Topic: [2D Experiment] BeanMan's Bazooka Battle!

http://bmbb.yumchagames.com/BMBB_Title.png

I have created a simple game using UFE and Unity's 2D Platformer tutorial package.   Click the above image to play it on the website!  See how big a combo you can get wink.

http://bmbb.yumchagames.com/BMBB_Battle.png

You can read about the project on the game's website.  In the interest of the UFE community, I'll detail some UFE specific stuff below:

Goals

  • Make a UFE game using 2D graphics;

  • Use as few mods as possible - to make sharing the project easier;

I think I've achieved both these goals.  The game may not be perfect or completely polished, but I think it's good enough to showcase what's possible with UFE and 2D visuals.  And in making these assets available (coming soon wink), I'm hoping others can expand on it and make their own 2D games with UFE.

Development
It took 3 days to complete the project, and the first day was mostly figuring out the best way to handle 2D images.  I knew that I wanted the Puppet2D like effect, and I also thought that this effect should be possible in UFE without any mods.  Hitboxes are assigned to bone transforms after all, not the bones themselves exactly.  So why not just assign the hitboxes to transforms of sprites?

Deciding to use Unity's 2D Platformer project made a lot of sense at this point.

http://bmbb.yumchagames.com/BMBB_Hitboxes.png


From there, it was just a matter of creating the animations in Unity, which was surprisingly easy considering the tools you've got to work with.  I didn't use any plugins to help animate, it was all in the Unity Scene Editor and Animation window.

http://bmbb.yumchagames.com/BMBB_Animation1.png

There's a bit of a workflow in creating the animations.  I can detail that in a follow up post if anyone is interested.

At first, there were many issues with some body parts scaling/rotating and not scaling/rotating back when changing between animations.  This issue is avoidable of course - you just need to have zero scale/rotation keys on all the other animations.  I recommend initial testing with few moves/animations to work through this problem, otherwise you've got a lot of animations to clean up!

Note that in the game some of these issues are still present.  But they didn't effect gameplay too badly and I didn't want to spend too much time on the project cleaning up these things.

Swish Particles
Each swish particle is created (including its rotation) for that specific move.  Potentially I could use a unique sprite animation for each attack.  But it would mean more sprite resources per character, as opposed to relying on particles to achieve a similar results in 3D.

In theory, it should be possible to create these within the character's animation clips too, we'd just need to have enabled/disable keys for the animations that don't use it.  But I can see it become more resource intensive depending on how you do it.

http://bmbb.yumchagames.com/BMBB_Swish.png


There's more to write, but I'll leave that for another time.  Have a play of the game, I hope you enjoy it!  I'll make the assets available soon.

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Re: [2D Experiment] BeanMan's Bazooka Battle!

[Reserved]

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Re: [2D Experiment] BeanMan's Bazooka Battle!

Hi YumCha

Thanks for the direction shown. Are you planning to do a more in depth tutorial on this?

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Re: [2D Experiment] BeanMan's Bazooka Battle!

Eventually, yes.  But it will be a little while longer as I have many things on my plate at the the moment!

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Re: [2D Experiment] BeanMan's Bazooka Battle!

Hi YumCha,

Can u give me more info about how you got the characters on stage and not fall through the ground. I did everything you posted up here in terms of hooking up the hit boxes and your right. animating in unity is easy. after that I imported Hero into the game but he keeps slowly falling through the floor. Would love to get more info about what to do next.

Re: [2D Experiment] BeanMan's Bazooka Battle!

Falling through ground typically happens if you haven't set up the stage correctly.  I recommend looking at the default TrainingRoom prefab to see how it's done.  Probably the simplest approach is to modify that into your own stage (just hide/disable/delete the "room" mesh; the important component is the Plane that is in the Ground layer).

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Re: [2D Experiment] BeanMan's Bazooka Battle!

I'm trying that right now but he keeps falling though the training room plane. all i did was drag the prefabs into a scene and tested it but it keeps dropping. help.

Re: [2D Experiment] BeanMan's Bazooka Battle!

YumChaGames wrote:

I have created a simple game using UFE and Unity's 2D Platformer tutorial package.

YumChaGames wrote:

In the interest of the UFE community, I'll detail some UFE specific stuff below:

Goals

  • Make a UFE game using 2D graphics;

  • Use as few mods as possible - to make sharing the project easier;

I think I've achieved both these goals.  The game may not be perfect or completely polished, but I think it's good enough to showcase what's possible with UFE and 2D visuals.

Excellent work, excellent community contribution, and excellent post YumChaGames! I really dug it.

I'm dabbling with a small group to see where we can go with UFE (we're in baby steps mode), and your project is an amazing proof of concept demo across multiple Feature sets. My own background is as a SF2 tournament player and community supporter, game designer, and project planning.

I did a fairly detailed review write-up for my group on the gameplay for my group, and I'd be happy to pass it along to you if you're interested. One problem I did run into was the default joystick inputs for the sticks I tried to use (XBox Version: http://www.amazon.com/Fighter-FightStic … B001M22WN8 ; http://www.amazon.com/Xbox-360-Fighting … 000V02P6Q) were inverted, and I'm not sure how to correct that.

YumChaGames wrote:

There's a bit of a workflow in creating the animations.  I can detail that in a follow up post if anyone is interested.

YumChaGames wrote:

There's more to write, but I'll leave that for another time.  Have a play of the game, I hope you enjoy it!  I'll make the assets available soon.

Would love to read anything you post on it. Or any updates to it. I'm a sponge for any info you can provide. Though my technical aptitude limits will keep me stunted in terms of how much I can absorb quickly.

Likewise, let me know if you'd be ok with me asking your thoughts on the viability of implementing various other Feature sets inside of a UFE framework.

Anyway, great post and great work, I just wanted to chime in and let you know.

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Re: [2D Experiment] BeanMan's Bazooka Battle!

zaspacer wrote:
YumChaGames wrote:

I have created a simple game using UFE and Unity's 2D Platformer tutorial package.

YumChaGames wrote:

In the interest of the UFE community, I'll detail some UFE specific stuff below:

Goals

  • Make a UFE game using 2D graphics;

  • Use as few mods as possible - to make sharing the project easier;

I think I've achieved both these goals.  The game may not be perfect or completely polished, but I think it's good enough to showcase what's possible with UFE and 2D visuals.

Excellent work, excellent community contribution, and excellent post YumChaGames! I really dug it.

I'm dabbling with a small group to see where we can go with UFE (we're in baby steps mode), and your project is an amazing proof of concept demo across multiple Feature sets. My own background is as a SF2 tournament player and community supporter, game designer, and project planning.

I did a fairly detailed review write-up for my group on the gameplay for my group, and I'd be happy to pass it along to you if you're interested. One problem I did run into was the default joystick inputs for the sticks I tried to use (XBox Version: http://www.amazon.com/Fighter-FightStic … B001M22WN8 ; http://www.amazon.com/Xbox-360-Fighting … 000V02P6Q) were inverted, and I'm not sure how to correct that.

Hmm, I haven't used the default Input Manager in a while, BUT I remember how to fix this issue.
You have one of three options

1. Use cInput https://www.assetstore.unity3d.com/en/#!/content/18471 , you'll love it in the long run.
2. The actual issue seems to be that when the user is using the Unity Input Manager, the Vertical axis is flipped, you can go here https://www.assetstore.unity3d.com/en/#!/content/18471 and click the "Invert" tick for the P1VerticalAxis/P1Up and etc
3. When setting your controls in the game launcher, simply tap Down when choosing Up, and vice versa.

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Re: [2D Experiment] BeanMan's Bazooka Battle!

Twrmois wrote:
zaspacer wrote:
YumChaGames wrote:

I have created a simple game using UFE and Unity's 2D Platformer tutorial package.

YumChaGames wrote:

In the interest of the UFE community, I'll detail some UFE specific stuff below:

Goals

  • Make a UFE game using 2D graphics;

  • Use as few mods as possible - to make sharing the project easier;

I think I've achieved both these goals.  The game may not be perfect or completely polished, but I think it's good enough to showcase what's possible with UFE and 2D visuals.

Excellent work, excellent community contribution, and excellent post YumChaGames! I really dug it.

I'm dabbling with a small group to see where we can go with UFE (we're in baby steps mode), and your project is an amazing proof of concept demo across multiple Feature sets. My own background is as a SF2 tournament player and community supporter, game designer, and project planning.

I did a fairly detailed review write-up for my group on the gameplay for my group, and I'd be happy to pass it along to you if you're interested. One problem I did run into was the default joystick inputs for the sticks I tried to use (XBox Version: http://www.amazon.com/Fighter-FightStic … B001M22WN8 ; http://www.amazon.com/Xbox-360-Fighting … 000V02P6Q) were inverted, and I'm not sure how to correct that.

Hmm, I haven't used the default Input Manager in a while, BUT I remember how to fix this issue.
You have one of three options

1. Use cInput https://www.assetstore.unity3d.com/en/#!/content/18471 , you'll love it in the long run.
2. The actual issue seems to be that when the user is using the Unity Input Manager, the Vertical axis is flipped, you can go here https://www.assetstore.unity3d.com/en/#!/content/18471 and click the "Invert" tick for the P1VerticalAxis/P1Up and etc
3. When setting your controls in the game launcher, simply tap Down when choosing Up, and vice versa.

I'll have to pickup cInput and check it out. I'm still slowly boning up on UFE, but this gives me a solution.

Will this fix my inverted controls while playing "BeanMan's Bazooka Battle!" through the browser?

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Re: [2D Experiment] BeanMan's Bazooka Battle!

It's really a great concept of design, But i already bought some very nice assets in https://mobilegamegraphics.com/ and i rather choose to buy than creating assets.

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Re: [2D Experiment] BeanMan's Bazooka Battle!

gibo1021 wrote:

It's really a great concept of design, But i already bought some very nice assets in https://mobilegamegraphics.com/ and i rather choose to buy than creating assets.


nice link there mate and cool free stuff there too that i can use it... for my next small game...

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13 (edited by shilo86 2016-11-09 07:27:02)

Re: [2D Experiment] BeanMan's Bazooka Battle!

Hello, I am interested in purchasing UFE. However, I only want to create a 100% 2D game. What license is required to be able to use fully support 2d assets? Do I need the open source license and modify the source? For example, can I create a 2D game with the "Basic" license, or do I need the "Source" license?

In the following post, user "mojao" discusses editing "ControlScript", is this a file that's only available in the "Source" License?
http://www.ufe3d.com/forum/viewtopic.ph … c7a01a#p58

Is sprite based animation still not supported?

Also, is it possible to get more detail or a tutorial on how to go about creating something similar to this example? Are you able to release the source to this example (excluding the UFE asset)?

I am also interested on the progress on UFE 2D. Will UFE 2D be a free update for those who have purchased UFE 3D?

I am willing to buy one of the more experience licenses, only if i'm 100% positive I can create a 2D game and have a more detailed idea of how to go about it.

(Please let me know if I should forward my questions to a support email or something else)
Thank you for your time.

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Re: [2D Experiment] BeanMan's Bazooka Battle!

shilo86 wrote:

Hello, I am interested in purchasing UFE. However, I only want to create a 100% 2D game. What license is required to be able to use fully support 2d assets? Do I need the open source license and modify the source? For example, can I create a 2D game with the "Basic" license, or do I need the "Source" license?

In the following post, user "mojao" discusses editing "ControlScript", is this a file that's only available in the "Source" License?
http://www.ufe3d.com/forum/viewtopic.ph … c7a01a#p58

Is sprite based animation still not supported?

Also, is it possible to get more detail or a tutorial on how to go about creating something similar to this example? Are you able to release the source to this example (excluding the UFE asset)?

I am also interested on the progress on UFE 2D. Will UFE 2D be a free update for those who have purchased UFE 3D?

I am willing to buy one of the more experience licenses, only if i'm 100% positive I can create a 2D game and have a more detailed idea of how to go about it.

(Please let me know if I should forward my questions to a support email or something else)
Thank you for your time.

Personally i'd recommend the Source license in case you want to code in any user created additions to UFE or make your own. The UFE 2D update will be free for all UFE owners when it releases.

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15 (edited by guidkal69 2017-01-01 04:25:44)

Re: [2D Experiment] BeanMan's Bazooka Battle!

Hi,
I am really interested in trying your approach for a 2d fighting game. Are your willing to share your asset with us meanwhile? I'd be really gratefull and willing to share anything related to my ideas built on that.
Cheers

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Re: [2D Experiment] BeanMan's Bazooka Battle!

I'm also interested in how to get this working as I don't want to strictly make an old-fashioned 1v1 fighting game but integrate fighting mechanics into a more open game.

Even back in the day there were games like Final Fight, Battle Toads and Super Smash Bros.
Even Castlevania Symphony of the Night (the first metroidvania) had fighting moves used to cast spells in battle and thsi was a platform game.

These forums seem a bit dead and being able to lift the boundaries on 'fighting games' might help to make this asset relevant again.

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