This is the completely free version of the popular Killer Waves plugin found here.
Now with Playmaker support!
The Lite version contains all the functionality of the full version, but no source code and some features are time-limited for evaluation purposes. Killer Waves is for creating waves (of enemies, power-ups or anything else) and creating any number of spawners that use those waves to create more complicated attack waves or anything else you can imagine.
Check out the videos for a better idea of what you get. The intuitive UI makes everything a snap, that is the key to the appeal. It’s 100% C# and works on Unity 3 4. Some things in there that are a little different:
You don’t need to write any code for 99% of everything. Only edge case scenarios, and when that happens, it’s a single line of code.
Up to date documentation is located here. And here are two short demo videos to demonstrate how easy and quick it is to get up and running with it!
For more advanced uses, check out videos 3 4 in the Killer Waves full version thread (link above). Big time-savers there.
As always, if you have any ideas for features you’d like added, drop us a line at support@darktonic.com. We are committed to being the “best of breed” in our plugin categories.
Thanks for the free version I wanted to try this out! Question does the free version have the ability to delay a spawn until the previous spawn is further than, lets say, a meter away from the spawn point? For example if I was making a tower defense game where the spawned bad guys used collision detection I can’t have a new bad guy spawn until it is far enough away, hits a trigger for example. From looking at your pro version it seems that it is included in that, but not in the free version.
If the speed of your bad guy is predictable, then you can increase the “time to spawn wave” to do this. If not, the lite version does not include a way to do that really (also true in the pro version without a bit of code). I will jot it down for list of possible upgrades though. Please subscribe to this thread and the pro version thread to get informed of all the updates.
I’m developing my game using java script, and as I noted that you’r tool in C# is there is a best practice way to use your C# tool with my javascript coding?
Hello bravery, I actually haven’t researched this before. I know that most of the packages on the Asset Store are C# because a lot of professionals already know it when picking up Unity. I know this is not the answer that you want to hear, but it would be good for you to learn C# (being a Unity user) for the simple fact that our plugin will not be the last one you have this issue with (and I myself use more than 10 plugins per project). Also, C# can avail you other career opportunities as well.
Brian, thanks for the response I will keep my eye on your products as they look useful. Sadly though for my game the speeds of the spawned baddies are pretty consistent, however because they can’t walk through each other there will be times when they can backed up to the point where I would need to be able to pause the timer until enough room has cleared. I will keep an eye on your stuff though and just use my own implementation for now, keep up the good work!
Actually, Juntaou, I think it’s a good addition to the Syncro spawners (your suggestion), so I’ll try and get this update in to both the free and full version pretty soon. I knew there were some things that we would need to add for Tower Defense. Stay tuned!
Ok Juntaou, I just submitted a KW Lite 1.1 update to the Asset Store. Each spawner now has a spawn limit section that checks all prefabs spawned from the spawner (current wave only) for distance.
If you guys come up with anything else that would great to add, let me know! I of course also added this to the KW full version, which had some other cool updates today as well (link in OP).
Quite a bit. You have Prefab Pools (instead of having to specify exact prefabs for waves it is a group that is randomly picked from), Nested triggered spawners (which can power entire game types in a way the free Syncro spawners cannot), the powerful Killable script and World Variables. If you go to the pro version thread here and look at the OP, the entirety of what the 3rd and 4th videos show is not available in the Killer Waves Lite. And Prefab pools are shown in the second video. The rest of video 1 2 is in the Lite version.
It’s a lot of cool stuff, but would be overkill for some games. Still, the price is good either way (currently it’s on sale).
Thanks for asking!
Edit: the free version now has EVERYTHING, but the advanced features only work until 45 seconds into each Scene. This allows you to try out the pro features before you buy.
Killer Waves Lite desparately needs some reviews on the Asset Store! It’s had hundreds of downloads and only a single review as far as I can tell. I ask each of you to please leave a review when you have a couple minutes to spare. Reviews have a huge effect on the position in categories.
I suppose this is a really late reply – note sure if this will help you, Bravery, but hopefully it will help some random Googlers in the wild. I haven’t done any extended testing, but the process should be very similar to that of NGUI or any other useful C# tools that you’ve imported. First, you need to create a folder under “Assets” called “Plugins”. Then, move the “Scripts” folder from the “KillerWaves” folder into the “Plugins” folder. And, just like that, you should have everything working with JS.
Anyway, I’m no sage or samurai – anyone out there smarter than me, please correct me for the good of the community. BTW, great tool, thanks Dark Tonic.
Note: Our support forum is going offline very shortly. For whatever reason, customers only post there about 1% as often as they do on this forum (and by emailing us), so we are getting rid of it. Narrowing it down to these 2 methods of support seems to be working fine!