Universal Fighting Engine for Unity 3D

Sure thing. Since its a necessary feature on a possible 2D version of UFE, it only makes sense to not tie them up to the skeleton. This way such technology can be ported on both versions.

Great question. The hitspheres are a projection and are not tied to the 3D space, meaning that all hit detectors work on the same Z plane. There is a toggle that can disable that internally, but its not available in the UI yet.

Currently there is no visual editor for that feature in particular, but that can be achieved by simple coding using UFE events. As time passes and UFE evolves, eventually we might see visual options to achieve that.

I havent got to that yet, but I’ll definately get back to you guys on this. I’ll make sure to get as much feedback as possible.

Ah cool. I realized that this was something that we should probably have asked earlier on, I just remembered it when it was mentioned on the UE4 thread which also made me remember the issues with NRS’s engine which also uses hitspheres but that resolve in 3D, leading to things such as combos that only hit when your opponent in in a certain stance.

I’m not much of a programmer, but let me ask you this. With square hit-boxes not being tied to skeleton, is more under the hood that has to be done in order for sprites to behave appropriately shorty after? Or the conditions that 3d model characters are working under wouldn’t allow? Is this also considered a major update or minor update? I don’t see it listed on your site, something about it’s status would be nice in the listings. I’m sure you will bring in a lot of heads, especially from the veterans and anime fans, since the FGC in general prefer their sprites. thanks for the info, btw.

I have been checkin out the thread, and this is cool stuff your doing! Mister Mind: Is it possible for someone to draw, and scan original art (sprites) and put them it into your engine, and animate them by frames? Also I was wondering since you have a lot of experience. Is it possible to open a game like MvC2 (Dreamcast version) and use it’s engine and base, as a template; then create a new game on top of it? I know that would take some work.

This could possibly be done in the same way that MikeZ’s Z Engine does it for Skullgirls in that the sprites are just animated textures. That said, this would also require the square hitbox update which has not yet been implemented.

Based on what we know of the MvC2 engine’s guts (basically the ST engine with tons of stuff added in with, to quote the Backbone devs who ported it “string and glue”). This might not be an ideal solution as it may cause too many unintended occurences.

What program or engine is used for Skullgirls?.. I saw a new character presentation on the front page, and you could see the actual raw art scan moving about. I know how to draw, but know little of coding. I have a few game ideas, but I’m trying to figure what system (dev kit) to work with. Considering 3d, but I like 2d better. I figure I will play around with Game Maker Studio first; get started. It looks the easiest. I like what I see with the Unity kit.

Here is a little mobile port demonstration =)

About the square hitboxes, I hear you guys loud and clear :slight_smile: As soon as I get a few contracts on the run here I’ll get enough income to hire a few extra hands to help me out.

MikeZ’s custom Z Engine.

Nice! Very glad to hear, the 2d doujin community seems to be alive and well, maybe this can be something stable to work with as well. Even mugen creators. This is music to my hears. good luck!

Have you tested SFIV style unblockables where blocking moves the characters center forward causing them to be crossed up?

Interesting… I wonder if other varieties of fighters can be made with this.

I wasn’t going to say nothing, but sense others are bringing it up. 2D functionality and square hitboxes are a must if you want to bring in a larger portion of the community to get behind this. Plus, square hitboxes are pretty much standard when it comes to 99% of fighting games in general. :slight_smile:

bump

He is beginning to believe…

@Mistermind‌
Just realized a few things. Hitboxes and hurtboxes are misnamed. Hurtboxes is the term for the vulnerable areas, and not vice versa as is the case.

Also, not sure if this has been brought up or addressed, but is there an option to change the amount of hitstop (not hitstun) on each move? So far, on all videos I’ve seen of stuff made in UFE, there seems to be no hitstop at all.

Really? Oh dang it. Oh well, I guess now it would be too late to change things up.

Humm no one ever mentioned that term to me before. What would that refer too?

When a move connects, there’s a short moment where both characters freeze (but everything else moves). This allows for more time to confirm the hit and follow up with a combo while at the same time, making the hits feel as if they have a bit more weight to them.

A good example to explain this would be something like Juri’s cr.MK which, while the hurtboxes go below fireballs, recovers too fast for her to actually dodge them… unless she connects. When she connects that on someone throwing a projectile, the hitstop freezes her and her opponent long enough that the projectile passes over her.

For a more extreme example, watch any BlazBlue or P4A match, as these games have generous amounts of hitstop. You can clearly see how both characters freeze for a bit when a move connects. Marvel also has a fair amount of histop (though not as much as the other two).

Ideally though, you should be able to set this on a per hit, per move basis, so that you can make certain moves have more hitstop and certain ones have less. Or in a multi-hitting move, have certain hits give more hitstop, either for dramatic effect, or to signal that you can cancel out of that part, into something else.

Oh, UFE has that =)
Go to Global Editor -> Hit Effects

It seems that no one’s using it though.

At the very least it should be made to be an option similar to hitstun.

EDIT: Or maybe a video tutorial on adding it.

Just a reminder guys, UFE Source is on the Guts & Glory promo on the Asset Store and its currently 60% off.
Here is a direct link:
https://www.assetstore.unity3d.com/en/#!/content/13754