Hi! First Erase your first video. The second works fine for me.
I like your game template. You can make something really amazing here, and Im buying it now.
Somethings that I think can help to your template:
1.- You can make the bullets more smallers, this big really scares… and if you leave the impact zone big at the enemies for a real hit.
2.- Can you add an energy bar for the constant shooting? when it goes empty you cant shoot till energy bar grows a little.
3.- Add another shooting system for misiles can make it more complete.
4.- Information on a .pdf file explaining how to change and setup things.
5.- Male a playable demo pls.
6.- Integrate Google store for real $
7.- Enemy behavior system, this can be really cool.
8.- Stages Setup.
would be great if this could help make something like sine mora 2.5D shooter with enemies placed in different depth but you can still shoot them.
another great thing is that you can make more interesting movment, not only stright but around objects and what not, of course it is pre determined how and when it happens but still it is like breath of fresh air
I’ve imported the package into a new project in v5.1.1.f1 Personal and am getting a few errors.
A tree couldn’t be loaded because the prefab is missing.
Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs(9,26): error CS0246: The type or namespace name PostEffectsBase' could not be found. Are you missing a using directive or an assembly reference? Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs(9,35): error CS0246: The type or namespace name PostEffectsBase’ could not be found. Are you missing a using directive or an assembly reference?
Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs(9,32): error CS0246: The type or namespace name `PostEffectsBase’ could not be found. Are you missing a using directive or an assembly reference?
A tree couldn’t be loaded because the prefab is missing.
UnityEditorInternal.InternalEditorUtility:GetGameObjectInstanceIDFromComponent(Int32)
UnityEditor.DockArea:OnGUI()
A tree couldn't be loaded because the prefab is missing.
Hotfix:
Go to the Terrain in Level and add a Tree to the Missing “blue field” you can add one from the environment asset “free” in unity
Error with an enemy:
The referenced script on this Behaviour is missing!
^^ A cube with EnemyRed Shader (Bullet Prefab!?)
This give the error:
The referenced script on this Behaviour is missing!
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
EnemySpawner:Update() (at Assets/Shooter3D/Scripts/Enemies/EnemySpawner.cs:45)
Are you using last unity version? I think these errors were present in previous version. Do you have the last Unity 5.0.1 version of the pack? maybe that’s the issue.
can you send me an email at support at rainbirth.com, with your purchase number I’ll try to send you a pack that fix that part as the pack itself is still in middle of update and the code is a bit unstable yet.
Answered you, and also for the interest of all, temporary while I update the pack, the errors can be solved as:
a rotation script in the “Screen” enemy prefab, inside the graphics the cubes should rotate but the’ve got a script missing because I renamed it to “RotateOverTime.cs”, just attach the new one.
Removing the tree mising in the terrain.
Open the level01 scene locate the terrain inside world assets in the hierarchy, and edit the trees, just remove the one that is pressent there.
Working on several packs, I plan to publish updates for Jump Rocket this weekend and make some additional work on the horizontal shooter afterwards. But big changes comming soon.