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Post by mightofficiel on Sept 22, 2018 12:25:50 GMT
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Jack
New vMember
Posts: 17
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Post by Jack on Sept 22, 2018 12:52:59 GMT
ok then.... I will record all the bugs..will see who is the "noob" (will be a clean project no other assets on it) Stay tuned
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Post by Legion on Sept 22, 2018 14:10:40 GMT
I am a bit disappointing by this template, the ai in some cases cannot see you. For eg. check the sniper scene, if you are going closer to Sniper AI, next to him, he cannot detect you anymore and so on. I found so many bugs like this one.. Does the word BETA tells you something?
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Post by uberwiggett on Sept 22, 2018 14:22:04 GMT
which version is this? I had a quick look at the v1 beta and couldn't find a sniper scene but also didn't have issues when I put them in a scene. Is there perhaps a minimum detect distance? or were they just not shooting because of the minimum engagement range? or was it just not picking up the player at all? (will wait out for video to help further)
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Jack
New vMember
Posts: 17
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Post by Jack on Sept 22, 2018 18:24:42 GMT
I am a bit disappointing by this template, the ai in some cases cannot see you. For eg. check the sniper scene, if you are going closer to Sniper AI, next to him, he cannot detect you anymore and so on. I found so many bugs like this one.. Does the word BETA tells you something? $45 tells you that is a BETA? or just the title? when will be a stable version will be ton of moneys? I respect their work, I paid for this asset and so on, I am just an indie dev. Money don't get me out of home, like you know, when you create a game you buy more than one asset, so every $ counts
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Post by tharindu on Sept 23, 2018 7:20:41 GMT
Does the word BETA tells you something? $45 tells you that is a BETA? or just the title? when will be a stable version will be ton of moneys? I respect their work, I paid for this asset and so on, I am just an indie dev. Money don't get me out of home, like you know, when you create a game you buy more than one asset, so every $ counts To be honest, these are the realities of video game development. If you're absolutely relying on other assets to develop your game, then you need to think twice when you invest. It's a beta release. Which means unfinished and yes, it can have bugs. If you do have issues with the asset wouldn't it be better to directly reach out to them directly on a pm and see if you can get a solution? Betas also rely on user feedback for improvement. Ranting on a public space doesn't help you or help them. In either case, what helps us out as a community in being able to help you out is video clips, screenshots of script settings etc. So waiting for the video On other news to anyone who doesn't know, the asset ICE Creature control, which also was an AI asset for 45 bucks (not beta), with a plethora of features, just got abandoned without any notification from the developer or the team that worked on it. So much for my investment as an indie :/
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Post by uberwiggett on Sept 23, 2018 10:36:09 GMT
oh man i didnt know that about ice, i had it from a few years ago and it was and still is buggy! :( i should redo my invector tie in with that
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aymn
Junior vMember
Posts: 37
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Post by aymn on Sept 23, 2018 17:07:54 GMT
How to make ai take cover ??!!
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Jack
New vMember
Posts: 17
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Post by Jack on Sept 23, 2018 17:30:22 GMT
How to make ai take cover ??!! you need to do it by yourself, no option for that in the asset
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aymn
Junior vMember
Posts: 37
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Post by aymn on Sept 23, 2018 17:34:32 GMT
How to make ai take cover ??!! you need to do it by yourself, no option for that in the asset u mean by coding !!!
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Post by tharindu on Sept 23, 2018 18:16:35 GMT
you need to do it by yourself, no option for that in the asset u mean by coding !!! As of now, there's no cover system.
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Post by shadex on Sept 24, 2018 2:12:55 GMT
oh man i didnt know that about ice, i had it from a few years ago and it was and still is buggy! :( i should redo my invector tie in with that i know right? Though i think i would check if it's worth the tie in now. I think they killed it due to changes in the new unity.
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Post by shadex on Sept 24, 2018 3:55:27 GMT
Does the word BETA tells you something? $45 tells you that is a BETA? or just the title? when will be a stable version will be ton of moneys? I respect their work, I paid for this asset and so on, I am just an indie dev. Money don't get me out of home, like you know, when you create a game you buy more than one asset, so every $ counts I totally hear you. I own somewhere around 10 AI's lol. Though i think invector's AI is differn't. IMHO the 2 most important things for an AI to have is how well it paths and how light weight it is. Everything else doesn't really matter, as it's much easier to add in the future. The pathing so far is pretty good and i personally can get 100 AI's in combat with 30+FPS. Though if you want to stick with the default AI, i think invector is keeping that in the project.
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Post by zeeshan on Sept 24, 2018 6:53:30 GMT
Yeah i thought so thanks.. There's some mental issues involved in developing zoom in and zoom out. I'm trying to implement the same thing for the dialog system I'm making for the RPG pack. There are a few ways. 01. You basically take a point on the screen, scale around that point (usually 0,0) and then work on the scaled UI. Problem with the approach is when you scale around a pivot, the entire editor scales down, and the area you work on becomes very small. It's called clipping. So basically you can see nodes go out of the clipping area and disappear when you move towards the edge of the UI, because it's clipped now. As of now, there's not a single node editor that has a true solution to GUI clipping. Everybody has dodgy workarounds that work or don't . 02. You basically implement scaling from control to control, style to style , scale to scale, manually :| which seems like the approach amplify editor has gone for. I am sure invector has come up with the same problems themselves too, so when it comes to a zoom in and zoom out feature, I think the best answer right now would be to stay patient till they figure something out that's workable without breaking the product. It's an FSM editor after all, if you've got decent resolution you can dock it in an editor window and work with it like I do. The scrolling is good enough for most of my needs with the AI
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Post by gamifytheworld on Sept 24, 2018 8:46:10 GMT
Yeah i thought so thanks.. There's some mental issues involved in developing zoom in and zoom out. I'm trying to implement the same thing for the dialog system I'm making for the RPG pack. There are a few ways. 01. You basically take a point on the screen, scale around that point (usually 0,0) and then work on the scaled UI. Problem with the approach is when you scale around a pivot, the entire editor scales down, and the area you work on becomes very small. It's called clipping. So basically you can see nodes go out of the clipping area and disappear when you move towards the edge of the UI, because it's clipped now. As of now, there's not a single node editor that has a true solution to GUI clipping. Everybody has dodgy workarounds that work or don't . 02. You basically implement scaling from control to control, style to style , scale to scale, manually :| which seems like the approach amplify editor has gone for. I am sure invector has come up with the same problems themselves too, so when it comes to a zoom in and zoom out feature, I think the best answer right now would be to stay patient till they figure something out that's workable without breaking the product. It's an FSM editor after all, if you've got decent resolution you can dock it in an editor window and work with it like I do. The scrolling is good enough for most of my needs with the AI NodeCanvas has great zooming and they have a minimap in the corner. It works pretty darn good. I have only used it for a few things, but it might be something to learn from.
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