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Mobile Starter Pack #1 : FPS

Discussion in 'Assets and Asset Store' started by SJAM, Nov 3, 2012.

  1. SJAM

    SJAM

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    This starter package offer you a professional solution to create your own FPS game on Mobile.


    Current AssetStore version : v1.5 : http://u3d.as/content/azert2k/mobile-starter-pack-1-fps/3yw

    Demo of Version v1.5


    Features :

    Sources :
    - C#
    - Js

    Controls:
    - Variable Speed of walk
    - Fire/reload/switch weapon
    - Clips management
    - Bullets management
    - Health management
    - smooth rotation for more precision
    - Pause button
    - Management of packages to increase health
    - Management of packages to increase Clip
    - Aim sights (new in 1.2)
    - Accelerometer control (new in 1.2)
    - Gyroscope control (new in 1.2)
    - In-game switch control Gyro/Accelero/Pad(new in 1.5)

    GUI :
    - Automatic button Size
    - In-game Dynamic GUI (sliding GUI when you rotate the character)
    - Automatic adapting of all devices resolutions (Universal GUI)

    Extras :
    - 1 Cartoon riffle of my Cartoon Weapon Pack VeryLow + Optimized Toon shader for mobile
    - Simple arms
    - MSP Editor (to configure easy)
    - MSP Controller Output, you can use it on any others types of game
    - Advanced GUI interface

    Animation :
    - no animation included (Only shoot effect)


    MSP Editor :


     
    Last edited: Jul 29, 2013
  2. toto2003

    toto2003

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    now the question is WHEN<!!!!!!!!! :)
     
  3. sjm-tech

    sjm-tech

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    Again a great azert2k/Stephane production...his products are a guarantee.
    Max
     
  4. I am da bawss

    I am da bawss

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    Looking awesome! Definitely interested. Bookmarked.
     
  5. SJAM

    SJAM

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    Thank all so much :)

    Already submitted at the Unity Team (yesterday).

    Stephane

    PS : I never received the notifications of thread... wierd
     
    Last edited: Jan 11, 2013
  6. Mars91

    Mars91

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    OMG, you're the guy behind T4M! I really love your tool!
    I'm planning to work on a cell-shading FPS so . . . you have a customer for MSP!
     
  7. SJAM

    SJAM

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    Thank a lot :)

    I hope you will like it !

    Best Regards

    Stéphane 'Azert2k'
     
  8. ZJP

    ZJP

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  9. TheNorthridge

    TheNorthridge

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    Any idea for a release date? This looks really promising :)
     
  10. SJAM

    SJAM

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    @ZJP
    Salut et merci ;) (je vais poster dessus)

    @TheNorthridge
    Hi and thank for your interest. Normally, less than 4 days, I keep you aware here ;)

    Best Regards

    Stéphane
     
  11. Cyrus_Zei

    Cyrus_Zei

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    Now this is a starter pack =)
     
  12. TheNorthridge

    TheNorthridge

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    Another quick question: Will this have Xperia Play support?
     
  13. SJAM

    SJAM

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    Hi Cyrus, Yes, as I never have time to finish a game, I like to think that I participate at a future game that will be finished someday :)

    Physical buttons? if is the case.. not for now, I can't try on it, I haven't one. But why not for next version, with your help to try, if you want.



    Best Regards

    Stephane
     
    Last edited: Jan 11, 2013
  14. SJAM

    SJAM

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    For more informations, the MSP Controller Ouput allow you to use it in others games (included)
    - Pad Output
    - Slide Output
    - Button Ouput
    - Gyro Output
    - Accelerometer Output
    - Tap Count Output

    Some controls outputs like Gyro, accelerometer are not mapped for this package (not need), but you can use it if you modify the FPS script.
     
  15. I am da bawss

    I am da bawss

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    Are Gyro and accelerometer hard to implement? I would really like to see these two types of inputs be supported in this package.
     
  16. SJAM

    SJAM

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    Gyro a little, accelerometer not difficult.

    For the Story :
    At start of this project, I wanted make 1 package (MSP Controller) who regroup all inputs/Outputs required in an game on mobile + make many packages (starter packs based on differents games styles) who use all features or partial features of the MSP Controller (like the FPS pack who don't use the gyro/accelerometer now). I think this type of controls are better for others type of games (Flying objects, puzzle games...), and really frustrating on FPS game.

    With the time, I decided to package both. So, each person can use the MSP Contoller for all he want.

    But, don't worry, if you want to use the gyro or accelerometer for the FPS pack, I just need to update... (after it released on assetstore... more fast)

    You know me, My customers are always here to push me to do a better product than the first release ;) ... like for the T4M.
     
  17. I am da bawss

    I am da bawss

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    Nice! Good to know, you already got a buyer! :)
     
  18. SJAM

    SJAM

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    I just send a bug report with Unity 4. Unity4 ignore the screen resolution of device (always blocked in 640x480). In waiting of fix.

    I have find a way to fix that, Screen.resolution doesn't work anymore when you declare it in Awake in Unity 4.

    Edit MSPFPS.cs (Work also in Unity 3)
    And replace by :

    I send the update on AssetStore Now !
     
    Last edited: Nov 16, 2012
  19. midorina

    midorina

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    This kit is great, but it's an nightmare for me to get it to work with my other assets. Any chance you'll be offering an js version of this?
     
  20. SJAM

    SJAM

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    Thank a lot

    Yes, if you want, I can make that :)

    I update my T4M Package for Unity 4, and I do that today ;)
     
  21. midorina

    midorina

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    That's awesome, thank you very much.
     
  22. SJAM

    SJAM

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    I finished, I just need to make some test, and fix something and I send the package on assetstore.

    If you want get the package before that Unity Team validate it, just send me your Invoice number + name at azert2k@gmail.com, and I send it by email in few hours.
     
  23. SJAM

    SJAM

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    Update 1.1 sent to AssetStore

    Change
    - Unity 4 support
    - JS scripts added

    Fix
    - No more losing half bullet charger when you reload before it empty
    - problem with charger pickup
     
  24. midorina

    midorina

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    Email sent, thanks!
     
  25. augasur

    augasur

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    Hi, sorry for strange question, but could you build an android 2.x version of your test app, because I would really like to test it on my tab? Or your app features are supported only by 3.x and later?


    Augustas.
     
  26. SJAM

    SJAM

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    Hi, No problem I build that tomorrow.
     
  27. SJAM

    SJAM

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  28. Mars91

    Mars91

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    Does it works with your Cartoon Weapon Pack?
     
  29. SJAM

    SJAM

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    This package is compatible with all assets. Not only cartoon, you can customize all you want... FX, graphics, Gui, scripts, all things...

    The weapon in the demo scene is the M16 of my cartoon weapon pack.
     
    Last edited: Nov 22, 2012
  30. thommoboy

    thommoboy

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    Can you add jumping?
     
    Last edited: Nov 28, 2012
  31. SJAM

    SJAM

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    Yes, I will make that soon, if you need a one
     
    Last edited: Nov 28, 2012
  32. Mars91

    Mars91

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    Are you planning to add new animation for the player?
     
  33. SJAM

    SJAM

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    Hi Footprint,

    No : the scene is an exemple, it represent how you can make with MSP controls. It is not an complete game.

    Sorry :)
     
  34. SJAM

    SJAM

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    To reload automatically the weapon when the clip is empty :

    Just add this in in OtherPlayerControl()


    //Automatic reload, when you don't haven't any bullet in current clip
    if (CurrentWeapon.bulletinMagasine == 0 !reload){
    if(CurrentWeapon.firearms == true CurrentWeapon.bulletleft>0)
    StartCoroutine(Reload());
    }

    Will included in the future update.
     
  35. thommoboy

    thommoboy

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    Do you have any code for an aim down sights system? ive tried to impliment one but it just keeps zooming in and out repeatedly :/
     
  36. SJAM

    SJAM

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    Yes, I have that...

    I will try to update the MSP soon with that.
     
  37. outtoplay

    outtoplay

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    Very interesting..

    Could this pack be used to create a multi res GUI for a game? This may sound odd, but the one thing I find confounding is setting up GUI controls that work with different res devices. Whether they are an FPS a side scroller or TopDown shooter.

    Perhaps a different product, but this seems to have the capability even id way more than that purpose.

    B.
     
  38. thommoboy

    thommoboy

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    Two last questions:

    Do you plan to add basic AI?

    and

    How can i make another "Health" Style bar?

    the code is interesting but all over the place(for me at least) :D
     
  39. SJAM

    SJAM

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    Hi all,

    @Outtoplay
    You can try the demo on every devices you want, the GUI will adapt to their resolution automatically.
    The MSP controller, can be used with every game you want (2 stick, 2 scroll, 1stick/1scroll, etc...). For this package, I use 1/3 of screen to move the avatar, 2/3 of screen to rotate it. But you can change that.


    @Thommoboy
    Not for now, you can find a lot of script for that on web/unity forum, etc...

    You can change easy every gui graphics components, without scripting... just replace old.


    This package, is not restrict to cartoon fps game, or same GUI, you can change everything.
     
  40. I am da bawss

    I am da bawss

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    Okay, I just bought it!
    Now, is there any chance for Gyro and Accelerometer input to be implemented? (and easy to set in the UI?) :D

    EDIT: Okay, after importing the script, I immediately ran into an error :

    "Please rename one the scripts (Target.cs) to a unique name."

    I can rename the script but I am not sure if it will break anything else - so can you rename that script to something like msp_target.cs?
     
    Last edited: Dec 10, 2012
  41. SJAM

    SJAM

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    Hi thank for your buying,

    I didn't put two scripts with same name, have you import the package on a existing scene who had a target.cs file ?

    If you won't use my demo scene, just delete my file.

    "Gyro and Accelerometer input"
    With the holidays, I have less time, normally I'm in vacation between the 21 and 29 december (if is not the end of world lol), I will make that in this time.

    I keep you aware
     
  42. I am da bawss

    I am da bawss

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    No no, its not from your script. I have another extension using the same "target.cs" already in my project - and when I bought MSP and it automatically imports in - it ran into problem with that other extension. I am just wondering if target.cs is core part of the MSP extension, or is it part of the demo? Can I rename it? Will it break if I rename it (eg. Would there be any other part MSP code referencing target.cs?)


    Awesome! Good to hear! I will eagerly await that update! :D
    Thanks!
     
  43. ProjectOne

    ProjectOne

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    Probably a silly question, but since I can see there is an Android demo build (which of course can be installed) I wanted to ask/make sure this cool MSP for mobile is fully compatible with iOS devices? ( I guess it is but better double check :))
     
  44. SJAM

    SJAM

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    Hi,

    Good question and yes it work fine on iOS, I give only the APK file because on iOS, I can't give demonstration without quantity restriction and/or without the obligation to submit the file on AppStore.
     
  45. ProjectOne

    ProjectOne

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    excellent, thanks. yes I knew you couldn't give the iOS version to install, no problem
    Thanks
     
  46. SJAM

    SJAM

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    Last edited: Jan 11, 2013
  47. I am da bawss

    I am da bawss

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    Okay, I still run into the same problem on top of other errors when I import the v1.2 just now :

    Scripts named 'Target.cs' exist in multiple locations (Assets/MobileStarterPack/_Scripts/Target.cs). Please rename one of the scripts to a unique name.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(84,42): BCW0028: WARNING: Implicit downcast from 'UnityEngine.Component' to 'UnityEngine.CharacterController'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(274,96): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(296,98): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(297,101): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(298,104): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(302,98): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(306,109): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(311,112): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.
     
  48. SJAM

    SJAM

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    Hi,

    Just delete :
    Assets/MobileStarterPack/_Scripts/Target.cs file

    The other script TargetMSP.cs will take over.

    The warnings have no impact, but I just fix that and updated in 1.2b
     
    Last edited: Jan 5, 2013
  49. I am da bawss

    I am da bawss

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    Hey!
    Thanks for the update, it seems 1.2b fixed the Target.cs problem!
    Merci beaucoup! :)


    But I am hit with bunch of new warnings this time :


    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(126,42): BCW0028: WARNING: Implicit downcast from 'UnityEngine.Component' to 'UnityEngine.CharacterController'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(364,96): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(386,98): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(387,101): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(388,104): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(392,98): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(396,109): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.

    Assets/MobileStarterPack/_Scripts/MSPFps_JS.js(401,112): BCW0028: WARNING: Implicit downcast from 'Object' to 'UnityEngine.Texture'.
     
  50. SJAM

    SJAM

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    Wierd, I just try twice, new project, new import, no more warning now...

    Clear console, and tell me.