Showing posts with label Spawner. Show all posts
Showing posts with label Spawner. Show all posts

Sunday, 19 January 2014

Spawner Pro - V2.0 Tutorial


I break radio silence with a new tutorial video for Spawner Pro, the latest version 2.0, which introduced some changes to how spawning modes were handled in order to greatly reduce the hacking required on your behalf to introduce new spawn modes or adjust specific ones.


Regards,
Garth

Thursday, 22 November 2012

Spawner - Pro - Tutorial 1


Here's a simple tutorial going through setting up a Spawner and enemy units.
Apologies for the visual artifacts, it seems to be an issue with my recording software.


Regards,
Garth

Spawner - Pro Released


Over the past few weeks I have put some work into our Spawner system to get an upgraded version with more features to be released as a Pro version. This has been uploaded to Unity's Asset Store and is awaiting review.

Some of the new features include:

  • A new custom Inspector and Editors
  • Multiple Spawn Locations per a Spawner
  • Multiple Units per a Unit Level
  • Coded to work with Unity 4
  • Lots of coding changes to try and improve performance
Inspector

Unit Editor

Wave Editor
Documentation
Source Code: C#
Price: $20
Asset Store Link
Webplayer

I hope to have a tutorial up soon. Was hoping to have one done today but ran into issues with the internet.

Regards,
Garth

Wednesday, 5 September 2012

Online Documentation

I've placed all documentation for our current projects online.

Spawner
MessageBox
Localising
JukeBox - Pro
INISystem
GameAds
FeedMe
Console

UniPack is still being worked on but is approaching 1.0 release level.

Regards,
Garth

Monday, 6 February 2012

Spawner - Roadmap

Over the past couple of days I have focused quite a bit of my time into updating Spawner after Path-o-Logical's Rafes suggested I look into providing support for their Pool Manager system. After receiving a copy of Pool Manager to aid with testing the system I set about coding in support for Pool Manager while still allowing those without the system to still be able to use the system. This turned out to not be too difficult to implement and was pretty straight forward with some minor changes to existing code in order for everything to work smoothly together.

I pushed that version (1.5) to the Asset Store on Saturday (4th Feb) and it is still currently awaiting review. Sunday (5th Feb) I woke up and decided to work on a new update that changes the way the main Spawner class handles the spawning. It currently uses Update() which is inefficient for what the system does, so I set about changing it to a coroutine with a small amount of seemingly strange errors I got it working correctly with all the Spawn Modes.

So, I am currently waiting for version 1.5 to be approved on the Asset Store and then I am going to upload version 1.6 which also happens to include improved documentation which could be found on Docs.zip. This contains some better descriptions of classes and a installation guide and so on.

So to sum it all up, it looks like there is going to be a whole bunch of performance improvements coming to Spawner in the coming week and all of this for free. If you use Spawner and like it, if you would consider purchasing one of my other assets that would be awesome.

Regards,
Garth

Thursday, 26 January 2012

Tuesday, 24 January 2012

Spawner - Spawn More Enemies


It's started to look like 2012 is the year of giving from us, here at Corrupted Smile Studio. Coming this week is a Spawner system for spawning enemies. We have taken a previous released Spawner script that Garth made a couple years ago and done some upgrades and additions.

Some details about the system to follow.

Version: 1.0
Source Code: C#
Unity Version: 3.4.1 Free
Price: Free

Features:
  • Works with Unity free
  • Spawn Modes
    • Continual (keeps the number of spawned units at the total number of units)
    • Once (spawns up to the total only once)
    • Wave (spawns in waves, once all are dead, spawns again)
    • Timed Waves (spawns in waves, once the time is up, spawns again)
    • Time Split Waves (spawns in waves, once all are dead, waits time then spawns)
  • Supports 4 different unit levels (Allows easy switching of difficulty)
  • Has a custom inspector to ease usage
Custom Inspector
Regards,
Garth