Hello, is it possible to make the background a loop video? And can't you directly make the scroll mechanism on your asset?
@valterbuccina825019 күн бұрын
Hi markyichen6195, 2.5D Toolkit is continuously updated and often based on your requests. As for scrolling, sure, I might consider introducing it as an option within the asset. I'll put it in my to-do list. The background in a video loop is a slightly less popular option, but I don't know if I understand correctly. Link me a video that shows what you're talking about.
@moshojrАй бұрын
Hope things are going well for you. Thanks again for the amazing toolkit.
@valterbuccina8250Ай бұрын
Thank you very much, I had to take care of "life things" during this period and I couldn't update the asset as I intended. But I'm almost ready to come back! In the meantime, if you have some time, I'd love it if you could leave a review on Asset Store telling readers what you liked and what I could do to improve it. Reviews, good or bad, help the asset grow and evolve. See you soon
@moshojr70913 ай бұрын
This app looks really nice! I just wish there was some kind of sale... Not to say that it's overpriced.
@valterbuccina82503 ай бұрын
Hi moshojr7091, Thanks for your kind words. I understand that the price might seem high, but for what it offers it is definitely worth it. It obviously depends on your needs. The ability to extract a 3D world from a 2D image is very rare, if not unique, and allows you to get the settings of a scene in a matter of minutes when, normally, trial and error is the way to go and a day is not always enough. This feature required many hours of work and sleepless nights. The recent introduction of Path Searching also took a lot of hours of work, and it is able to work very well even in multi-level environments (also a very rare feature to find). We are currently developing a new feature, requested by many users: the creation of hotspots, the ability to change the cursor image, even animated, both the main one of the game and when passing over hotspots, the display of speech balloons customizable in display times, colors and font. It really depends on your needs. Asset allows you to create every single scene of a 2.5D game at an impressive speed, import everything into your game while allowing you to modify every single line of code to suit your purposes (if necessary). It is possible that we will offer it on sale from time to time (it has already happened in the past), but I cannot tell you when. But if Unity asks us to join the sale offer (this has already happened too), we will. Best regards and good work!
@moshojr5 ай бұрын
Thanks for updating as always.
@valterbuccina82505 ай бұрын
Thank you. I'm working on two new features that I think will be useful to many users. The first, for those who use the mouse rather than WASD, it is now no longer necessary to click on the navmesh to move the character. With great precision, the character will reach the closest point of the mesh upon clicking the mouse anywhere on the screen. The second, creation of hotspots in the same way as walkable areas. For each hotspot it is possible to choose the cursor (e.g. Use, LookAt, TalkTo etc.), which can be animated or not. Each hotspot can have an action (e.g. Turn to look, Walk to marker, Teleporting to marker etc). You can have a comment appear before the action, after it, or both. The comments are shown in a balloon that can be customized in colors, transparency, etc. Once you've completed creating the hotspots, you can export everything as prefabs and integrate them into the game. The main bases of the code are ready, but it is a very complex job and I still need some time to make sure I offer a reliable update.
@moshojr8 ай бұрын
It keeps getting better!
@valterbuccina82508 ай бұрын
I'm in love with 2.5D games. Mainly because pre-rendered backgrounds allow the developer to proceed with game creation much faster than 3D games, but also because I simply like 3D less :-) I want to make the best tools available to developers to make their game, so then I can play it too :-) So if you think you need some additional functionality that is missing in 2.5D Toolkit don't hesitate to let me know. Good work.
@moshojr8 ай бұрын
@@valterbuccina8250 Is there an advantage over using "Big Sprite" over "Simple Sprite"?
@valterbuccina82508 ай бұрын
Yes, but only regarding their positioning during the construction of the scene. Since the "Big Sprite" is the same size as the background image, by keeping it centered on the image from which it was cut out you will only have to worry about moving it on the z axis and it will be perfectly superimposed on its original. Otherwise, the normal sprite will have to be positioned using all three axes. By importing the big sprite into 2.5D Toolkit, it will be kept centered on the background image and it will take you a few seconds to place it. Watch this video to understand how it works: kzbin.info/www/bejne/nKuki2mGh8SSrtk Of course the Big Sprite has more "weight" than the typical sprite, but if you don't have hundreds of sprites in the scene it shouldn't make any difference.
@moshojr8 ай бұрын
@@valterbuccina8250 Makes sense. Thanks a lot!
@moshojr8 ай бұрын
@@valterbuccina8250 May I make a feature request? The game I am working on does not feature point and click movement, so it is important that there are wall colliders on the edges of the ground to prevent the player from falling off. I was thinking maybe there could be an option to automate this?
@moshojr9 ай бұрын
So it's a part of the 3.4 update? It's not a separate tool anymore?
@valterbuccina82509 ай бұрын
Yes, 2.5D Toolkit was created to be a collection of tools useful for building 2.5D worlds, separating the two assets would not have been the right choice. I already posted the update on the Asset Store, but unfortunately I had to increase the price. In a couple of days all owners should receive the notification. For the moment, it is still possible to get it at the old price and thus obtain future updates for free.
@moshojr11 ай бұрын
I know Adventure Creator has a camera that allows the background to scroll with player movement; however, it requires the background to be on a quad in 3D space. Does that matter with 2.5D Toolkit? I would really like a scrollable background function even if it's built-in to 2.5D Toolkit.
@valterbuccina825011 ай бұрын
Absolutely yes. If you haven't already seen it, check out the video 2.5D Toolkit: Recreating a short Broken Sword scene (v1.05 Old Version) kzbin.info/www/bejne/railgJmAbKh6abs The environment was built with 2.5d Toolkit and then imported into Adventure Creator. This demo actually uses side scrolling using the tools provided with AC. The scroll is not wide because the background does not require it, but you can use much longer images. Imagine you have a 3000 x 720 background image. You set Game View to this resolution, draw your mesh, place your sprites and your 3D objects. When the environment is ready, export it using the recent feature offered by 2.5dTK, which with a single click creates a folder containing the mesh and all the prefabs. Then you create a new scene with AC and set it to, for example, 1280 x 720 resolution. Import all the game objects, which you will find in the same position as you saved them, including the mesh, and set AC as required. You will then have 1720 (3000-1280) of side scrolling to use. If you need further clarification don't hesitate to ask.
@moshojr11 ай бұрын
@@valterbuccina8250 Wow thanks for explaining the steps!
@moshojr11 ай бұрын
Also, do I need to use the entirety of AC for scrolling to work, or could I just use the camera it provides?
@valterbuccina825011 ай бұрын
@@moshojr If you are referring to the camera supplied with 2.5d Toolkit, it must necessarily frame the entire environment so as to allow you to set it up, draw the mesh, place the objects. This same camera can then be used in your game, but it will frame the entire background just like in 2.5dTK. Remember that the purpose of the 2.5d Toolkit is to create environments, it is not an asset for creating adventure games. But once the environment is generated, you can manage it individually or with any asset to create adventure games. As mentioned in my previous answer, imagine you have a 3000 wide background image, a walkable mesh (with any non-walkable areas), single-level or multi-level, possibly with stairways, covering the entire area, and several game objects , sprite or 3D, scattered around the scene. At this point your scene is ready, all you have to do is write the code for your game. You can do this using game creation assets, or manage everything yourself. Importantly, you won't have to waste time managing vertical colliders to prevent the character from walking where it shouldn't, as the mesh you designed will force it to walk in the path you established.
@moshojr11 ай бұрын
Incredible! I can't believe I'm just now finding this asset. This is exactly what I needed to make prerendered backgrounds.
@valterbuccina825011 ай бұрын
Thank you. We are big supporters of 2.5d as we believe it is the most convenient way to complete a game. Pure 3D requires a lot more work to create the environments. Each scene will cost more time and effort than a background image, and it is not very suitable for independent developers. Games are often not finished. Furthermore, by carefully taking care of the details, a 2.5d game is capable of giving great satisfaction to the creator and the player. See the upcoming Broken Sword 6, Parzival's Stone. Charles Cecil said that he will use "Super 2D" in it, which will make the game look amazing. We have great news about 2.5d Toolkit: we are developing a new feature, which based on a few parameters entered, will be able to find the right camera settings by itself, thus saving a lot of work in building the environment. Follow our page: www.vbgamestudio.org/ if you want to keep up to date. Good work.
@moshojr11 ай бұрын
Wow, and here I thought it couldn't get any easier! Thanks for developing this!@@valterbuccina8250
@moshojr11 ай бұрын
@@valterbuccina8250 Thank you so much. I look forward to the new feature!
@EElysium96 Жыл бұрын
Love this !
@valterbuccina8250 Жыл бұрын
Thank you. We are working to make the asset more complete and easier to use.
@ProjectIdeal3 жыл бұрын
Is there any option on the perspective camara that allow you to pan left and right without affecting the collision,, sprite position? something like camera perspective editor package but implemented to this editor, with safe frames char follow... I am trying to make a hughe bg and move the character around there (like alexandria squaer in ffiX) I am really looking for this featurei am stucked with images that fit the viewport :/
@valterbuccina82503 жыл бұрын
Hi cybernat, how big is your background? Generally 2.5D games have a 2D background in front of which your 3D character moves in a 3D space as well (It could also be the opposite but it is little used). The camera is almost always fixed but it is possible to scroll on the X axis and zoom but it is not advisable to move it on the Y and Z axis because the mesh on which the character walks and the sprites would change perspective. For the sprites you could intervene by making them follow the movement of the camera but then we might as well work in 3D without sprites. Remember that 2.5D Toolkit was born to quickly create 2.5D environments that must then be managed personally or through assets for the creation of adventures (for example Adventure Creator). I don't know how long your background is but as you saw in the demo "Recreating a short Broken Sword" scene the camera scroll on the x axis. To obtain this environment it is sufficient to frame the whole background with 2.5D Toolkit, draw the walkway mesh, place the sprites or possibly even 3D objects, test the scene (without scolling) and save the work. Then in your game project (or in an asset for creating adventures) transfer the created environment and set the camera to a lower resolution than your image (normally the game resolution) . You will be able to scroll on the image as you wish. If you need further clarification you can also write to our support email.
@ProjectIdeal3 жыл бұрын
all the project i see the bg is fitting the viewport but last shot bg is panning. How you avoid perspective shifting for the collisions. because the camera its in perspective mode no? because I se that the character is bigger when closer to the camera and smaller when far from camera
@valterbuccina82503 жыл бұрын
Hi cybernat, this demo is in Orthographic mode. The character resizes because an algorithm offered by AC is used. In a recent version of 2.5D Toolkit I added a script that allows you to do this. Remember that my asset has the purpose of creating a 2.5D environment that you will then have to manage alone or with the many assets for creating adventures. You can of course integrate my character scaling code into your scripts.
@ProjectIdeal3 жыл бұрын
@@valterbuccina8250 Lots of thanks for the answer I've found that AC has an offset camera so problem solved :) I will take in count your toolkit:) the AC guy recommended your tools :)
@connorsol4 жыл бұрын
Hello! I bought it and now I am trying this asset out soon to learn how to use it. I have a couple questions. 1) What is the best type of project to use in Unity for making this work? I am going to develop a point-and-click adventure style game for mobile devices. Should I use the "Mobile 3D Template" when making a new project in Unity? Or should I use URP? Or do I have to use standard 3D template? 2) I also own Adventure Creator. Will your 2.5D Toolkit work with Adventure creator or should I try to develop with just one tool or the other?
@valterbuccina82504 жыл бұрын
2.5dTK was created to build 2.5d environments quickly and easily but should not be confused with assets for creating adventures. You can use whatever template you need for your game as scene creation is independent of it. You will work in a 3D environment, both with sprites and with 3D objects and a 2D background. You can use 2.5dTK in the same project as your game but if you use URP some options will not be usable (e.g. background camera). These are limitations independent of my asset but of some specific settings required by URP. However, it is always recommended to create two projects, one for 2.5dTK (3D standard is ok) and one for your game in which you can use any model and any graphics you want. First create your scene with 2.5dTK. Set the background image, set the camera by positioning and rotating it according to the perspective of your image. Create the walkway mesh, insert sprites and 3D objects wherever you need them and all while working in Game View. You can test your scene at any time using the character provided by default or your own to verify that the scene is realistic (e.g. its width or depth measured in character steps). When you are done save the mesh and the file that contains the settings of all your game objects. Open the project with Adventure Creator, import the mesh and set the position of your objects by copying them from the saved file. Now you can start working on your game using all the features of AC. I started working with AC too and found it great but I realized that I was wasting a lot of time setting up the 2.5D environment. Precisely placing sprites in Scene View was very laborious but also creating the walkway meshes took a long time. It was also necessary to place colliders along the road to prevent the character from walking where he shouldn't have. For this I wrote 2.5d Toolkit. Try to follow my directions and you will soon realize the time saved that you can use for the most important part of the game. Check out this video kzbin.info/www/bejne/railgJmAbKh6abs The scene was created with 2.5dTK and then imported into AC If you need further support write directly to our email. Talk to you soon
@connorsol4 жыл бұрын
@@valterbuccina8250 Amazing. Thank you. I bought 2.5DTK because it looked to be the tool to fix all the workflow problems with AC that I was noticing during the 2.5D AC Tutorial. But, I was unsure if I was correct in thinking that but now I know for sure! Now I don't have to buy the UModeler asset to make the walkway meshes in-engine! I will try out all your advice to establish a workflow for scene building! I'll reach out for official support later on if I need it thank you!
@valterbuccina82504 жыл бұрын
@@connorsol Thanks. When you are sure you can express an opinion on my asset I would be happy if you could leave a review on the Asset Store. It would be useful for me but also for many users to understand how to use 2.5dTK. Good job.
@connorsol3 жыл бұрын
@@valterbuccina8250 I just imported the full 2.5D Toolkit into a blank "3D Standard" project in Unity 2020.2.1f1 and upon completion, there are over 100 console errors and hundreds of other warnings. This is why I have been wishing that you can show a tutorial of using 2.5D Toolkit from the very beginning for people who do not know how to import assets into projects properly. I am an Unreal Engine designer trying to make the switch to Unity and it's very confusing. There should be a tutorial that shows a step-by-step process from the point of opening Unity Launcher, then opening a new, blank project, then showing how to import this asset with the new Package Manager in Unity, then showing why there may be some errors and how to fix or avoid those errors. As it stands, I cannot even run the game due to many compiler errors and because I am not a programmer I have no way to solve this problem and I can only look to your tutorials to diagnose the problem but because you did not show the full process from the very beginning, I have no way to tell if I made a mistake before this tutorial begins.
@valterbuccina82503 жыл бұрын
@Connor Carbon You are right. The problem is in the request to update the dependencies. You have to answer SKIP. I tested the asset with version 2020.2.7f1. But first create a new project, do not delete and import the asset again in the same project because it will not work. You should now be able to use the asset normally. I think the problem depends on the software that Unity provides us to send the asset to the Asset Store, I will try to understand what happens. I haven't made any videos on importing the asset because unlike other assets that require configuration, 2.5D Toolkit doesn't need anything. Just click on Import. One last thing. 2.5D Toolkit was created to create meshes and place sprites and 3D objects working directly in Game View. Once you have created your environment you can export the mesh and the file that includes all the settings and coordinates of the objects. Then you can use any version of Unity to create your game by importing the mesh, setting the camera and placing objects at the coordinates you find in the saved file. For further problems write me on the support email so we can exchange information more quickly.