Post by karaokefreak on May 31, 2015 6:16:48 GMT
Hi
I acquired your asset just yesterday and have not done much with it yet, however I watched several of your tutorials. First of all let me say that this asset is exactly what I need, and I am happy that I found it, since I am a shmup fan and I want to create a side scrolling space shooter in tradition of the old "gradius" games by Konami. Actually I have something in mind that has similiarities with "parodius", which was the "funny spin off" of this series.
To be honest, my project started off following the basic Shmup tutorial provided by Unity, and I had to make several modifications, although I am a total C# noob. I am more of a 3D-modeller than a scripter. Anyway, I wanted to follow your tutorial videos and for some reason, my objects won't interact when I make them killable, so I guess that my basic setup (which is still the setup of unitys shmup tutorial) is wrong.
Unfortunately, your tutorial that has the shmup part in it starts with the pooling stuff and so I am puzzled what objects need to be prefabs in or outside the scene. I had the feeling that there is a video missing that shows what comes before that. So here are my questions
1) Is there a guide for a basic shmup setup using your asset somewhere?
2) Since I started off with a certain design in mind, I haven't started spawning / pooling the enemies. I let them scroll in in a path in order to have them move in formation, which is nonesense, since it costs performance.
Is there a way to make enemy fighters fly in formations / courses / patterns when using your asset? So far I have only seen a "spawning order" provided by levels in your system.
If you don't know what I mean, just try this (tiny) web demo (which is super short, full of placeholders and still made the "old" way). Just let the 2 swarms pass you by.
karaokefreak.de/1dP/SpaceShooter/ConceptBuild01/ConceptBuild01.html
3) Is there a way to pitch explosion sounds (or pick one randomly from an array), so that they do not always sound the same? Otherwise I will have to get additional C# code for that and fiddle around with your code, which I want to avoid, since I am probably going to totally F* it up when I try.
4) My fourth question has less importance, since I guess this can all be done by addtional C# scripts, but I wanted to know: Does your asset come with events and transform options linked to the hit detection?
See, I wanna make a humorous shooter with illogical / slapstick-typical enemy behaviour and funny bosses. E.G. with bosses that start out tiny and will grow once you hit them, so loss of hitpoints would end up in a transform change. Or bosses where you have to hit one object in order to make another object move.
thanks for helping me out
yours
the noob ... er... karaokefreak
I acquired your asset just yesterday and have not done much with it yet, however I watched several of your tutorials. First of all let me say that this asset is exactly what I need, and I am happy that I found it, since I am a shmup fan and I want to create a side scrolling space shooter in tradition of the old "gradius" games by Konami. Actually I have something in mind that has similiarities with "parodius", which was the "funny spin off" of this series.
To be honest, my project started off following the basic Shmup tutorial provided by Unity, and I had to make several modifications, although I am a total C# noob. I am more of a 3D-modeller than a scripter. Anyway, I wanted to follow your tutorial videos and for some reason, my objects won't interact when I make them killable, so I guess that my basic setup (which is still the setup of unitys shmup tutorial) is wrong.
Unfortunately, your tutorial that has the shmup part in it starts with the pooling stuff and so I am puzzled what objects need to be prefabs in or outside the scene. I had the feeling that there is a video missing that shows what comes before that. So here are my questions
1) Is there a guide for a basic shmup setup using your asset somewhere?
2) Since I started off with a certain design in mind, I haven't started spawning / pooling the enemies. I let them scroll in in a path in order to have them move in formation, which is nonesense, since it costs performance.
Is there a way to make enemy fighters fly in formations / courses / patterns when using your asset? So far I have only seen a "spawning order" provided by levels in your system.
If you don't know what I mean, just try this (tiny) web demo (which is super short, full of placeholders and still made the "old" way). Just let the 2 swarms pass you by.
karaokefreak.de/1dP/SpaceShooter/ConceptBuild01/ConceptBuild01.html
3) Is there a way to pitch explosion sounds (or pick one randomly from an array), so that they do not always sound the same? Otherwise I will have to get additional C# code for that and fiddle around with your code, which I want to avoid, since I am probably going to totally F* it up when I try.
4) My fourth question has less importance, since I guess this can all be done by addtional C# scripts, but I wanted to know: Does your asset come with events and transform options linked to the hit detection?
See, I wanna make a humorous shooter with illogical / slapstick-typical enemy behaviour and funny bosses. E.G. with bosses that start out tiny and will grow once you hit them, so loss of hitpoints would end up in a transform change. Or bosses where you have to hit one object in order to make another object move.
thanks for helping me out

yours
the noob ... er... karaokefreak