51

(16 replies, posted in Showcase)

There's an open alpha test now on google Play, so if you want to test Mostroscopy on your phone or other android device please be my guest!!

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

https://i.ibb.co/GxbQ9Ss/thumb-mostroscopy.jpg

52

(3 replies, posted in General)

the video your want to use for your intro is in the streaming assets folder?

53

(16 replies, posted in Showcase)

xHerox wrote:

Dude how come you can churn out games this fast, I'm freakin' jealous!

Thanks!

well, the last character for combate monero was released in december, and all the work for this project started in january. Maybe i'm not so polished in very fine details like frame data, but i hope i'm getting better at it.

54

(16 replies, posted in Showcase)

Hi Everyone!

It's been a rough year (a bit more for me than the last one) but well, the best we can do is keep a positive attitude and keep working. From a couple of years now i've had this idea about a game using some stereotypes from classic mexican horror/lucha libre movies and finally on January i decided i needed to do it, just for the sake of it. so, my new UFE project is MOSTROSCOPY!

https://i.ibb.co/HB84HDN/Mostroscopy-Logo.png

https://i.ibb.co/smJhztw/241345106-271876544612896-178249443850094403-n.jpg

https://i.ibb.co/DK7wgfS/241334411-406002487607555-7500137795564378778-n.jpg

https://i.ibb.co/2WxhJNk/242053289-255480773142417-804915996088734997-n.jpg

https://i.ibb.co/wY9qKfJ/roster.jpg

Here's a little teaser fo the game

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

for multiple reasons i decided to upload it to android (with tzompantli and combate monero everyone here in mexico wanted a portable version) and maybe later i'll try and publish it on steam.

The roster is small, only 6 characters and a boss, but tried to keep a simple yet fun fight system and polish the animations and design a bit more, also all the characters are original and not licensed as last time.

The android port will be available in october, hope you can check it! i'll post the adress here once is fully posted.

Hope you like it.

FreedTerror wrote:

Check out this thread http://www.ufe3d.com/forum/viewtopic.php?id=776. I'm unsure it might help but some of the code might help with the input stuff.
https://i.imgur.com/9eogwkz.png

was goona answer the same, my brother did that and we still use it as of now smile

Starcutter wrote:

I believe it is possible through editing the "DefaultCharacterSelectionScreen" script

in the line "if (UFE.gameMode != GameMode.StoryMode && !UFE.GetCPU(2))" just change it to "if (UFE.gameMode != GameMode.StoryMode && !UFE.GetCPU(2) && UFE.gameMode != GameMode.TrainingRoom)"

I think that should work! At least, that's how I got it to work, and I don't think you need source to edit that script!

i've been looking for that answer for 6 years...

57

(5 replies, posted in General)

zalimdaner wrote:
Mistermind wrote:

1)all characters and arena i have after buy this game

UFE is not a game, its a tool to develop games. Yes, you have access to around 180 animations and 5 different characters.

2)Can here someone do some customization in this game after buy or before

Yes everything is customizable. Read the documentation and watch the tutorial videos for more information:
https://www.youtube.com/channel/UCyil-Y … lPGEUl6Zdw

3) How many Mode in this game

Please read more about UFE by following the tutorials and watch the videos. If you are unsure of how this work, I recommend buying UFE 2 Lite first (like kokakee said, UFE 1 is no longer supported):
https://assetstore.unity.com/packages/t … 1603052293


thanks but i need game that i can publish on android

Games made on UFE can be published on android.

58

(0 replies, posted in General)

Hi!

i'm trying to build my game for xbox, so far i've done PC builds, android builds and haven't got any problem, but in XBOX i get a lot of photon errors and the build fails within 6 seconds:

UnityEditor.BuildPlayerWindow+BuildMethodException: 117 errors
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <44c3723143904fb88deebc993c7bb491>:0
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <44c3723143904fb88deebc993c7bb491>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Build completed with a result of 'Failed' in 6 seconds (5534 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Error building Player because scripts had compiler errors

Assets\Photon Unity Networking\Plugins\PhotonNetwork\PhotonClasses.cs(466,47): error CS0234: The type or namespace name 'Hashtable' does not exist in the namespace 'ExitGames.Client.Photon' (are you missing an assembly reference?)

Assets\Photon Unity Networking\Plugins\PhotonNetwork\PhotonClasses.cs(370,27): error CS0246: The type or namespace name 'OperationResponse' could not be found (are you missing a using directive or an assembly reference?)

Assets\Photon Unity Networking\Plugins\PhotonNetwork\PingCloudRegions.cs(27,26): error CS0115: 'PingMonoEditor.StartPing(string)': no suitable method found to override
i don't even want to ude online functionality, just wanna test my game.

thanks!

59

(1 replies, posted in General)

Been working on a character, and he uses many projectiles, but not many more than any other fighter in my current project, but strangely enough, after some test playing the game will randomly crash and show this:

MissingReferenceException: The object of type 'ProjectileMoveScript' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
MoveSetScript.TestMoveExecution (UFE3D.MoveInfo move, UFE3D.MoveInfo currentMove, ButtonPress[] buttonPress, System.Boolean inputUp, System.Boolean fromSequence, System.Boolean forceExecution) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:1067)
MoveSetScript.TestMoveExecution (UFE3D.MoveInfo move, UFE3D.MoveInfo currentMove, ButtonPress[] buttonPress, System.Boolean inputUp, System.Boolean fromSequence) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:1046)
MoveSetScript.GetMove (ButtonPress[] buttonPress, FPLibrary.Fix64 charge, UFE3D.MoveInfo currentMove, System.Boolean inputUp, System.Boolean forceExecution) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:859)
MoveSetScript.GetMove (ButtonPress[] buttonPress, FPLibrary.Fix64 charge, UFE3D.MoveInfo currentMove, System.Boolean inputUp) (at Assets/UFE/Engine/Scripts/Core/Physics/MoveSetScript.cs:848)
ControlsScript.translateInputs (System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at Assets/UFE/Engine/Scripts/Core/Physics/ControlsScript.cs:1271)
ControlsScript.DoFixedUpdate (System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at Assets/UFE/Engine/Scripts/Core/Physics/ControlsScript.cs:395)
FluxCapacitor.UpdatePlayer (ControlsScript controlsScript, System.Int64 currentFrame, System.Collections.Generic.IDictionary`2[TKey,TValue] previousInputs, System.Collections.Generic.IDictionary`2[TKey,TValue] currentInputs) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:1433)
FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:543)
FluxCapacitor.DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:297)
UFE.FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2432)

i know i'm doing something wrong my my projectiles, but i don't know what... can somebody help me? Thanks.

60

(25 replies, posted in Showcase)

Combate Monero is finally translated to english!

it took a while between other things i had to do and work, and stuff... but i finally finished it.

https://store.steampowered.com/app/1052 … ?l=spanish

61

(2 replies, posted in General)

Mistermind wrote:

ScreenManager? Are you trying to open a project from the repository?
That code base is still in WIP. If you are looking for the latest stable version open the "release" branch.

Thanks!

62

(2 replies, posted in General)

i started a new project on Unity 2020.2.2f1

but as soon as i try to start the engine i get this error:

NullReferenceException: Object reference not set to an instance of an object
UFE3D.ScreenManager.DebuggerText (System.String dName, System.String dText, UnityEngine.Vector2 position, UnityEngine.TextAnchor alignment) (at Assets/UFE/Engine/Scripts/Core/Manager/ScreenManager.cs:824)
UFE3D.FluxCapacitor.Initialize (System.Int64 currentFrame, System.Int32 maxHistoryLength) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:395)
UFE3D.FluxCapacitor..ctor (System.Int64 currentFrame, System.Int32 maxHistoryLength) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:134)
UFE.Start () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:958)

or this in another scene:

NullReferenceException: Object reference not set to an instance of an object
UFE3D.UnityInputSystemController.DoUpdate () (at Assets/UFE/Engine/Scripts/Core/Input/UnityInputSystemController.cs:85)
UFE3D.UFEController.DoUpdate () (at Assets/UFE/Engine/Scripts/Core/Input/UFEController.cs:160)
UFE.Update () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:871)

ot this in arena:

NullReferenceException: Object reference not set to an instance of an object
UFE3D.ScreenManager.SetBattleGUI (UFE3D.BattleGUI battleGUI) (at Assets/UFE/Engine/Scripts/Core/Manager/ScreenManager.cs:504)
UFE.Start () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:847)


don't know what i'm doing wrong sad

mbhagat wrote:

Same happens with me.
On some phone it is showing and some phone does not.
Using unity 2019.3.10f

there's this post from a year ago i think

the solution worked for me smile

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

https://i.ibb.co/x3MS3B4/imagen-2021-07-16-004552.png

this is a screenshot from my phone.

64

(23 replies, posted in Source Coding)

My brother did our alternate costume code a few years back, maybe it can come in handy.

http://www.ufe3d.com/forum/viewtopic.php?id=776

65

(2 replies, posted in General)

You can also check how combos work in UFE, wich i think is the best way to achieve one game or another flavor before going more in depth with other mechanics:

https://www.youtube.com/watch?v=EVkQ_4EMADo

66

(3 replies, posted in Tips & Articles)

The code works for refill too:

that's what this part fo the code is:

if (this.player1.targetLifeDamage < UFE.GetPlayer1ControlsScript().currentLifePoints){
                this.player1.targetLifeDamage += this.lifeUpSpeed * deltaTime;
                if (this.player1.targetLifeDamage > UFE.GetPlayer1ControlsScript().currentLifePoints)
                    this.player1.targetLifeDamage = (float)UFE.GetPlayer1ControlsScript().currentLifePoints;
            }

and is already in the tutorial, and there's code reference too, that's why it says "put the code after this" or "below this"

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

67

(3 replies, posted in Tips & Articles)

This a very simple way to create a damage bar behind our life bar. UFE by default works like street fighter 4 and has no such display, but with this you can have a damage bar like SF3, wich starts to drop as soon as damage is taken.



First, open DefaultBattleGUI.cs

and in the first class default battle gui below


public Image lifeBar;


add


public Image lifeBarDamage;



then in #region public instance properties, below


public float lifeUpSpeed = 900f;



add:

public float lifeDownDamageSpeed = 50f;



then, after



if (this.player2GUI != null && this.player2GUI.lifeBar != null){
                this.player2GUI.lifeBar.fillAmount = this.player2.targetLife / this.player2.totalLife;
            }


add:



//lifeBarDamage
            if (this.player1GUI != null && this.player1GUI.lifeBarDamage != null){
                this.player1GUI.lifeBarDamage.fillAmount = this.player1.targetLifeDamage / this.player1.totalLife;
            }
           
            if (this.player2GUI != null && this.player2GUI.lifeBar != null){
                this.player2GUI.lifeBar.fillAmount = this.player2.targetLife / this.player2.totalLife;
            }
           
            if (this.player2GUI != null && this.player2GUI.lifeBarDamage != null){
                this.player2GUI.lifeBarDamage.fillAmount = this.player2.targetLifeDamage / this.player2.totalLife;
            }


then after


if (this.player1.targetLife > UFE.GetPlayer1ControlsScript().currentLifePoints){
                this.player1.targetLife -= this.lifeDownSpeed * deltaTime;
                if (this.player1.targetLife < UFE.GetPlayer1ControlsScript().currentLifePoints)
                    this.player1.targetLife = (float)UFE.GetPlayer1ControlsScript().currentLifePoints;
            }


add:


if (this.player1.targetLifeDamage > UFE.GetPlayer1ControlsScript().currentLifePoints){
                this.player1.targetLifeDamage -= this.lifeDownDamageSpeed * deltaTime;
                if (this.player1.targetLifeDamage < UFE.GetPlayer1ControlsScript().currentLifePoints)
                    this.player1.targetLife = (float)UFE.GetPlayer1ControlsScript().currentLifePoints;
            }

if (this.player1.targetLifeDamage < UFE.GetPlayer1ControlsScript().currentLifePoints){
                this.player1.targetLifeDamage += this.lifeUpSpeed * deltaTime;
                if (this.player1.targetLifeDamage > UFE.GetPlayer1ControlsScript().currentLifePoints)
                    this.player1.targetLifeDamage = (float)UFE.GetPlayer1ControlsScript().currentLifePoints;
            }


and after


// Animate life points when it goes down (P2)
            if (this.player2.targetLife > UFE.GetPlayer2ControlsScript().currentLifePoints){
                this.player2.targetLife -= this.lifeDownSpeed * deltaTime;
                if (this.player2.targetLife < UFE.GetPlayer2ControlsScript().currentLifePoints)
                    this.player2.targetLife = (float)UFE.GetPlayer2ControlsScript().currentLifePoints;
            }


add:

            if (this.player2.targetLifeDamage > UFE.GetPlayer2ControlsScript().currentLifePoints){
                this.player2.targetLifeDamage -= this.lifeDownDamageSpeed * deltaTime;
                if (this.player2.targetLifeDamage < UFE.GetPlayer2ControlsScript().currentLifePoints)
                    this.player2.targetLife = (float)UFE.GetPlayer2ControlsScript().currentLifePoints;
            }



if (this.player2.targetLifeDamage < UFE.GetPlayer2ControlsScript().currentLifePoints){
                this.player2.targetLifeDamage += this.lifeUpSpeed * deltaTime;
                if (this.player2.targetLifeDamage > UFE.GetPlayer2ControlsScript().currentLifePoints)
                    this.player2.targetLifeDamage = (float)UFE.GetPlayer2ControlsScript().currentLifePoints;
            }


Now, go to BattleGUI.cs and in the first class below


public float targetLife;


add:


public float targetLifeDamage;


and in the #region protected instance methods section, below

this.player1.targetLife = player1.myInfo.lifePoints;


add:


this.player1.targetLifeDamage = player1.myInfo.lifePoints;


and below:


this.player2.targetLife = player2.myInfo.lifePoints;


add:


this.player2.targetLifeDamage = player2.myInfo.lifePoints;


That's all from the code, now you can open your battle GUI prefab and a new field will be available to select an image to work as a life damage display. You can simply duplicate your original life bar, put the duplicate behind it and change the image or the color, and drag it to the damage life bar field. there's one for player 1 and player 2. also you'll see a new value called slide damage down speed, wich is how fast the damage bar is droping. By default is set to 50, so is slower than the life bar drop speed, and you can see the damage behind it.


Hope you find this useful!

68

(2 replies, posted in General)

Thanks MIsterMind!

69

(1 replies, posted in General)

Maybe it's something on my computer, but there must be a way to tone down this.

When i press the confirm button, it kind of keeps pressed when in menus, so let's say i put on pause, select special moves, and then it goes to the special moves pages, but inmediately it goes to the controls page, like if i pressed again really fast, or when going to the main menu, it inmediately enters arcade mode as it is the first option highlighted.

How can i tone down this press time sensitivity?

Thanks!

70

(2 replies, posted in General)

Kind of a simple question, i want to make a mobile version of my next project, but when selecting the character in any mode, once you pick your fighter the match start right away, and you can't circle around the characters like with the directional buttons or stick in a desktop version, so you can't choose them based on more than their small portrait image.

Is there a way to make it needed to tap a character to visualize it's name and big portrait, and again to start the game or select other portrait to see a different fighter?

Thanks!

71

(11 replies, posted in Suggestions)

it would be a really nice addition!

72

(1 replies, posted in General)

I've come across this strange problem with my new project.

Basically, when the fight starts, the characters idle or intro anim are frozen, until the cpu or player moves them or get hit.

it happen also with helpers, wich the first time they're summoned appear static, and only for the second time they move.

My characters all use the legacy anim system. am i missing something?

it happen every new match

here's a video.

https://youtu.be/mRmORBh3iUg?t=124

thanks

73

(10 replies, posted in General)

Storm87 wrote:
StriderSpinel wrote:

I'm using Unity 2020.2.1f1 and i'm getting the same error

ArgumentException: SceneManager.SetActiveScene failed; invalid scene
UnityEngine.SceneManagement.SceneManager.SetActiveScene (UnityEngine.SceneManagement.Scene scene) (at <e414e10bfe5f45729ff122f3359de21b>:0)
UFE.SetActiveStageScene () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:3359)
FluxCapacitor.ExecuteLocalDelayedActions () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:842)
FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:567)
FluxCapacitor.DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:297)
UFE.FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2432)


sad

go to build setting s and add scene. that might fix it from the sound of it.

i forgot to do that, as UFE was always just one scene before. Works perfect Now, Thanks smile

74

(10 replies, posted in General)

I'm using Unity 2020.2.1f1 and i'm getting the same error

ArgumentException: SceneManager.SetActiveScene failed; invalid scene
UnityEngine.SceneManagement.SceneManager.SetActiveScene (UnityEngine.SceneManagement.Scene scene) (at <e414e10bfe5f45729ff122f3359de21b>:0)
UFE.SetActiveStageScene () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:3359)
FluxCapacitor.ExecuteLocalDelayedActions () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:842)
FluxCapacitor.ApplyInputs (System.Int64 currentFrame) (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:567)
FluxCapacitor.DoFixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Network/Netcode/FluxCapacitor.cs:297)
UFE.FixedUpdate () (at Assets/UFE/Engine/Scripts/Core/Manager/UFE.cs:2432)


sad

This is similar to an earlier post, but i'm trying to create a build for android and the touch controls work, but they're invisibles.

I'm using Unity 2020.2.1f1.398814

and UFE 2.4

Thanks smile