Top down game engine




















The Engine comes bundled with Nice Touch , More Mountains' mobile input solution, usually sold separately. This will allow you to add mobile controls buttons, joysticks, swipe zones, repositionable joysticks The Engine is well optimized, and built following Unity's good practices. It's lightweight, and doesn't generate garbage, to allow for great performance whatever the device.

Yes, updates are released very regularly. All TopDown Engine updates have always been free, and always will be. Buy the TopDown Engine. Great asset! Unlike other publishers, More Mountains has a long-standing reputation for maintaining their assets for many years. Plus, they continue to add new features, so you'll get your moneys worth long after your initial purchase. Very impressive, well designed, and documented asset.

You can extend pretty much anything to make a custom game with all the very nicely coded heavy lifting already done for you. Or, you can use it right out of the box and to make it yours plug in your own models, animations, fx, whatever if learning and making a fun game very quickly in the process is your goal. Just follow the simple tutorials. Lots of great built in features feedbacks, events system, inventory, achievements, etc , and great dev support. I could not be happier with this asset.

The creator of the Corgi Engine does it again! More Mountains brings us yet another powerful asset! Do you want to make a top down game? Then this is for you! It will boost your productivity by miles! You don't even have to write a single line of code! Just add your own design and graphics and you'll have a substatial game! However, this is not where this asset's strength lies. The reason TopDown Engine is so great is how customizable it is and how easy it is to add your own stuff.

I'll give you an example: Me and my fiance was already working on a top down game before this came along. WalkingDad , Oct 11, A popup should appear asking you to install extra needed stuff. Muppo , Oct 12, Thanks for buying the asset! But as explained in the doc, it's quite easy to fix. If you've imported the asset in a blank project, the Engine should automatically handle that for you, and install the required dependencies. If despite that, you still get errors mentioning Cinemachine or PostProcessing, or if the camera doesn't follow the player, you can try to go to the Tools Menu at the top of your screen, then More Mountains, then Welcome To The TopDown Engine.

That should fix it. A bit of info about why this may happen : Unity allows for now an asset on the Asset Store to upload its Project Settings folder which includes input, quality, etc , but not the Packages' manifest. So the TopDown Engine implements an auto downloader that, once the asset's been imported, runs a check, downloads the packages, and makes sure everything works.

Of course, this is not as robust as it could be if it was native to Unity. I'm working with Unity right now to change that, and have a native solution. In the meantime, please try the steps above if you run into issues. Check out the documentation for more details. I looked through the documentation first but didn't see any mention of it. Wanting to know if you can make a door or chest require more than one key to open?

DeanMarquette , Oct 12, If it doesn't, that's still a good direction on how to extend the engine to support that. Just need a bit of adjustment, tried myself yesterday. Muppo , Oct 13, Joined: Aug 31, Posts: Engine looks great. Checking out the dox and release notes now. Any built-in fog-of-war? If not, can I recommend adding it as a layer or maybe an object tied to a door?

Not a high priority Corum and Lay84 like this. I'm not sure I follow. Do you have any example of that? Only example I can think of right now is the pixel dungeon games, where you can't see beyond a door until you open it.

I can't confirm the exact game mechanic The engine already includes line of sights mechanisms. Right now they're used to light up what the player can see as a decoration, but you could do exactly that with this as well. I was missing this feature too on Corgi. Already have a solution but only with sprites, not tilemaps. Yesterday I revamped the script and now it works with tilemaps on both engines. You can see the Extended Key Operated Zone in this clip too. Muppo , Oct 14, Joined: May 25, Posts: Hi reuno , Awesome engine again, now i gotta work those A.

I behaviours. I will add : -Fear from enemies, so they flee from combat to seek for help -Maybe a sound system so the faster we move, the noisier is that even a word? The darkest blob. MaccyDBoy , Oct 18, Hey again reuno , i would like to have your advice on how i want to approach the sound system. Please feel free to tell me if that is not the good place to ask, but considering that it is your engine and you know best than anyone else if it'll work.

Doing so is pretty easy, as all you have to do is locate the file and replace it with your creations. Unity good practices apply you can divert from that of course, but if you want some reference you can use these. You should have a look at these guidelines that should ensure your assets work as intended on all platforms and that your project remains maintainable.

This will highlight the sprite in the hierarchy view. All you have to do now is replace this file with your own, and press play again. It is expected to become the default choice of game developers who are currently using Bolt and Playmaker since Unity will roll out updates and bug patches at a much faster rate than any 3 rd party team. Because it is integrated into the Unity engine, you can use it for free without requiring any additional downloads.

As of now, you can get the latest version of Unity and check it out. This visual scripting system is based around DOTS Data Oriented Technical Stack , which is designed to make it easier for developers to write high-performance multithreaded code. A visual programming plugin for Unity, it uses a graph-based coding environment.

An event can be user input, like a mouse click or keypress. Flow graphs let you change component properties, trigger actions within the game world, execute logic and math, check conditions, etc.

You can create the core of your game logic and AI with Flow graphs. With State graphs, you can create intelligent behaviors for enemy units, manage the UI, and design progress structures for your game. Bolt has a set of variables that let you store and play with any data type- integers, floating points, names, etc.

You can even store complex data structures. Macro support lets you reuse entire graphs by applying different parameters. Seamless integration with the Unity editor, live editing, predictive debugging, and built-in documentation are some of the other features that make Bolt the preferred visual scripting plugin for a vast majority of Unity users.

A fast and easy way to create prototypes for your upcoming games without having to write a single line of code. It is also useful for creating AI behaviors and interactive objects. Game logic is designed within Playmaker by connecting blocks of code, or graphs, with wires that create relationships between different code blocks.

You can select premade actions from a list, and there is no syntax to worry about. Playmaker makes it easy to debug with its powerful real-time error checker and runtime debugging. You could call this the most impressive visual scripting system in existence, and the reason people pressured Unity to come out with their own native VSL. Blueprints did it first and are respected by a bunch of industry professionals for a variety of reasons.

Its speed, feature set, and stability are all excellent. You get a complete gameplay scripting system designed around a node-based visual interface that eliminates or greatly reduces the need for coding. Blueprints lets you use many concepts traditionally available only to programmers, and you can implement these concepts in a much easier way since there is no code or syntax. You can modify literally any gameplay element, change game rules, arrange weapon drops and item pickups, changes in the state of the game world, procedurally generated levels, etc.

Everything from simple prototypes to complex AAA game development is possible within Blueprints. To showcase the capability of Blueprints, devs at EPIC games created a flappy bird clone within just 1 day. At its core, Blueprint is an event-driven system.



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