This page is for the old UniRPG TileEd. The forum topic for the new TileEd tool can be found at
This sounds very interesting, can’t wait to see it… why you making me wait a whole day though!
hehe, sorry. I needed to quickly create a forum entry link which I could use in the package description before I submitted it
I’ve updated the first post with a few vids.
i want to use this for my Rpg game if is possible
Just want to say I’m planning on buying this for a personal project. It seems to have all of the features I want.
UniRPG is now avialable on the asset store (see 1st post for link). I’ll be adding written documentation (there is only the videos atm) as reference of how to use it and to also document the API.
Hy!
This loooks very nice! I have some questations before hopefully buying it.
Can I make bridges?
Or caves carved to the terrain? (Like here at 4:40: http://www.youtube.com/watch?v=yR7nax6KOuc )
Or animated props? (Like the gate at the video above.)
Or slopes/lifts?
What’s the max map size with still acceptable performance? (100x100, 1000x1000)
It’s possible to place props on each other? (Like creates.) Or I need to create a different mesh for it?
If I write my own monster handling now, then can I disable the monster handling coming later in the patches? (Modularity) Or it will be buyable as an other assest?
It’s possible to make games like DS or Diablo with this extension? Or it’s only tile based?
I’m pretty new to Unity, so I don’t know it’s limitations, so sorry if I ask for something that’s not possible.
Can I make bridges?
Yes, via normal tiles or expanding tiles.
Or caves carved to the terrain? (
Caves like in that video, no. You make either a terrain or dungeon and athey work diferently. You could have transitions point, like a cave entrance that would then load a new scene with a dungeon/cave or place the player on a dungeon/cave map somewhere else in the scene. Note, UniRPG does not do this for you, it is only for painting the tiles and it is a feature I might add later.
Or animated props (Like the gate at the video above)
UniRPG Ed is only for painting atm, it does not handle any game mechanics, so it won’t start aniamtions when you open a gate for example (this will change when I add these features later).
Or slopes/lifts?
Slopes can placed witn the normal tiles tool. Not sure how you want a lift to work, but it could be made into a tile - obviously there is code needed related to moving it and the player up and down.
What’s the max map size with still acceptable performance? (100x100, 1000x1000)
A 1000x1000 grid is not an issue (on my system). The problem comes in when you tsart painting. Placing tiles is fast, but how many gameobject can unity handle before slowing down? I’m guessing the tiles would have to be optimised somehow like doing a mesh combine on them and you might even need occlusion culling dependng on your camera angle. I don’t have a proper answer for this since I’ve never made a game that big.
It’s possible to place props on each other? (Like crates.)
No, there are only two options, placing on tile (floor) height or grid height, just like you can’t rotate them around the x or z-axes. You could make crate prefabs that are offset at a certain height and place them over lower crates. You could obvioulsy just place the crates the normal way, you still have access to all other unity features.
If I write my own monster handling now, then can I disable the monster handling coming later in the patches? (Modularity)
Yup, anything I develop will be components that you drop onto objects to give them the features, like turning it into a monster AI.
Or it will be buyable as an other assest?
That I will have to decide on when I get to it and looking at the amount of time put into creating it. I think an AI pack of sorts would be a seperate pack though. I want to keep the price on single packages lower so that you can rather choose what you want.
t’s possible to make games like DS or Diablo with this extension? Or it’s only tile based?
UniRPG Ed is for paining tiles, exactly as you see in the videos I’ve made. That is why I make them, so you can see exactly what you are getting
I doubt DS or DIabloIII uses same size tiles. They probably have a lot of modular pieces to build the maps, but you would be better off just using Unity’s grid and vertex snapping features to then place them. The reason I made this tool if to give people something to make simpler tile-based RPG, not the next Diablo <<< I think I should put this part in the frist post
Thanks for the questios, you’ve mentioned a lot of things I can look at for future versions of this package, like the crates placement, animations handling, and map transitions.
Are you planning on making the source code available?
FWI, i rarely buy plugins that don’t include the complete source code.
I would purchase this if the source code was included.
zipper
I’ll dump the VS project files and C# code in a zip file at some point. I did it this way since I did not know how to pull off certain things any other way while still keeping the overal package nice and clean (like the little icons on the editor windows). This is still an early version so I’m not gonna release code right now. I first want to clean it up more and add more features.
Thanks for the fast answers! I’ll plan my game in the upcoming days and going to buy this.
EDIT:
I have one more questation.
Do you have any release plan for the future extensions? Because if you know what and when you will release in the future then I plan my project around them. (I do all mapping, story while waiting to the NPC/monster extension etc…) This way I can save lots of effort, programing and time.
Tried to do a simple test build to my iPad (Gen1) for performance testing and got this error.
ArgumentException: The Assembly UnityEditor is referenced by UniRPGEditor. But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Also
Error building Player: Extracting referenced dlls failed.
Thanks!
@laxika The plan is to make the plop tools better and fix serious bugs around the editor as it is now. After that I will look at game specific code, like doing monster AI, combat screens, menus, player and NPC inetraction and movement of the character. It could be up to a month before I start with tehse other things, depending on how many features I still need to add to the base editor to make it more complete.
@gregmax17 I’ve PMd you.
That’s OK. It’ll take me weeks to plan the story, and the maps on paper. Not talking about the models, and the actual mapping. I’ll wait then, and not make my own implementations.
Also can I ask what do you plan to do with the plop tools?
Thanks for the info!
Does this support hex tiles? I have got Map Nav asset and that supports hex. Sounds like this could be a good companion.
The random tile rotation is nice, but have you considered either allowing multiple prefabs for a single tile type, OR allowing a “place random tile from set” feature so you can have multiple very similar tiles in one set, and let the autotiler select a random one for more variation?
Also, would it be possible to allow the user to add custom Plop types?
This amazing ! I really like how it works ! simple and
easy ! - too many objects in game might crush it.
Plain and simple level design for
a specific game is what you need here !!!
Great, great work over this
Sorry, there is no plans to make this work with hex-tiles since they work so much different from square tiles when it comes to drawing things like walls and cliffs. This tool will also be growing towards a tile-based RPG maker rather than just drawing tiles (via updates to this release and other packages that supports this one).
I think allowing a random from the same set might work nice. Would be simpler to implement in the PrefabDB editor and you don;t have to add wall/corner pieces for those extra floors. I make a note of this.
What do you mean by “custom Plop types”? Is it the prop, monster, trap, etc list? That can’t be edited atm. I could look into making it possible to edit that but there is not really a reason atm. It was mostly added to organise things and I’m thinking of removing it since it does not really have any meaning in the rest of the system. For example, think about a situation where you want to add a Trap or a Monster. These game objects would get their functionality from components you place on them, which is more in line with how Unity works, rather than having one huge plop class that looks at the item type to determine what to do with 'em.
Wow RPGMaker in Unity I LOVE it! XD