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ChiaPet

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  1. Like
    ChiaPet got a reaction from Duffer123 in Third Person Controller (Opsive) - Compatibility?   
    Oops, sorry. Been out of pocket the last couple of days. I meant metaphorical die rolls. 
    I think TPC integration is going to mean customers can't completely get around coding on their own, and I'm totally okay with that myself. But I do think that being able to reference other hero objects to trigger events or invoke actions could help simplify coding significantly.
    Maybe something like creating a hero block that represents a game logic manager. Then, in a TPC custom ability, you'd still rely on TPC itself for animation and movement, but you could use that logic manager to perform combat calculations (e.g., calculate whether an attack ability hit or missed, calculate damage done). 
    I suppose there's an argument at that point to just program the game logic stuff from scratch, but I am a terrible coder. I'm much better at thinking through the logic, than I am writing the lines of code to make that logic happen.  
  2. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    The rest of this week is dedicated to fixing bugs, migrating the creator's guide to this site (right now it's in a PDF), and releasing the final version of HeroKit for 2D and 3D. Once this version is finished, my focus will be solely on building the RPG Creator and creating your custom actions. 
  3. Like
    ChiaPet reacted to Duffer123 in Item Database - thoughts   
    @ChiaPet,
    You're right of course.  Ant and I have knocked this all about too elsewhere on the forums.
    Then there is the need to avoid conflicting affixes etc ie.  Cant have a holy sword of evil etc.
    Also, loot drops, weighted loot drops, would need to hopefully drop items according to weighted chance presumably taking in to account affixes (inc prefixes and suffixes) and rarity.
    It can be done and hoping Ant comes up with an 'elegant solution'     (no pressure)
    If he does this kit has a huge usp and we have massive item variation....
  4. Like
    ChiaPet got a reaction from Duffer123 in Third Person Controller (Opsive) - Compatibility?   
    Oops, sorry. Been out of pocket the last couple of days. I meant metaphorical die rolls. 
    I think TPC integration is going to mean customers can't completely get around coding on their own, and I'm totally okay with that myself. But I do think that being able to reference other hero objects to trigger events or invoke actions could help simplify coding significantly.
    Maybe something like creating a hero block that represents a game logic manager. Then, in a TPC custom ability, you'd still rely on TPC itself for animation and movement, but you could use that logic manager to perform combat calculations (e.g., calculate whether an attack ability hit or missed, calculate damage done). 
    I suppose there's an argument at that point to just program the game logic stuff from scratch, but I am a terrible coder. I'm much better at thinking through the logic, than I am writing the lines of code to make that logic happen.  
  5. Like
    ChiaPet reacted to Amaranth in HeroKit Creator's Guide   
    Getting Started 
    HeroKit Components 
    HeroKit Editor
    Hero Block
    Hero Object
    Hero Property 
    Hero Action 
    Hero Listener 
    Menu Templates 
    Troubleshooting
     
  6. Like
    ChiaPet got a reaction from Duffer123 in Third Person Controller (Opsive) - Compatibility?   
    Still pretty hypothetical here, but an example could be in the AbilityStarted() method of the TPC ability implementation, calling an action on the hero object associated with the game object/character that also has the TPC controller. So maybe the TPC handles animation and movement, but HeroKit does game logic like combat rolls and calculations. 
    Just spitballing here. I'm definitely open to suggestions on how best to leverage TPC and HeroKit together. 
  7. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Building the editor for the new HeroKit RPG menus. Getting the default structure in place right now. More to come soon.
  8. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    This next week is dedicated to finalizing all changes that were made to bring 2D to HeroKit. That means making sure all documentation is up to date (60+ actions, etc). Took a look at UFPS and what it will take to create actions for it. Created two test actions that seem to work nicely. In the next few weeks, most of my attention will be focused on RPG functionality, but I will be adding a few custom actions for UFPS and Third Person Controller to get a feel for these systems, as I suspect lots of people will want to use these advanced controllers to power the player character. 
  9. Like
    ChiaPet got a reaction from Duffer123 in Third Person Controller (Opsive) - Compatibility?   
    Thinking about this a little bit further, how easy is it to trigger an Event or invoke an Action from something external to hero objects? I was thinking something like creating an ability in TPC and calling Events/Actions within the ability class implementation for game logic. 
  10. Like
    ChiaPet reacted to Amaranth in Third Person Controller (Opsive) - Compatibility?   
    From my own experiments, I think the best way to integrate a TPC from Opsive is just to attach a hero object to the TPC you've already created. You can then use the hero object to store values for your player character. The TPC is set up to just go, so there really isn't much that you need to do to get it working. You just press play and it works. If anyone has a specific action that would like me to create for TCP, let me know and I'll see what I can do.
  11. Like
    ChiaPet reacted to Duffer123 in Third Person Controller (Opsive) - Compatibility?   
    @Ant,
    I agree with ChiaPet... most people just use TPC just to properly rack their character with the controller and third person camera...
    Looking forward to your thoughts on the RPG developments and databases...
  12. Thanks
    ChiaPet got a reaction from Duffer123 in Third Person Controller (Opsive) - Compatibility?   
    @Ant I saw your update on the Opsive TPC integration. It definitely includes a lot of related game system functionality (e.g., items, abilities). The core controller for movement and animation, and probably the camera, are probably the pieces I myself am most interested in, since you are planning RPG systems that overlap with a lot of the other functionality in that asset. 
  13. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Looking over Opsive's Third Person Controller tonight. This package looks a bit more like a full game builder. I'll see what I can do to extract the player controller part of it. First goal: get player controller to work outside of its demo scene.
  14. Like
    ChiaPet reacted to Amaranth in Roadmap   
    Submitted 1.06 to the asset store today. It should be up in a day or two. This was a huge update under the hood. Let's go through the changes. 
    Release Candidate 1.06 Change List
    Previously, the physics systems were separated for player controller actions and movement-specific actions. This caused problems for hero objects with player controllers that needed to also process movement-specific actions. This has been fixed. All 3D player controllers use the same physics engine that all 3D movement actions use. All 2D player controllers use the same physics engine that all 2D movement actions use. You can now blend movement actions with your player controller actions. To test the new system, try adding a Jump action to a hero object that also has a player controller on it. Have the hero object jump when the spacebar is pressed to see how it works.
    I made some significant modifications to the 2D player controllers and movement system. 2D actions have been split into 2D Platformer and 2D RPG sections. 2D Platformer contains actions specifically for platformer-style games like Terraria with 2 directional movement and gravity. 2D RPG contains actions specifically for top-down rogue-style games with 4 or 8-directional movement. I've also reorganized the sample games so that you can see how to use player controllers for these types of games.
    Small, but significant fixes:
    You no longer need to Set Jump Surfaces action before you use the Jump action. It should just work now.  We've fixed the model display problem in the State window in Unity 2017 with the help of the Unity team. This was a rather longer-than expected release cycle due to the refactoring of the entire HeroKit movement system. Future release cycles should not take as long. What's next? We're going to start building out the RPG system for HeroKit, update our 2D documentation on the site, and create a few of your must requested custom actions (color picker, Opsive's third-person controller, Opsive's UFPS controller).  
     
     
     
  15. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    All of the 2D and 3D movements have been refactored so that the physics in each action blends together with the others. You'll be able to use player controllers with special movements smoothly soon. The rest of this week is dedicated to cleaning up code and deep testing. I should have another build uploaded to the Unity store this weekend. There will be one more 2D build after this one that will include tutorials and a site documentation update.
  16. Like
    ChiaPet reacted to Amaranth in Third Person Controller (Opsive) - Compatibility?   
    We're not a tight-rule lot here, so don't sweat it. I've sent an email to Justin at Opsive. I'm 90% finished with adding HeroKit's core functionality. After that, I'll have time to create custom actions for TPS and UFPS.
     
  17. Like
    ChiaPet got a reaction from Amaranth in Third Person Controller (Opsive) - Compatibility?   
    Sorry to semi-necro this topic (I just bought HeroKit!), but I'd be interested in integrating Opsive's third person controller with HeroKit as well. Chris over there is really responsive and accommodating with respect to integration with other assets, so I think he'd be more than happy to help out.
  18. Like
    ChiaPet reacted to Amaranth in Ant's Journal   
    Finished refactoring most 3D movement actions. You will soon be able to blend your 3D player controller actions with custom movement actions like jump. Like with 2D, I had custom movements completely separated from the player controllers. Now the two systems work together.
    Going through the first series of testing today. I CANNOT wait to start building RPG-specific things for HeroKit. The time is almost here.
     
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