1

(14 replies, posted in Showcase)

Looking great!!

2

(4 replies, posted in General)

It's a bug..
What you can you is click the model in the hierarchy and check the Hitbox component. There's a tickbox in there that say's Display All Hitbox (or something like that).

3

(1 replies, posted in General)

Hi, the character walk speeds are seperated from the moveset. It's in the CharacterEditor->Physics section.

xHerox wrote:

Thanks! yes, hoping to also release pc ver this year.

Aged like fine milk.. lol

5

(14 replies, posted in Showcase)

Love it. Initially, this is what I was making before my current project - action toys fighting game.

Have you tried disabling 'Ignore Friction'? You can find that option at the top of Move Editor window. As its name implies, it'll remove the move's friction which can make your self applied force "fix" until the move ends or until you add another self applied force with zero values.

http://www.ufe3d.com/doku.php/move:general

animasxx wrote:

hello i have two questions

1- how to block special movements from being executed in the air
2 - If I choose the same character, both come out the same color, how do I make the other come out a different color so as not to get confused in battle?

Check the Alternate Costume part
http://www.ufe3d.com/doku.php/character:prefabs
Basically you just need a new prefab of your character, then add a tint OR it's own material with different texture

8

(6 replies, posted in General)

@atifali, I believe you're doing an auto combo? If so you can do this.

Move 2nd:
- Set Move1 as a Required Move
- Delete the Button1 in Button Sequences

Move 3rd:
- Set Move2 as a Required Move
- Delete the two Button1 in Button Sequences


This way, pressing Button 1 three times will play Move1->Move2->Move3 just like an autocombo.

Required Move: Your move(the one you're editing in the move editor) will not play if you're not doing ANY of the moves in the required move. Your move will only play after one of the required move is played.

Move Links: Your move(the one you're editing in the move editor) will cancel to ANY of the moves you put in this slot. This is where you design what move your current move will combo to.

10

(5 replies, posted in General)

Can you check if there are missing move links with your Assist character's moves? And if all the moves are all inside the Assist character's stance file?

Make sure to disable 'Use Animation Maps' under the Character Editor.

12

(7 replies, posted in Showcase)

Oh I love the art style.

13

(4 replies, posted in Source Coding)

For airdashes, what i did was:
1. create a new "Falling" move file with the same animation as jump->falling animation
2 link the airdash move to the new falling move with the setting
Frame: Last 3 frames
MoveLink:No Condition
Auto(Ingnore Input):ON

14

(6 replies, posted in General)

I believe those are things you're supposed to figure out on your own as you go along learning how UFE works. UFE is just the engine, you need to play and do trial and error if you want to get the best of it - like all of us here. Also before UFE, you need to be versed with how unity works first, so you'll have an idea of what part of UFE you can edit.

Just make sure you set the move's Force Options -> Y to Zero.

16

(6 replies, posted in Animation)

Have you tried Active Frames->Hit Strength? I personally haven't tried using it in my game but I think it's tied to Main Config->Hit Effects Options.

17

(6 replies, posted in Animation)

You can try using Opponent Override(a separate move file for the enemy)so you can have more control with its animation.

Happens to me sometimes on move files. Always do File->Save Project before closing unity. I do this every 30 mins just to be sure.

19

(13 replies, posted in Source Coding)

Thank you Mistermind, will try.

20

(13 replies, posted in Source Coding)

Just wondering, is it possible to pause everything including particles whenever you pause a match? The problem I'm having is when you pause a match, any particles(hit effects, projectile) in the scene continue to play to their end while leaving their hitbox in place. When you resume the hitbox still hits though.

21

(1 replies, posted in General)

For the main hit sounds(weak, medium, heavy attacks) these can be replaced inside the Main config->Hit Effect Options. You can also change the sound effects on specific moves thru move editor->Active Frames->Hits->Override Events On Hit..

22

(2 replies, posted in 2D Gameplay)

Just add a self-applied force (0,0) on the later part of your launcher move. smile

23

(4 replies, posted in 2D Gameplay)

Maybe both? But regardless I think you need to remove(or move to another location outside the project folder) some sprites you know you're not using in the game because I bet you're not using all those 50Gb files.

24

(54 replies, posted in General)

@Mistermind, I'm excited about UFE3 especially the GGPO and Tag but I'm wondering if it'll be possible to upgrade a project created in the latest 2.x version to 3? Or there will be huge changes to the source the updating won't be possible. I'm asking because I will be starting a new/bigger game using the latest version but also hoping to upgrade to ver3 once it's out.

25

(16 replies, posted in Showcase)

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