combos.

thanks

32

(12 replies, posted in General)

Mistermind wrote:

Did you run the animation mapper?
(http://www.ufe3d.com/doku.php/global:ne … p_recorder)
After running the animation mapper, make sure you also toggle "Use Animation Maps" under Character Editor -> Move Sets.

Yes, i've done that.

33

(12 replies, posted in General)

Yes, i'm using the latest version, is a work project, the ufe itself is not heavily customized, is almost out of the box. Other parts of the game are way more complex and they lead you to the ufe fight, but the fighting engine is not so changed.

Thanks!

34

(12 replies, posted in General)

Hi, i'm testing some online gameplay but my characters always desynch, it throws this error:


Synchronization Lost!
Frame: 1382
Expected State: [FluxSimpleState | info = [P1 anim frame = 744.4, P2 anim frame = 668.4, Distance = 20)] | frame = 1382]
Received State: [FluxSimpleState | info = [P1 anim frame = 708.4, P2 anim frame = 668.4, Distance = 19.30555)] | frame = 1382]
UnityEngine.Debug:LogError (object)
FluxCapacitor:SynchronizationCheck (FluxSyncState,FluxSyncState,long) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1246)
FluxCapacitor:ProcessSynchronizationMessage (UFE3D.SynchronizationMessage) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1066)
FluxCapacitor:ProcessReceivedNetworkMessages () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:969)
FluxCapacitor:DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:144)
UFE:FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2582)


another example, the values are just different.

Synchronization Lost!
Frame: 8928
Expected State: [FluxSimpleState | info = [P1 anim frame = 734.2, P2 anim frame = 698.3, Distance = 12.33508)] | frame = 8928]
Received State: [FluxSimpleState | info = [P1 anim frame = 757.4, P2 anim frame = 343.7, Distance = 3.761135)] | frame = 8928]
UnityEngine.Debug:LogError (object)
FluxCapacitor:SynchronizationCheck (FluxSyncState,FluxSyncState,long) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1246)
FluxCapacitor:ProcessSynchronizationMessage (UFE3D.SynchronizationMessage) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1066)
FluxCapacitor:ProcessReceivedNetworkMessages () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:969)
FluxCapacitor:DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:144)
UFE:FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2582)

some other times the game just doesn't desynch... and when using Ethan the game also doesn't desynch.

Any help? what am i doing wrong?

Thanks!

35

(7 replies, posted in Showcase)

It looks really cool! excellent work with the sprites!!

36

(1 replies, posted in 3D Gameplay)

https://www.youtube.com/watch?v=JdqkKPhzM8E

Animelee had customization options for their game. Maybe you can contect them through here.

http://www.ufe3d.com/forum/viewtopic.php?id=768

(eeeehhh 400th post!)

38

(4 replies, posted in General)

Starcutter wrote:

Just like how you can turn on and off damage scaling, is there a way to let a move ignore juggle scaling?

If not, I'd greatly appreciate it in an update in the future, as it would make a lot of my flashy moves connect more consistently if juggle scaling was on a per-move basis.

You could use the juggle weight overwrite in the moves properties... but i guess it can help just a bit.

39

(145 replies, posted in Showcase)

https://i.ibb.co/TB1CbV0/ezgif-com-gif-maker-10.gif

40

(145 replies, posted in Showcase)

a new update is coming:

https://store.steampowered.com/news/app … 8220836028

41

(16 replies, posted in Showcase)

Steviebops wrote:

Congrats on the article, those are hard to get!

Indeed! lukcy we got one!

Thanks!!

42

(10 replies, posted in General)

FreedTerror wrote:

Found an old post by me the same setup still works in the current ufe version

FreedTerror wrote:

I'm able to make an air move transition into another move on landing using chain moves.

I've tested this in ufe 2.2.1
in your air move disable cancel move on landing https://i.imgur.com/oBtnCSx.png

in the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution) https://i.imgur.com/CcGHFqU.png

in the landing move go to player conditions and set the state to stand and it should work https://i.imgur.com/3PMJJqs.png

Gotta give it a try!!

43

(10 replies, posted in General)

FreedTerror wrote:

Found an old post by me the same setup still works in the current ufe version

FreedTerror wrote:

I'm able to make an air move transition into another move on landing using chain moves.

I've tested this in ufe 2.2.1
in your air move disable cancel move on landing https://i.imgur.com/oBtnCSx.png

in the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution) https://i.imgur.com/CcGHFqU.png

in the landing move go to player conditions and set the state to stand and it should work https://i.imgur.com/3PMJJqs.png

Gotta give it a try!!

44

(10 replies, posted in General)

FreedTerror wrote:

Found an old post by me the same setup still works in the current ufe version

FreedTerror wrote:

I'm able to make an air move transition into another move on landing using chain moves.

I've tested this in ufe 2.2.1
in your air move disable cancel move on landing https://i.imgur.com/oBtnCSx.png

in the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution) https://i.imgur.com/CcGHFqU.png

in the landing move go to player conditions and set the state to stand and it should work https://i.imgur.com/3PMJJqs.png

Gotta give it a try!!

45

(10 replies, posted in General)

FreedTerror wrote:

Found an old post by me the same setup still works in the current ufe version

FreedTerror wrote:

I'm able to make an air move transition into another move on landing using chain moves.

I've tested this in ufe 2.2.1
in your air move disable cancel move on landing https://i.imgur.com/oBtnCSx.png

in the same air move go to chain moves and set the landing move to auto execute (also possible to have it work without using auto execution) https://i.imgur.com/CcGHFqU.png

in the landing move go to player conditions and set the state to stand and it should work https://i.imgur.com/3PMJJqs.png

Gotta give it a try!!

46

(16 replies, posted in Showcase)

Here's a little note on the game. It's auto translated, but you can get the idea.

https://www.ruetir.com/2021/10/27/meet- … a-levelup/

47

(4 replies, posted in Source Coding)

Amazing!

this creates a new story modes or alter the defualt one?

48

(16 replies, posted in Showcase)

Mostroscopy is available now on the Google Play store!

https://i.ibb.co/7S4WzCn/image.png

https://play.google.com/store/apps/deta … ostroscopy

https://youtu.be/VPHkaIGOPDE

Please give it a try!

49

(16 replies, posted in Showcase)

Here's a little clip about how to Play Mostroscopy:

https://www.youtube.com/watch?v=43sZavUtMzk

50

(16 replies, posted in Showcase)

xHerox wrote:

Tried it, great job especially with the animations and presentation. Also no loading of any kind on my phone which is impressive given the graphics, the only problem is the touch control not appearing on my screen.

Be ready with answering people when is the rollback once you roll this out to the public. smile

Thanks a lot pr playing it!

yeah, the touch controls worry me a bit because they show up only in certain phone models and nobody seems to know why.

I got them almost working with this:

http://www.ufe3d.com/forum/viewtopic.php?id=2363

nevertheless, it's gonna be a common problem sad