JOY
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Nothing is impossible!
Posts: 3
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Post by JOY on Jan 28, 2017 16:41:15 GMT
Hi, I'd like to use Core Gamekit to create the wave of object like in Minion Rush, Fluffy Phase: www.youtube.com/watch?v=LIH9Wy-dlQA&feature=youtu.be&t=2m19sSo each time players reach this phase, there will be a new formation of wave which I defined before. Player must take the items continously otherwise the phase will stopper before he reaches end of level. 1/ Could you please guide me to do this? Currently I can only spawn the item from the spawner. 2/ Can I define the formation for the waves but let the Core Gamekit random the orders of the waves? 2/ Could I use only one scene to achieve this (all levels)?
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Post by DarkTonic Dev on Jan 28, 2017 18:26:00 GMT
#1, If you're talking about using code to define a wave, that's not supported (must define waves / spawners in advance) but there's a thread with more information: darktonic.freeforums.net/thread/136/programatically-creating-levels-waves-poolboss#2, There's a dropdown in the Inspector for Global Waves called "Wave Sequence". Change it to "Random Order". #3, yes it always could just be one Scene. If you're talking about something else for #1, please explain more.
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JOY
New Member
Posts: 3
Nothing is impossible!
Posts: 3
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Post by JOY on Jan 29, 2017 10:39:13 GMT
I'm not a coder so I asked how to use it with Core Gamekit. What I want to achieve is exactly as the video I posted: - The item will fall down from the top of the scene - There are many kind of formations (pre-defined, I guess I must use a prefab if I cannot make those sharps with Core Gamekit?) - The formation will be random but with pre-defined rules. Ex: The next time player starts (the next Wave Level I guess?) there will be more complex formation (I think I can define the weight for the formation?). You can see in the video, the player will reach this mini-game some other times at: 4:23, 4:53, 6:18, 7:43, 8:25, 9:17, 10:07
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Post by DarkTonic Dev on Jan 29, 2017 19:00:11 GMT
You can pre-as many waves as you like, then you could use the LevelSettings.GotoWave command (or Custom Action) to go to a specific one, or a random one.
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JOY
New Member
Posts: 3
Nothing is impossible!
Posts: 3
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Post by JOY on Jan 30, 2017 5:57:11 GMT
Thank you. So for each formation, should I use a prefab to make a sharp (example: heart sharp, square sharp, column sharp etc.) or I can manipulate Core Gamekit to make the sharps? Btw, I cannot find in the docs how to despawn the prefab in Elimination mode since Timed one doesn't work for this case? Example: I want to despawn them after they go out of camera. Also, as the docs, I should use Killable for the coins. However, If so I have to add the script to every coin in my game since I cannot use prefab. The coins is the child of the parent prefabs which are the sharps I use in PoolBoss. Currently Unity doesn't support nested prefabe. Is there any better way to achieve this? Attachments:
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Post by DarkTonic Dev on Jan 30, 2017 19:21:55 GMT
You can use a combination of Post-Spawn Nudge and Incremental Settings of a wave to make some shapes. Heart is too complex, I don't think you could make that. If you use a whole bunch of spawners instead of one, then you could pretty much make any shape, with each spawner making part of the shape.
Killables have an option for "despawn when becomes invisible" so just use that.
Nested prefabs are not necessary. You can use a prefab that has a Triggered Spawner and spawns a wall of coins when it becomes visible for instance.
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