Sorry for answering late again. Things have been very chaotic lately.
I won't be able to implement this into the project directly, due to potential licence issues (No licences specified).
But it is a good resource nevertheless.
Currently there are other resources I need to attend to before continuing on a update for the kit.
I will do my best to free some time in early 2019 and implement a A* solution with your given resource as reference.
Hope it is going well for you so far.
Thanks you for sharing your findings!
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Hi Chris, my apologies that it took this long for me to see this message.
For quick contact email@example.com is the fastest means of communication.
Your research sounds like a correct approach.
At what part of the process are you at the moment? I'm willing to help you out on this.
I agree that it would be a good addition to have proper path finding in the kit.
This might also be worth looking into, in case you are in a rush of getting something working.
Hi Carlos, this was postponed again... Mainly due to the extreme weather last week here in The Netherlands. (38 degrees Celsius )
Just doing the finishing touches at this moment, so it won't be long.
Played this at the Industry Day at NHTV. Interesting mix of a Pac Man game with additional stealth mechanics wrapped up in a cool office theme. The difficulty was a bit too low for me due to the fact that garbage bins are always effective even when enemies see me when entering it. Maybe this has been fixed, but heard that this was quite a difficult game for others so it might be worth keeping.
Art wise I really like the simplistic style, it really works well for this theme and type of game. The coloring of the ground and props makes it really easy to navigate and get a overview of where to go. This type of game would be interesting to see on mobile as well. The pacing, movement and optimization might be a challenge tough.
Putting it on mobile could provide plenty of free marketing that could be used at later years for commercial products, especially it becomes a popular download with proper social media referencing and such. Maybe cool to keep that in mind.
Hi Raseru, you are only required to create a new .asset file.
Go to Assets/ScriptableObjects/Locations and right click, Create/Warp Location.
Now all you have to do is create an empty game object, and add a Scene Warper component.
Once you have filled in the Location reference within the Scene Warper component,
it will automatically update the asset with the location of the scene warper component.
Also don't forget to set the rigidbody to static. And the Box Collider to trigger.
I will ensure this is automated in the next update.
You can test if it works correctly by making another scene warper that has it set as a target and press "Go to target location" on the component. Ensure you have set the spawn location child object correctly, as that is where the player will warp towards.
Hope this helps!
Docsify page should be up and running tomorrow. I will make sure to post a new devlog here on itch when it is done.
Are there specific topics on the framework that are harder especially? I'm considering on doing some youtube tutorials on the framework as well.
Let me know what you think.
I'm currently on holiday till the 14th, but I'll help you with this.
Have you set the data within the Body Sprite Setter as well?
I've attempted to replicate your issue, but it is working as intended on this side.
Are you sure all data is set correctly? Such as the sprites. Note that it is important that all sprite names should stay the same when creating new textures. (I've created a tool for this to make this less tedious, scroll down)
Sorry that this isn't documented but there is an easy tool available within the package to slice up and create new data files.
Only thing you would have to do is duplicate the pants image and go to:
Assets -> ScriptableObjects -> Character -> Generator -> Character Part Generator.asset
This will automatically slice up the texture for you, just ensure it has the same dimensions as the other pants images. It will also ensure proper naming. This will save a lot of time for you. The processed image will be placed at the same location as the Character Part Generator.
Glad you got it working! Yeah sorry that i'm lacking behind on a lot of documentation. Currently busy with setting up a docsify page for the project to make it easier for users to understand how it all ties together.
What joystick package are you using? Is it a free one?
I can write some code to help you out. Does the package send Vector2 UnityEvents?
If you can send me an email with further details to firstname.lastname@example.org.
I will be able to help you, and improve the product for others that might this functionality.
Sorry, this has been delayed a bit. Due to fixes that were required in other areas of the project.
A lot of changes have been made already. I will be aiming to release a big update today that solves a lot of issues.
With inclusion of the crops. Apologies that it took longer.
I will create a new post with all contents of the update once its out
Thank you for your request.
Stores are planned to be included on June 22. In what way would you have the prizes fluctuate?
There is actually a day-night system, however within the demo there is just a component attached to the light outside.
Enemy baddies are planned for June 20.
Images of how the components work for the time system:
This is for a light that turns on after 8 o clock. And stops at 6 in the morning.
This is an example of the listener on the directional light placed outside. The value range is based on the minutes in a day.