376

(13 replies, posted in Showcase)

Nice!

377

(20 replies, posted in Showcase)

really cool animations, as a comment, i think it would benefit the gameplay to speed them up a little

378

(35 replies, posted in Showcase)

looks pretty solid, really wan't to see some gameplay!

Thanks!

380

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

Hi! i was wondering recently about how to implement an alternate costume for our characters instead of the color 2 option already in UFE... i was wondering it could be possible if we can load a different prefab as a second out fit, it could be anything from a different mesh altogether to just a mesh with different material and hence a new color.

i know it needs some more work, like for example have the skeleton, the same size, and the very sames attacks, but well, that's the point of an alternate costume right?

my characters already kind of have i similar bone structure, so even in the preview of an animation, the properties of the move works...

so it's a thing about getting it right from the 3d design program.

so the question is? how could it be implemented and what else can be done, like for example changing the prefab dinamically, depending on Move Set, like Bloody Roar, or Sol in dragon install in the new Guilty gear.

http://s5.postimg.org/i4lqul8xj/kitty_alt.jpg

http://s5.postimg.org/yr3b3o1vb/leonidas_alt.jpg

http://s5.postimg.org/kw0f7gi2f/saulo_alt.jpg

381

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

so, how about a way to load a different prefab for player 2?

Excellent! i have a question about this, is there a way to make the combo message don't enter the screen every time a new hit is added, it makes the effects a bit unclear i think, THANKS!

383

(145 replies, posted in Showcase)

YumChaGames wrote:

Oh, just noticed you have facial animation.  Was there anything special with how you implemented that?

Not really, i made  some tests in a character for another project using shapekeys and it worked well, but i was working with this characters in another engine and they didn't support them, so i changed to actual bones, so the facial animation is just some more joints in there, nothing special, but it does the Trick!

384

(145 replies, posted in Showcase)

YumChaGames wrote:

Awesome, this game is coming along very nicely! smile

Are you using the XWeaponTrail mod for hit trails?  You'll get much smoother ones.  Not sure of the bear's claws - you might have to attach one to each claw?... O_o

Also, you should use Live Combo Update.  Your game seems combo centric, so it just makes sense wink.

didn't know xweapontrail was free! i must download it soon !

as for the combo centric, yes, you're right, i taugh this was a more conservative fighting game, but more and more it develops into a more agressive and fast paced one...

i'll change to live combo update...

http://s5.postimg.org/8yo2rlxfb/SAULO_RESET_3.jpg

385

(145 replies, posted in Showcase)

immortalfray wrote:

Thats excellent sir, I love how it looks.  How did you make it so your air attacks dont knock down your opponent?  For example if I pop an opponent into the air, I have to apply y force to him and the player to keep them in the air long enough to string more hits. 

I noticed at around 1:47 in the video youre using aerial moves on a standing opponent.  Shes not falling down.  Then around 1:55 of your video you pop the opponent in the air and string those moves together.

If I try to lead into a ground combo with an air attack the y force causes the opponent to just fall over.  I see that you were able to avoid that in this video.  How did you set that up?

Yeah, i know what you mean, i used that technique too, but it was annoying that any attack would make the opponent fall even when standing.

what i found really useful was this:

http://s5.postimg.org/jhjh31apj/SAULO_RESET.jpg

as you can see, this is the move you said but in the FORCE OPTIONS of my hit i checked the Reset x & Y forces, with this, when this move hits, the inertia that the opponent has (like sending it airbone) resets so it won't fall to the ground like a stone. the opponent is still under the influence of gravity, so is your character, but this makes chaining air combos so more easy, all i have to calculate is the distance i launch the oppnent:

http://s5.postimg.org/thiywobcn/SAULO_RESET_1.jpg

and my follow up move and it's SELF APPLIED FORCE

http://s5.postimg.org/yewjhsdbr/SAULO_RESET_2.jpg

hope it helps!

386

(145 replies, posted in Showcase)

Thanks!

exactly, the wolf is inside an empty game object turned prefab that i called with the particle effect controller.

before that i added a couple of fixes YumChaGames posted about particle effects



Like this, for making the effect face the same side as your character

http://www.ufe3d.com/forum/viewtopic.php?id=287

and this for fixing a little bug in the sticky part of the particle effect

http://www.ufe3d.com/forum/viewtopic.php?id=61

387

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

Hi again, i'm working with a character that turns into a dog in some moves... so i spawn a prefab of the DOG during my character move with the particle section, it faces right or left acordingly, but as my attack hits, the pause time makes the prefab of my dog get out of sinc, as it isn't affected by the hitpause, so my question is, is there a way to make a prefab created in the particle section be affected by the hit pause, or maybe make it last as long as the move where it was spawned is still in action?

thanks!

388

(145 replies, posted in Showcase)

and Here's SAULO, hope you like it!
[media]https://youtu.be/etR5Pv6bzP4[/media]

389

(145 replies, posted in Showcase)

Here's some more advance with the Game, in the form of two more characters, first, HERE'S KITTY

[media]https://youtu.be/UOXXKDvL0sQ[/media]

390

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

immortalfray wrote:

This is corny as hell, but I just want to say thanks to the developers of UFE (Yum Cha Games, MisterMind).  This engine has helped me give a visual representation to a dream project and has added meaning to my everyday life smile.  Keep up the great work and I am excited to see what you guys do next with UFE.

Maybe it's corny but i would like to same pretty much the Same as immortalFray, i LOVE making figting games, it's strange, but it's something (between some more things) that really make me happy, and seeing what's comming to UFE.... OH MAN! IT'S GONNA BE AWESOME!

KEEP UP THE GOOD WORK! THIS ENGINE IS AMAZING!

391

(23 replies, posted in Showcase)

i like the art and the 3d models... very clean and sharp, almost like an SQUARE ENIX GAME

392

(145 replies, posted in Showcase)

The next fighter Saulo benefits from movement trails with a powerfull stare http://s5.postimg.org/p54lf6fef/image.jpg

393

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

OMG! STORY MODE! i'm ready for this!

so this version 1.6 is unity 5 only right?

so we only have to copy our assests into the new projector is significantly different?

394

(59 replies, posted in Showcase)

looks pretty cool! particulary the 3d animated models in the character selection screen.... how did you make the custom sound for the selected character?

AWESOME

395

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

mmm... my characters have several materials for just one prefab, around 3....

396

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

i read this was going to appear in an upcomming update but i was wondering, How can a player 2 color be implemented?, well even if it's only an extra mesh for player 2 and the change is as simple as the same model with another material that has a different color scheme.

Thanks!

397

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

JAGUAR BEAM!
http://s5.postimg.org/rmjffg8dz/jaguar_BEAM.jpg

398

(145 replies, posted in Showcase)

THanks! i'm giving the last details to a first demo release, but the work (office) has pushed me back a little... i hope i can buy Control Freak soon too and share this!

the comic is available online, sadly, it's only in spanish

http://issuu.com/jmartinez025/docs/ob_full

399

(19 replies, posted in Tips & Articles)

Works perfect Now! THanks!

http://s5.postimg.org/gif520gvr/mirror_ufe.jpg

400

(19 replies, posted in Tips & Articles)

I just checked the code and instructions you posted and Unity3D sent me error messages about the pTemp Variable, so after some tries just figured out the code goes inside the first 'if' in the loop you just mentioned. It Worked, I put the code exactly as it worked for me.

if (
                !particleEffect.casted && 
                particleEffect.particleEffect.prefab != null &&
                move.currentFrame >=  particleEffect.castingFrame
                ){
                particleEffect.casted = true;
                GameObject pTemp = (GameObject) Instantiate(particleEffect.particleEffect.prefab);
                
                Vector3 newPosition = myHitBoxesScript.GetPosition(particleEffect.particleEffect.bodyPart);
                newPosition.x += particleEffect.particleEffect.offSet.x * -mirror;
                newPosition.y += particleEffect.particleEffect.offSet.y;
                newPosition.z += particleEffect.particleEffect.offSet.z;

                if (particleEffect.particleEffect.mirrorOn2PSide && mirror > 0) {
                    
                    pTemp.transform.localEulerAngles = new Vector3(pTemp.transform.localEulerAngles.x, pTemp.transform.localEulerAngles.y + 180, pTemp.transform.localEulerAngles.z);
                }

                pTemp.transform.position = newPosition;
                if (particleEffect.particleEffect.stick) pTemp.transform.parent = myHitBoxesScript.GetTransform(particleEffect.particleEffect.bodyPart);
                
                Destroy(pTemp, particleEffect.particleEffect.duration);
            }

Thanks very much fot the solution