251

(0 replies, posted in UFE 1 (Deprecated))

Hi, i wanted to ask, been playing kings of kung fu, and there are soe cool features there, one i'm really interested in the intro for the arcade game, it consists of three images and every time i press a button it goes to the next one instead of skipping the whole intro and going directly to the "vs screen".

I would like to add something like this in my intros, as they have a bit of dialogue but i want the player to read it and skip it at his own pace.

Thanks!

252

(145 replies, posted in Showcase)

Here's a video of how tzompantli looks now, pretty much in it's final version, now it lacks, intros, endings and some details... this is an arcade playtrough with Evangeline.

What do you think?

by the way, at these moment maybe is strange but nonetheless, you now why sometime when i hit an opponent after beating them they get frozen in space?

Thanks!


[media]https://www.youtube.com/watch?v=B_xdkb2 … e=youtu.be[/media]

253

(3 replies, posted in UFE 1 (Deprecated))

well, it's a shame, but maybe it can be modded, in the unity description for motion blur it says it can be done.. but of course requires more coding knowledge

The current Motion Blur implementation only supports blur due to camera motion with the option to exclude certain layers (useful for excluding characters and/or dynamic objects, especially when those are following the camera movement). It can however be extended to support dynamic objects if an additional script keeps track of each objects model matrix and updates the already generated velocity buffer.

254

(3 replies, posted in UFE 1 (Deprecated))

You can import the "image effects" package to unity and add the "motion camera blur" to your camera, mess a bit with the options and you can get some interesting blur effects, exclude layers or make some layer blur while moving instead of the camera, but, the effect won't be as specific as you want like in tekken, where only an arm or leg blurs, you'll need something more complex, like the amplify motion package from the asset store, is more specific and powerful, but of course, for a fee ($25)

http://docs.unity3d.com/Manual/script-C … nBlur.html

https://www.assetstore.unity3d.com/en/#!/content/4243

255

(1 replies, posted in UFE 1 (Deprecated))

Sorry to bother, but how can i disable the button press information from the unity output?

Thanks!

256

(1 replies, posted in UFE 1 (Deprecated))

you need to create a prefab that has the flash effects (a particle system perhaps) and a light object attached to it, and call it from the particles section in your move file.

to dim the light, you'll need to animate it with the unity animator.

that's pretty much the thing, in versus mode, in CPU vs CPU and P1 vs CPU, with only one controller you can choose both players, but in training it uses both controllers... is there a way to be able to use only the p1 controller?

Thanks!

258

(116 replies, posted in UFE 1 (Deprecated))

gotta download unity 5.3 and 1.7.1!

259

(145 replies, posted in Showcase)

Here's another new alternate costume.

[media]https://www.youtube.com/watch?v=UgpBORGUGqE[/media]

260

(145 replies, posted in Showcase)

alright! all characters are complete and we are now working on other aspects of the game... one such aspect is alternate costumes...  i made one using the very same skeleton i used in the original character (the skeletons all part from the same basis, but their proportions and some add ons are different) and riggin' it to a new mesh... imported it, copied the hit collisions script created the materials and the prefab, so now if i change the prefab in the character file, it works fine... i supose is now a matter fo making a way the player can choose between prefabs (costumes) while selecting characters

[media]https://youtu.be/73By-SwoBsQ[/media]

i've sent you a PM, can't found out what it is

Thanks!

TheAtomicFist wrote:
StriderSpinel wrote:

the title screen appears, but no button takes me to the main menu, if i press ok or cancel the sounds play, but the screen won't change.

Easy fix, you just have to go into the TitleScreen Prefab, make a button and you should be able to assign the TitleScreen Object to the button script and set it to GoToMainMenu.

i put the button, but now it's in a loop... i told it to go to Mainmenu, but it returns to the title screen over and over again

well, well, now that i think of it, i don't have any buttons... silly me, nobody can't tell the game i want to go out...

my bad.

:S

the title screen appears, but no button takes me to the main menu, if i press ok or cancel the sounds play, but the screen won't change.

ok... i did that and it told me it dind't have a StartTitleScreen in UFE.cs

so i searched and found this:

public static void StartMainMenuScreen(){
        UFE.StartMainMenuScreen(UFE.config.gameGUI.defaultFadeDuration);
    }

    public static void StartMainMenuScreen(float fadeTime){
        CameraFade.StartAlphaFade(Color.black, false, fadeTime/2f, 0, () => { UFE._StartTitleScreen(fadeTime/2f); });
    }

and added this:

public static void StartTitleScreen(){
        UFE.StartTitleScreen(UFE.config.gameGUI.defaultFadeDuration);
    }
    
    public static void StartTitleScreen(float fadeTime){
        CameraFade.StartAlphaFade(Color.black, false, fadeTime/2f, 0, () => { UFE._StartTitleScreen(fadeTime/2f); });
    }

now the title screen appears! but i ca't get out of it!

it's almost there i think!

the text turns red and gives me this error:

Assets/UFE/Scripts/UI/Base/IntroScreen.cs(6,21): error CS0117: `UFE' does not contain a definition for `StartTitleScreen'

TheAtomicFist wrote:
StriderSpinel wrote:

well, i've done it all but the title screen doesn't pop up, and i'm not sure what is wrong. we don't need to change anything in UFE.cs?

thanks in advance

I knew I left something out.  Search for this in UFE.cs:

#region public class methods: GUI Related methods
    public static BattleGUI GetBattleGUI(){
        return UFE.config.gameGUI.battleGUI;
    }

Then add this line of code to match with the others:

public static TitleScreen GetTitleScreen(){
        return UFE.config.gameGUI.titleScreen;
    }

See if that works.


it stil doesn't work, in introscreen.cs  i have

using UnityEngine;
using System.Collections;

public class IntroScreen : UFEScreen {
    public virtual void GoToTitleScreen(){
        UFE.StartMainMenuScreen(0f);
    }
}

i don't know if that area "start main menu screen" have something to do with it, i'm really bad at coding

Thanks!

well, i've done it all but the title screen doesn't pop up, and i'm not sure what is wrong. we don't need to change anything in UFE.cs?

thanks in advance

I would really REALLY like to know how did you did it!

270

(116 replies, posted in UFE 1 (Deprecated))

i have the UFE BUNDLE, with fuzzy AI and everything, that means i'll get the network add on?

271

(145 replies, posted in Showcase)

Been working on The port to xbox one! All our resources are focused here now!

[media]https://youtu.be/qtkNuRoFSo0[/media]

[media]https://youtu.be/ZwDjlVIuOTo[/media]

272

(20 replies, posted in Showcase)

hey! been meaning to ask, how you achieve that warp effect in the hitspark and some other effects? it's a unity pro only?

Thanks!

273

(145 replies, posted in Showcase)

Here comes a new character! the double agent Zofiel!

[media]https://youtu.be/LF_CXwkkBDY[/media]

274

(1 replies, posted in Suggestions)

Hi!

i have a suggestion and question about the armor options in UFE, for example, i've been working hard on my game, but i noticed just recently that when a character is defeated when he is in an move with armor , he/she won't fall knocked down, just freeze in idle or crouch and the round ends... it looks a bit odd.

and also, it would be cool to have an "armor break" option for the projectiles.

Thanks!

275

(145 replies, posted in Showcase)

diesonblack22 wrote:

How did u go about getting a dev kit with Xbox ? U have to buy the system

Basically a couple of months ago... or a little more, my brother checked this page and send all the info we have on the game, and some time later the xbox guys emailed us telling our game could be publish in xbox one.. we signed some papers and then we got the development kits. One of the important parts is that you need to be a Corporate Entity (we are just three people but a friend made the company a couple of years ago).

the xbox didn't cost perse, but as they mailed them to mexico, we had to pay some taxes... sad

you can find the info here

http://www.xbox.com/en-US/developers