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Post by tsuyoiraion on Oct 26, 2020 20:10:05 GMT
A new update will be coming soon with some cool new additions! New Components:
- vSaveLite - Save & Load inventory whenever you want (Uses built in Invector inventory storage).
- vSaveIndicator - Displays a save indicator with one quick call.
- vLives - Allows the player to have a set amount of lives, can be displayed via GameObject
- vRebirth - Gives the developer more control over what happens when the player dies and respawns
(If used with vLives, this would trigger after lives reach 0)
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Post by tsuyoiraion on Oct 27, 2020 0:33:41 GMT
In this video I show off the latest additions to IWC which will be provided in the next update. Features Explanation:- vSaveLite - This component allows you to save and load inventory items whenever you want, in the demo scene the save is set to trigger whenever equipment is changed, an item is used, dropped, destroyed, etc. and when the inventory opens/closes. It's also setup to auto load the players inventory when the player re-spawns (All of this similar to Dark Souls like saves).
There is an option to auto load the players inventory at the beginning of the game/scene, leaving out all the hassle of custom coding this and simply clicking a checkbox/bool. You can have this component located anywhere as long as you properly fill out the necessary values.
- vSaveIndicator - This is a simple component which allows you to show the save indicator for a certain period of time, customizable from the inspector. Currently it's set to show anytime a save occurs (as described above) but is not limited to any particular setup, this component can be located anywhere and utilized with one quick call. (Save indicator is show in top left corner as spinning arrows)
The save indicator is specifically coded to work both with and without the inventory showing, as when the inventory shows time is reduced to 0 and generally stops wait functionality, however this is coded to work regardless, so no worries there.
- vLives - Lives offers the developer the ability to have the player contain a certain number of lives and depending on what settings you apply, you can use this for similar setups as Sekiro, Dark Souls or even for 2.5D arcade like setups. Currently the demo has the component set to allow for manual respawning after a certain time when death occurs (time customizable via inspector), upon reviving from input the player resets and can go about the game again.
After the max deaths the player will re-spawn using the GameControllers spawn function, this way everything is still tied together but works independently from each other.
With vLives you can:
- Set the min & max amount of lives - Set custom wait time for new life - Show lives indicators (i.e potion bottles in top left) - Set how the new life is used (i.e reset player to spawn point or reset health at local position) - Set how a new life is detected (i.e input detection or automatically after a period of time) - Set custom input detection via string (i.e A, Start, Etc.) - Use custom calls via the public events (i.e LivesCheckEvent, InputActiveEvent, NewLifeEvent, ZeroLivesEvent)
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Post by axbaby123 on Oct 27, 2020 0:48:07 GMT
Will the player know how many lives the player has left?
Will this save when You die the collectible weapon even when You don't use an inventory? shooter controller_no inventor
I Love this Asset!!
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Post by tsuyoiraion on Oct 27, 2020 1:42:12 GMT
Will the player know how many lives the player has left?
Will this save when You die the collectible weapon even when You don't use an inventory? shooter controller_no inventor
I Love this Asset!!
Yes the lives indicator is currently displayed at the top left via the potion bottles but you can set it up however you want (i.e 2D ui sprites, world space sprites, 3D objects, etc.) You can also set it to only reduce a life if it's actually used (i.e revive input detected), similar to Sekiro where you have the extra lives but you can choose not to use them and save them for the next run. I haven't tested it with a no inventory setup as of yet but i will in the near future.
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Post by tsuyoiraion on Oct 28, 2020 18:53:08 GMT
Here's some new components that will also be included in the next update: New Components:
- vBossHealth - Display screen space boss health, name, damage received, etc. (supports multiple boss health display)
- vFogWall - Fog wall similar to Dark Souls games, can be shown for entering specific areas, entering boss fights or showing after a player dies (i.e dies during a boss fight, etc.)
- vSpawnControl - Allows you to update the respawn point at any time (useful for rest areas, checkpoints, etc.)
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Post by tsuyoiraion on Oct 30, 2020 16:37:47 GMT
Here is a new video showing off the latest updates/changes to IWC and the updated demo scene you will receive. Version 0.2 has been pushed to the store and should be available once the asset store team has approved it Changelog:
Invector World Components Changelog
v0.2:
1. Added 6 new components
• vBossHealth • vLives • vRebirth • vSaveLite • vSaveIndicator • vSpawnControl
2. Added 3 new helper scripts
• vBossHealth_Connnect (Connects this script calls with vBossHealth) • vEasyLock_Connect (Connects this script calls with vEasyLock) • TransformIndicator (Provides gizmo display options for transforms)
3. Updated demo scene
• Fixed torch particles in start area (i.e on pillars) • Fixed bottom of ladder in pit (i.e updated models/collision) • Fixed fake wall (did not require enemy dead prior to unlock) • Fixed enemy reset near 2nd rest area (world space health was being destroyed on dead)
• Added Rest Area to start area • Added new area to start area for lives & rebirth display (i.e left hand section) • Added moving platform to pit (allows you to ride back up to start area, faster than ladder) • Added new models (i.e display, placement, etc.) • Added new chest (bottom area) • Added new rest areas (bottom area) • Added new fog walls (i.e boss separators) • Added new bosses (displays vBossHealth usages) • Added new tutorial texts
• Updated layout • Updated lighting • Updated baked lighting • Updated chest(s) items
4.Updated player
• Added lives • Fixed attributes events enums (i.e change max health, etc.) • Removed start items
5. Updated UI
• Unlocked 3rd slot for inventory items • Added multiple boss health displays (screen space) • Added lives (potion bottles in top left) • Added save indicator (spinning arrows in top left) • Updated logo (bottom right)
6. Updated menus
• Added new components to top menu • Added all usable components to "Add Component" menu (i.e top menu or on gameobject) • Added new setups to top menu
7. Extras
• Added rebirth/respawn custom particle • Added fog wall custom particle • Added custom sound effects & ambience • Added custom skybox • Updated prefabs • Updated documentation
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Post by tsuyoiraion on Nov 4, 2020 18:49:24 GMT
IWC version 0.2 is now live on the store! Changelog in previous post, original post updated.
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Post by pauloxande26 on Nov 8, 2020 6:09:08 GMT
how to config the revive input, the demo don1t show how this works
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Post by tsuyoiraion on Nov 8, 2020 16:35:18 GMT
how to config the revive input, the demo don1t show how this works Hello and thanks for purchasing IWC! Currently vRebirth does not have an input for initiating rebirth/revive, however vLives which controls how many lives a player has or if they can revive after dying, is where the input is held. Go to the demo scene and find the player object (i.e vMeleeController_Inventory) and then scroll to the bottom of the scripts in the heirarchy, you will see a script named "vLives", the value you want to change is called "New Life Input", it's right above "Events". This input detection uses the inputs setup from the input manager so make sure they match up
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Post by pauloxande26 on Nov 8, 2020 19:15:19 GMT
look this, when I dead don1t show the image with que button ˜revive˜ I am implementing this pack for my game and I have a lot errors
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Post by tsuyoiraion on Nov 8, 2020 19:32:28 GMT
look this, when I dead don1t show the image with que button ˜revive˜ I am implementing this pack for my game and I have a lot errors It is showing 1 error, did you make the custom edits to the necessary scripts as indicated in the startup popup and documentation? I suggest using the discord channel as i can respond to you quicker there: discord.gg/mEMvda
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Post by pauloxande26 on Nov 8, 2020 20:36:58 GMT
yes I did, my game is mobile, I managed to do fogwall work but I can't make work que BossHealth e the rest area, when a push the button freezes the screen, but without errors, only freeze
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Post by tsuyoiraion on Nov 8, 2020 21:01:24 GMT
yes I did, my game is mobile, I managed to do fogwall work but I can't make work que BossHealth e the rest area, when a push the button freezes the screen, but without errors, only freeze Ok well from the look of the vLives error it seems the max lives count and the life indicators array are not the same (i.e 2 max lives, 2 life indicators, etc.), make sure they are the same For the Rest Area, yes it will pause the input for the player, in the demo scene i provided a demo menu displays when the player uses a rest area, i suggest you check that out as that will show how to use that sort of interaction. Connections: - vRestArea > GenericAction > Events > OnPressActionInput (i.e Example Menu *GameObject.SetActive*) - Tutorial canvas > Holder/Example menu > Button
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Post by tsuyoiraion on Nov 8, 2020 21:07:23 GMT
yes I did, my game is mobile, I managed to do fogwall work but I can't make work que BossHealth e the rest area, when a push the button freezes the screen, but without errors, only freeze Something to note is that you can set what gets locked when a Rest Area is used, the default settings will lock both the player and the camera but you can change those settings on the vRestArea component Component features are broken down and explained in the documentation IWC v0.3 will include: - Rest animation/addition (external download, same as fog wall animation)
- Area notification (shows text indicating you entered a new area, can play sound, play text animation, etc.)
- New Components:
- vEasyTravel - Easily travel between rest areas (includes demo travel menu)
- New helper scripts:
- Player Light Adjust - Adjusts the player light when trigger area entered, can change light intensity or have intensity only change while in trigger area (i.e resets when exit trigger area or stay the same) - EasyDelay - Delay the showing/hiding of objects - vQuickAnimation - Play animations from anywhere with a few calls
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Post by tsuyoiraion on Nov 8, 2020 21:33:25 GMT
yes I did, my game is mobile, I managed to do fogwall work but I can't make work que BossHealth e the rest area, when a push the button freezes the screen, but without errors, only freeze Boss health is handled in 2 ways: - vBossHealth - which handles all health display and indicators - vBossHealth_Con - which handles sending information/calls to vBossHealth You can see how this is used by checking out the demo scene setup(s): - Scene Objects > Bottom Area > Fog Walls > vFogWall > GenericAction > Events > OnEndAnimation Here you can see that there are calls being made to vBossHealth_Con which updates the boss health display, what it displays, how it displays and when it displays. - vMeleeController_Inventory > Inventory_MeleeOnly > Inventory_Master > BossHealth You can also send Events to vBossHealth which are invoked/triggered when the boss dies (i.e display notification, give player an item, etc.)
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