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[RELEASED] Universal Fighting Engine

Discussion in 'Assets and Asset Store' started by Mistermind, Dec 17, 2013.

  1. Alexarah

    Alexarah

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    Hi YumCha, first off thanks a bunch for posting how to create an auto rig for our characters in the UFE forums. But I have a question that I forgot to ask MisterMind. Is it possible to make a more basic fighting game with UFE that has a few animations such as Super Smash Bros? I think making a fighting game that is like Super Smash Bros which has a few yet flexible animations would be much easier to develop as oppose to making something complex such as Street Fighter and etc.
     
  2. Mistermind

    Mistermind

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    This was made sometime ago using UFE:


    The creator wanted to make something similar to Smash Bros. It did require him to change the code a bit, but it's definitely doable. Also, for questions that can grown in its own topic I recommend using the official forum (www.ufe3d.com/forum) so the information doesn't get lost or mixed-up.
     
    Alexarah likes this.
  3. Alexarah

    Alexarah

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    Thanks for the example video MisterMind! So yeah I just submitted a topic on the UFE forums of which script I should alter and advise on how to do it in order to achieve Super Smash Bros. style gameplay. Thanks again for the quick reply!
     
  4. Twrmois

    Twrmois

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    i really like the backgrounds in the video, i wish i could make stages like that for my fighting game
     
    amrhsn likes this.
  5. Korok

    Korok

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    I have one question can I use UFE to make a beat them up game?
     
  6. Yum-Cha-Games

    Yum-Cha-Games

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    You can, but you'll need to do a fair bit of modding to make it work (of course you'll need Source version).

    Have a look at this post on the UFE forums for one person's method for it. He's provided some code as well.
     
  7. Twrmois

    Twrmois

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    Not sure if MMind has seen this but
    https://www.assetstore.unity3d.com/en/#!/content/2601

    that is a photon guide pack that comes with some detailed pdf files showing easy network intregration, and some example scenes of networking. The guide seems to be doable with UFE, but i dont have the time to test it out. I have the pdf files that come with the package, if you want to read them i can upload them.
     
  8. zbrusher

    zbrusher

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    Dec 12, 2012
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    3 starts and people leaving really nasty bad comments doesnt give me much of a trust on that package to follow as a guide. Just saying...
     
  9. Twrmois

    Twrmois

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    yeah i seen about the comments on it, some of them had to deal with it being used for a older version of Unity, according to the publisher. The publisher said how the issues were resolved in their latest update. Something that may have gotten it low stars is that you are paying a solid $60 for a guide and tutorials...which are kinda like quality you would find in a youtube guide, thats mainly the problem.
     
  10. coAdjoint

    coAdjoint

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    Jul 18, 2012
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    Hi MMind,

    My name is Tom, I have an Asset called Orbit that allows developers to create adaptive A.I. A potential customer has asked about using Orbit with UFE, can you private message me your email address so I can ask you a few questions please?

    Cheers,

    Tom
     
  11. rjcook1985

    rjcook1985

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    Dumb question that I couldn't clarify after a quick look at the documentation - is it possible to do 2D fighting games with this framework, i.e. sprite based, cross-compatible with the current Unity 2D tools? Thanks.
     
  12. Yum-Cha-Games

    Yum-Cha-Games

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    Not currently, but 2D sprite support is in the pipeline.

    It is possible with bone based 2D though, where you have body parts with pivot points (puppet style animation). With some small modding of the Source version, you can basically assign the hitboxes to the pivots and they'll act pretty much the same way. You won't be able to share animations between characters, but that's normal for most 2D development anyway.
     
    Last edited: Oct 23, 2014
  13. Mistermind

    Mistermind

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  14. amrhsn

    amrhsn

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    I think I am going to be the first person on earth to purchase the "Fuzzy Logic" component. This component will enable us to create fighters with personalities. I am really excited with the prospects of this.
     
  15. Mayureshete

    Mayureshete

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    is the Fuzzy Logic available in source package...? or its still to bought separately...?
     
  16. amrhsn

    amrhsn

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    As I understand, random AI is included in the package. Fuzzy logic is an Add-On priced at $60.
     
  17. rjcook1985

    rjcook1985

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    To add on to my request for sprite support and it being in the pipeline, is there a window for when that will happen? Basing my production around this since UFE is the only solid framework I've found for Unity. Thanks.
     
  18. battlemasterz

    battlemasterz

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    Nov 3, 2014
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    so basically if i have a rigged 3-d model, i can plug him into this engine and begin creating?
     
  19. Yum-Cha-Games

    Yum-Cha-Games

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    Once 1.5 is out the door, we're ramping up development on upcoming major features. 2D sprite support is one of them. We still don't know how long that will take, so I can't give a timeframe just yet. Hopefully after the dust of 1.5 has settled we can analyse the workload and have a rough timeframe of when it's expected.

    The short answer is yes :). I answered the same question on the UFE forums, please see that for more details.
     
  20. Mistermind

    Mistermind

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    Just an update here guys: UFE 1.5 is not out yet. We updated the documentation a little earlier but I'm still working on the packaging process.
    I'll give you guys some major news very soon.
     
    Last edited: Nov 4, 2014
    Mayureshete likes this.
  21. Twrmois

    Twrmois

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    is Networking included for free in the future update that it will be in? I seen somewhere on the ufe forums that story mode is included, but networking is a addon, does this mean i will have to pay more money to add networking?
     
  22. Mistermind

    Mistermind

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    Yes, story mode will be included for free, but Network is most likely be a separated addon as well.

    Ideally I would prefer another approach to solve the development cost problem (such as Unity's own version upgrade plans), but since the Asset Store currently doesn't have any tools to accommodate long time development cycles such as our 3 men structure, this is the only way we can keep investing time (and money) into UFE.

    I actually even wrote an article about that matter on the Asset Store Google Groups, in which I touched on the possible solutions to keep working and improving on a toolkit without relying on a constant supply of new customers. Unfortunately the best solutions involve some major updates to the Asset Store, and we can't be dependent on them.


    Also, just to add some extra information to the very few words I dropped here and there:
    Some of the new customers might have seen that "coming soon" on the product description and may have misunderstood the product as being currently incomplete, but I assure you all, UFE is a complete product and its marketed as such (that is why its version 1.x).
    Every other upcoming feature to the tool is open for internal debate on how they can be individually financed, being by angel investors, paid addon, or community funded (not yet available). Of course, some always end up being completely free (such as the major 1.5 update)
     
    Last edited: Nov 5, 2014
  23. MikeTon

    MikeTon

    Joined:
    Jan 10, 2013
    Posts:
    57
    I'm really liking UFE. And are on the Unity 5.0 beta. It is crashing on load.

    Any advice you can offer on how to proceed?

    Attached is the crash log.

    And here is the part that I think is crossing the crash:


    Platform assembly: /Applications/Unity/Unity.app/Contents/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll (this message is harmless)
    Mono: successfully reloaded assembly
    - Completed reload, in 0.786 seconds
    Registering platform support modules:
    Platform assembly: /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/System.Xml.Linq.dll (this message is harmless)
    Platform assembly: /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Boo.Lang.Compiler.dll (this message is harmless)
    Platform assembly: /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Boo.Lang.dll (this message is harmless)
    Platform assembly: /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/Boo.Lang.Parser.dll (this message is harmless)
    Platform assembly: /Applications/Unity/Unity.app/Contents/Frameworks/Mono/lib/mono/2.0/UnityScript.Lang.dll (this message is harmless)
    Registered platform support modules in: 0.050271s.
    Native extension for OSXStandalone target not found
    Native extension for WindowsStandalone target not found
    Native extension for LinuxStandalone target not found
    Native extension for WebGL target not found
    Native extension for BlackBerry target not found
    Native extension for Android target not found
    Load scene 'Temp/__EditModeScene' time: 61.805695 ms
    Shader warmup: 12 shaders 12 combinations 0.012s
    Receiving unhandled NULL exception
    Receiving unhandled NULL exception
    Launching bug reporter
    Launching bug reporter
    Obtained 10 stack frames.
    Obtained 26 stack frames.
    #0 0x00000101611af7 in mecanim::statemachine::EvaluateStateMachine(mecanim::statemachine::StateMachineConstant const*, mecanim::statemachine::StateMachineInput const*, mecanim::statemachine::StateMachineOutput*, mecanim::statemachine::StateMachineMemory*, mecanim::statemachine::StateMachineWorkspace*, mecanim::animation::AnimationSet const&)
    #1 0x000001015e00da in mecanim::animation::EvaluateAvatarSM(mecanim::animation::AvatarConstant const*, mecanim::animation::AvatarInput const*, mecanim::animation::AvatarOutput*, mecanim::animation::AvatarMemory*, mecanim::animation::AvatarWorkspace*, mecanim::animation::ControllerConstant const*, mecanim::animation::AnimationSet const&)
    #2 0x00000101581c87 in Animator::FKStep()
    #3 0x00000100839f36 in JobQueue::Exec(JobInfo*, long long, int)
    #4 0x0000010083b332 in JobQueue::WaitForJobGroup(JobGroupID)
    #5 0x0000010083babc in CompleteFenceInternal(JobFence&)
    #6 0x0000010157ed9d in Animator::UpdateAvatars(Animator**, unsigned long, float, bool, bool, float)
    #7 0x000001005fb407 in PlayerLoop(bool, bool, IHookEvent*)
    #8 0x00000100f67d95 in Application::UpdateScene(bool)
    #9 0x00000100f636f0 in Application::TickTimer()
    #10 0x007fff88d5a023 in __NSFireTimer
    #11 0x007fff8de35b44 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
    #12 0x007fff8de357d3 in __CFRunLoopDoTimer
    #13 0x007fff8dea8d9d in __CFRunLoopDoTimers
    #14 0x007fff8ddf2268 in __CFRunLoopRun
    #15 0x007fff8ddf1838 in CFRunLoopRunSpecific
    #16 0x007fff931a943f in RunCurrentEventLoopInMode
    #17 0x007fff931a91ba in ReceiveNextEventCommon
    #18 0x007fff931a8ffb in _BlockUntilNextEventMatchingListInModeWithFilter
    #19 0x007fff8b38e821 in _DPSNextEvent
    #20 0x007fff8b38dfd0 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:]
    #21 0x007fff8b381f73 in -[NSApplication run]
    #22 0x007fff8b36d424 in NSApplicationMain
    #23 0x0000010119df6f in EditorMain(int, char const**)
    #24 0x0000010119e669 in main
    #25 0x00000100001cd4 in start

    *** Launching bug reporter due to crashbug.
    Obtained 31 stack frames.
    0 Unity 0x00000001011821c4 _Z17LaunchBugReporter13BugReportMode + 1012
    1 libmono.0.dylib 0x00000001057abb81 mono_chain_signal + 71
    2 libmono.0.dylib 0x00000001056fa0eb mono_sigsegv_signal_handler + 213
    3 libsystem_platform.dylib 0x00007fff8eb23f1a _sigtramp + 26
    4 ??? 0x002a002900240027 0x0 + 11822125117866023
    5 Unity 0x00000001015e00da _ZN7mecanim9animation16EvaluateAvatarSMEPKNS0_14AvatarConstantEPKNS0_11AvatarInputEPNS0_12AvatarOutputEPNS0_12AvatarMemoryEPNS0_15AvatarWorkspaceEPKNS0_18ControllerConstantERKNS0_12AnimationSetE + 506
    6 Unity 0x0000000101581c87 _ZN8Animator6FKStepEv + 231
    7 Unity 0x0000000100839f36 _ZN8JobQueue4ExecEP7JobInfoxi + 182
    8 Unity 0x000000010083b332 _ZN8JobQueue15WaitForJobGroupE10JobGroupID + 562
    9 Unity 0x000000010083babc _Z21CompleteFenceInternalR8JobFence + 28
    10 Unity 0x000000010157ed9d _ZN8Animator13UpdateAvatarsEPPS_mfbbf + 1133
    11 Unity 0x00000001005fb407 _Z10PlayerLoopbbP10IHookEvent + 1623
    12 Unity 0x0000000100f67d95 _ZN11Application11UpdateSceneEb + 533
    13 Unity 0x0000000100f636f0 _ZN11Application9TickTimerEv + 2080
    14 Foundation 0x00007fff88d5a023 __NSFireTimer + 95
    15 CoreFoundation 0x00007fff8de35b44 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
    16 CoreFoundation 0x00007fff8de357d3 __CFRunLoopDoTimer + 1059
    17 CoreFoundation 0x00007fff8dea8d9d __CFRunLoopDoTimers + 301
    18 CoreFoundation 0x00007fff8ddf2268 __CFRunLoopRun + 2024
    19 CoreFoundation 0x00007fff8ddf1838 CFRunLoopRunSpecific + 296
    20 HIToolbox 0x00007fff931a943f RunCurrentEventLoopInMode + 235
    21 HIToolbox 0x00007fff931a91ba ReceiveNextEventCommon + 431
    22 HIToolbox 0x00007fff931a8ffb _BlockUntilNextEventMatchingListInModeWithFilter + 71
    23 AppKit 0x00007fff8b38e821 _DPSNextEvent + 964
    24 AppKit 0x00007fff8b38dfd0 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 194
    25 AppKit 0x00007fff8b381f73 -[NSApplication run] + 594
    26 AppKit 0x00007fff8b36d424 NSApplicationMain + 1832
    27 Unity 0x000000010119df6f _Z10EditorMainiPPKc + 1199
    28 Unity 0x000000010119e669 main + 9
    29 Unity 0x0000000100001cd4 start + 52
    30 ??? 0x0000000000000001 0x0 + 1
    Symbol file LoadedFromMemory doesn't match image /Applications/Unity/Unity.app/Contents/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll
    Symbol file /Applications/Unity/Unity.app/Contents/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll.mdb doesn't match image /Applications/Unity/Unity.app/Contents/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll
    Symbol file LoadedFromMemory doesn't match image /Applications/Unity/Unity.app/Contents/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll
    Symbol file /Applications/Unity/Unity.app/Contents/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll.mdb doesn't match image /Applications/Unity/Unity.app/Contents/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll
    Symbol file LoadedFromMemory doesn't match image /Applications/Unity/Unity.app/Contents/PlaybackEngines/MacStandaloneSupport/UnityEditor.OSXStandalone.Extensions.dll
    Symbol file /Applications/Unity/Unity.app/Contents/PlaybackEngines/MacStandaloneSupport/UnityEditor.OSXStandalone.Extensions.dll.mdb doesn't match image /Applications/Unity/Unity.app/Contents/PlaybackEngines/MacStandaloneSupport/UnityEditor.OSXStandalone.Extensions.dll
    Stacktrace:


    Native stacktrace:

    0 libsystem_kernel.dylib 0x00007fff86c56282 __pthread_kill + 10
    1 libsystem_c.dylib 0x00007fff9260bb73 abort + 129
    2 Unity 0x0000000101182223 _Z17LaunchBugReporter13BugReportMode + 1107
    3 libmono.0.dylib 0x00000001057abb81 mono_chain_signal + 71
    4 libmono.0.dylib 0x00000001056fa0eb mono_sigsegv_signal_handler + 213
    5 libsystem_platform.dylib 0x00007fff8eb23f1a _sigtramp + 26
    6 ??? 0x002a002900240027 0x0 + 11822125117866023
    7 Unity 0x00000001015e00da _ZN7mecanim9animation16EvaluateAvatarSMEPKNS0_14AvatarConstantEPKNS0_11AvatarInputEPNS0_12AvatarOutputEPNS0_12AvatarMemoryEPNS0_15AvatarWorkspaceEPKNS0_18ControllerConstantERKNS0_12AnimationSetE + 506
    8 Unity 0x0000000101581c87 _ZN8Animator6FKStepEv + 231
    9 Unity 0x0000000100839f36 _ZN8JobQueue4ExecEP7JobInfoxi + 182
    10 Unity 0x000000010083b332 _ZN8JobQueue15WaitForJobGroupE10JobGroupID + 562
    11 Unity 0x000000010083babc _Z21CompleteFenceInternalR8JobFence + 28
    12 Unity 0x000000010157ed9d _ZN8Animator13UpdateAvatarsEPPS_mfbbf + 1133
    13 Unity 0x00000001005fb407 _Z10PlayerLoopbbP10IHookEvent + 1623
    14 Unity 0x0000000100f67d95 _ZN11Application11UpdateSceneEb + 533
    15 Unity 0x0000000100f636f0 _ZN11Application9TickTimerEv + 2080
    16 Foundation 0x00007fff88d5a023 __NSFireTimer + 95
    17 CoreFoundation 0x00007fff8de35b44 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 20
    18 CoreFoundation 0x00007fff8de357d3 __CFRunLoopDoTimer + 1059
    19 CoreFoundation 0x00007fff8dea8d9d __CFRunLoopDoTimers + 301
    20 CoreFoundation 0x00007fff8ddf2268 __CFRunLoopRun + 2024
    21 CoreFoundation 0x00007fff8ddf1838 CFRunLoopRunSpecific + 296
    22 HIToolbox 0x00007fff931a943f RunCurrentEventLoopInMode + 235
    23 HIToolbox 0x00007fff931a91ba ReceiveNextEventCommon + 431
    24 HIToolbox 0x00007fff931a8ffb _BlockUntilNextEventMatchingListInModeWithFilter + 71
    25 AppKit 0x00007fff8b38e821 _DPSNextEvent + 964
    26 AppKit 0x00007fff8b38dfd0 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 194
    27 AppKit 0x00007fff8b381f73 -[NSApplication run] + 594
    28 AppKit 0x00007fff8b36d424 NSApplicationMain + 1832
    29 Unity 0x000000010119df6f _Z10EditorMainiPPKc + 1199
    30 Unity 0x000000010119e669 main + 9
    31 Unity 0x0000000100001cd4 start + 52

    Debug info from gdb:


    =================================================================
    Got a SIGABRT while executing native code. This usually indicates
    a fatal error in the mono runtime or one of the native libraries
    used by your application.
    =================================================================
     

    Attached Files:

  24. Alexarah

    Alexarah

    Joined:
    May 1, 2014
    Posts:
    110
    Hey MisterMind how's your progress on Fuzzy AI because I've already updated my UFE version to 1.5 from Sellfy. It's definitely awesome but I'm still curious of how is the progress of releasing Fuzzy AI is going. Oh by the way I'm posting here because I noticed you haven't been on the Fuzzy AI thread nor the UFE forums lately. So I thought I would just comment here instead to see how things are going for you and your work.
     
  25. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Hi MikeTon,

    Current release of UFE (1.0.6) isn't supported in Unity 5 Beta. You should install the current release build of Unity if you wish to use UFE.
     
  26. Mistermind

    Mistermind

    Joined:
    Jun 8, 2013
    Posts:
    844
    I'm working on packaging for all the tools as we speak. Unfortunately it is a hard and tedious process that involves a lot of folder and file rearrangements, as well as dll compilations, manual updates and last minute code fixing.
    I wish I could release all these updates at once, but unfortunately each step can take unpredictable amount of hours/days.
     
  27. jackycharm3048

    jackycharm3048

    Joined:
    Mar 4, 2014
    Posts:
    36
    o,wonderful work, I am anticipating 1.5 now~~~~
     
  28. Mistermind

    Mistermind

    Joined:
    Jun 8, 2013
    Posts:
    844
    Alrite guys, UFE 1.5 is now available on Sellfy and the Asset Store.

    Change Log: http://www.ufe3d.com/doku.php/changelog

    Update Instructions:

    *Make a backup of your project first!!!*

    • If you bought through the Asset Store, simply open the Asset Store window from Unity itself, find UFE in your purchase list and click "update". After that, close and reopen the project.
    • If you bought through Sellfy, use the same link that was provided when you first purchased the product to download this update. If you run out of attempts, send me a PM with the e-mail used in the purchase so I can validate it and reset the attempts.
    • To update your move files from version 1.0.6 to 1.5.0, after the installation, open the Global Editor. It will ask(*) if you would like to update your move files. click "yes".
    • There are still some adjustments to be made to the documentation, don't worry, we are already working on it.

    (*)
    There was a minor issue on the packaging process and one of the versions might be without this feature. The update will still run, but it won't ask for your permission. I'll soon re-update the packages correcting this problem.


    Update: UFE Bundle and Fuzzy A.I. now available on Sellfy and Asset Store. If you bought Fuzzy A.I. separately, installation instructions can be found here.
     
    Last edited: Nov 29, 2014
    amrhsn, Mayureshete and Yum-Cha-Games like this.
  29. MatthiasDeo

    MatthiasDeo

    Joined:
    Mar 16, 2013
    Posts:
    10
    Hi MMind, I've upgraded to 1.5 and it's fantastic so far, look forward to the fuzzy ai.

    I just have a couple of quick questions so far, I have the source version and I'm wondering if you have and advice on how to allow throws to be teched whilst crouching without actually allowing throws to be done whilst crouching. I would also like to know if the engine allows plinking without too much modification.

    Thanks
     
  30. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    Hi MatthiasDeo,

    I responded to this on UFE forums. Here's the short versions :)

    Tech Throws: Requires Source code editing to get SF4 style system. See my UFE forum post for details.

    Plinking: Look in Global Options | Advanced Options.
     
    Last edited: Nov 6, 2014
    Mistermind likes this.
  31. Steviebops

    Steviebops

    Joined:
    Apr 9, 2013
    Posts:
    132
    Hi, is it possible to get the older version? I updated to 1.5 thinking I had the old, unmodified scripts backed up, but I don't.
    Im trying to share my code, but I need to compare it to the stock scripts to see all the changes I made.

    It seems I forgot to comment everything I changed as modified, and I can't post the whole methods because of the licencing issues.
     
  32. elusive52

    elusive52

    Joined:
    May 14, 2013
    Posts:
    38
    hi
    i am just considering buying this plugin now, but could i ask, do you have plans to add playmaker actions (soon)? i read you (or one of your customers) have been in contact with the guys over at playmaker, but let me tell you, they will 'never' do the actions for this, if you are going to add playmaker to your app you will have to do them yourself. i know this because after 6 months i am still waiting for actions promised on another gui plugin, and that is waaaay ahead (im talking months and months) of this in the todo list on trello.

    i really hope you will be adding them because its the only thing stopping me buying and using it.

    also my second question is, would this be suitable to create a fighting game that the player is walking through an environment fighting different opponents along the way, rather than just a one on one battle on a set stage?
     
  33. Mistermind

    Mistermind

    Joined:
    Jun 8, 2013
    Posts:
    844
    I really wish I could put some time into that tool myself, but there are other voted priorities ahead, and the last time we ran a pool with PlayMaker, it didn't do so well.
    We will soon be running another pool and I'll add playmaker once more. We'll see how it goes.
     
  34. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
  35. elusive52

    elusive52

    Joined:
    May 14, 2013
    Posts:
    38
    can you tell me exactly when you will be running the pool? ill let the playmaker users know this time and then we'll see how many are interested. Probably none of them even knew you were running a pool last time!
     
  36. JessieK

    JessieK

    Joined:
    Feb 4, 2014
    Posts:
    148
    Hey I have heard from a few people that 2d support is in the pipeline any idea if this is still true and if it is when we can expect it to be ready?
    I am useless at 3d but if this came to 2d I would pick it up in an instant
     
  37. BlankMauser

    BlankMauser

    Joined:
    Dec 10, 2013
    Posts:
    138
    Before I consider purchasing this asset, how are hitbox animations done? Can they be scaled and rotated or are they merely attached to bones? Can I add markers that animate projectiles or particle effect emitters and play certain events on certain frames? How suitable is it for a beat-em-up game? Thanks.

    Edit: Also are the physics done with physX/Unity's built-in physics? Or are they custom made?
     
    Last edited: Nov 7, 2014
  38. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    We'll run the poll once all 1.5 release is done. Can't give an exact date, but we're not too far from getting all 1.5 stuff out now, so hopefully not too long to go.

    2D sprite support is in the pipeline. Probably still a few months before any actual announcements can be made though. Here's a few screens of it in development.

    Also, you should check out this post on the UFE forums. Mojao managed to get puppet 2D graphics to work with the hitboxes, since puppets use bones. Video of it in action.

    Hitboxes (character's body parts that get hit) are essentially attached to bones. We're working on a way to alter them during moves so they could be scaled and resized later (check the 2D screens I linked above). Rotation is currently not possible on any hitbox, as it's either circle or AABB rectangle.

    Hurtboxes (what you attack with) are completely configurable at anytime (barring rotation).

    You can add particle effects at certain frames during a move, yes. Even during basic moves like Idle.

    Projectiles are their own system. Check the documentation for more information. What you describe is possible if I understand you.

    Check the video I linked above about 2D puppet animation. That also shows Mojao's attempt at modding for beat em up game. Which is also in the pipeline for official UFE development as well.

    Physics is custom made, since fighting game physics is very simple and we need full control during hits and such.
     
    Last edited: Nov 7, 2014
  39. Mistermind

    Mistermind

    Joined:
    Jun 8, 2013
    Posts:
    844
    UFE PRO 1.5 is now available on both the Asset Store and Sellfy.
    Notes and installation instructions can be found here.

    Fuzzy A.I. Addon is available on Sellfy through this link.
    Soon available on the Asset Store as well (waiting for their approval process)

    UFE Bundle & UFE Basic update coming soon.
     
  40. super-cypher

    super-cypher

    Joined:
    May 10, 2014
    Posts:
    117

    Hey MMind

    i know this awesome package is worth every penny, but is there any chance you can do your own 24 hour sale (the full source version or both pro and source?) to give us, less well off, the chance to buy it?

    also i know this benefits you big-time, lots of devs do this. Not only do you get loads more sales but it gets you on unity's homepage which in turn boosts your sales, i was told this by a dev of a very big asset! i have even seen playmaker do their own 85% off 24 hour sales many times, obviously for this reason!

    so cool if you can!
     
  41. jackycharm3048

    jackycharm3048

    Joined:
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    Wonderful work on 1.5 version. And a question,:)

    How to use Control Freak ,hehe
     
    Mayureshete likes this.
  42. elusive52

    elusive52

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    Posts:
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    hi

    Thanks so much, but you didn't answer my other point:

    also my second question is, would this be suitable to create a fighting game that the player is walking through an environment fighting different opponents along the way, rather than just a one on one battle on a set stage?

    i read earlier on the forum you were planning on adding this, has that been done yet? if not, i assume it will be added to this package at some time?

    thanks.
     
  43. Mistermind

    Mistermind

    Joined:
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    I'll add this information to the documentation very soon:
    1. Import Control Freak to your project.
    2. Switch the input manager on Input Options to Control Freak. You will see a new option: Control Freak Preferences.
    3. Drag one of the 2 preset configurations from UFE\ThirdPartyAssets\ to the Prefab option under Control Freak Preferences: CF-UFE-2Buttons for a 2 button configuration or CF-UFE-4Buttons for a 4 button configuration. You can adjust any of these files from the Inspector.
    4. Run the game. The mobile controls will control player 1.

    Update: Documentation updated with that info.

    UFE does not offer tools like that out of the box. We have future plans of making a beat'em up engine separately in the future, but we don't have any ETA on that yet.
    With enough knowledge however, anything is possible really. The game Meta Warriors for example is currently being developed using some of UFE's pipeline, and its a beat em up game. Definitely worth checking out their progress:

    (click here to see his post)

    I won't say its easy, but with the proper knowledge it's definitely doable.
     
    Last edited: Nov 10, 2014
  44. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    thank you MMind for the mobile part! is there any way for bluetooth controllers to control player 2 on a mobile device such as a tablet?
     
  45. Yum-Cha-Games

    Yum-Cha-Games

    Joined:
    Jan 25, 2009
    Posts:
    146
    It shouldn't be too hard to allow for MFI controllers and the like, but it will require a little bit of coding.

    Have a look at this blog from Unity regarding iOS controller support when it was added in 4.2.2. I believe you just need to set up Input settings to support the BT controller, then add a few calls into the code for it.
     
  46. elusive52

    elusive52

    Joined:
    May 14, 2013
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    if this came with a 'full' set of playmaker actions (for the AI package as well), i could no doubt manage to make a beat em up with this, without them no chance!

    also can i ask how does the package deal with skill and ability levels of each character? is there a way to set levels of skill and abilities as they progress through the game?

    and is there any news yet on the vote for new features you mentioned, now 1.5 is released? (playmaker actions cough cough!!!)
     
  47. Mistermind

    Mistermind

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    This steers away a bit from the focus of the engine. At some point what "can" or "can't" will depend entirely on you. That been said, there are no UI that can handle these requests out of the box.

    I'm still analyzing all possible paths and milestones for the next season of development. After I start developing I'll make a new poll.
     
  48. elusive52

    elusive52

    Joined:
    May 14, 2013
    Posts:
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    Hi Mmind
    regarding the playmaker actions, why don't you do them as one package (both UFE and Fuzzy Ai) and sell them as a separate package on the asset store for say $15 or something? at least then you make your money for the effort and time it takes you to do them, rather than just adding them for free with the package.

    just a suggestion, let me know.

    cheers.
     
  49. Mistermind

    Mistermind

    Joined:
    Jun 8, 2013
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    Debate!

    There are a lot of people requesting a lot of different things, and if anything I'm extremelly excited to make all of these requests come true. However the addon approach seems to have created some backlashing. We even suffered some rating drops, as frustration can incline customers to rate a product a lot more than satisfaction. As far as I see this, assets having addons is very much like games having DLC. If we can pay the bills, we can keep creating content.

    Fuzzy A.I. took 2 programmers over 5 months to develop. No angel investor, no external contract. Just personal investment and a lot of dedication. To cover the development cost as well as continue improving on the product, we decided to make it as an Addon, and, to make sure all customers get something for free, we also created UFE 1.5 and the free Random A.I. Engine.


    - But Mistermind, your asset is too expensive!
    • We can't have UFE cost the same as, say, uFPS. By natural inclination of genre popularity, FPS tools already have about 5 to 8 times more customers than us. This means that to pay the development cost I must evaluate the niche of the market UFE represents.
    • UFE comes with a fully working game model, ready to use characters and over 140 custom made animations. Everything you see is either made or financed by me, and they were not cheap.
    • We don't want to be the next Mugen/EF-12. We pray on quality and there are no better filters than commitment. This is not a weekend project, its a tool that has been on constant improvement for over a year, and the fact that we offer open source shows just how much variation we want to offer our customers.
    • The most expensive version is Open Source. If you don't know what that means, don't buy this version. Buy the PRO or Basic instead (you can always upgrade later)

    - PlayMaker can sell it cheap and they don't sell addons

    • Much like the uFPS explanation, UFE's scope is a lot smaller than PlayMaker (the amount of people rating both tools should give us a clue), and while they can afford stable developer teams for years at the time, my monthly sales can barely keep one developer (me) alive. The only way I'm able to afford contractors is because of the crazy Unity sales, and of course, there is just so many times that strategy can be used.
    • PlayMaker has been around for almost 4 years, and have been spotlight/staff pick countless times. At the time, without much competition, its easy to see why it can become the "standard" for barging on other assets without knowing too much about it.


    Conclusion:
    Low rating means less visibility, therefore less sales. If UFE makes any less than what it does right now it will no longer pay the essentials, and I'll be forced to abandon the project.

    If you want UFE to grow, make sure you give us a nice rating! This way you increase the chances of spotlight, reduce the chances of spawning addons, and hopefully helps UFE development so it can continue for years to come.


    Cheers!
     
    Last edited: Nov 12, 2014
  50. Twrmois

    Twrmois

    Joined:
    Feb 23, 2014
    Posts:
    80
    I got the touch screen to work well, 6 buttons top 3 is punch bottom 3 is kick, good handling.
     

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