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Old 24-10-24, 17:29   #11
Cynthie
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Oh... I hope everyone is safe and sound.
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Old 02-11-24, 18:32   #12
Kurtis6
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The PC version of the Tomb Raider: The Angel of Darkness alpha demo rebuilt in Unity is now available!
This demo was initially released for the PlayStation Vita back in September, and now it’s come to PC with the same features and functionalities.

Just like the PSVita version, the purpose of this demo is to showcase the potential of the Raiders Unity Framework, a custom framework built specifically for this project. The demo delivers an experience faithful to the original game, preserving Angel of Darkness’s visuals and atmosphere while offering smoother gameplay with updated controls.

What’s Next: I am planning an update for the demo soon, which will include a combat-focused level in Prague. With this addition, the demo will be complete and serve as a more comprehensive example of what the Raiders Unity Framework can offer.

Controller Recommended: Since this demo is based on the PSVita version, using a game controller is highly recommended for the best experience.

Thank you all for your support and feedback so far! I hope you enjoy the PC version, and of course, any comments or suggestions are more than welcome.

Happy raiding, and enjoy the demo!

Download Link:
https://drive.google.com/file/d/12e5...ew?usp=sharing
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Old 02-11-24, 18:52   #13
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Oh, that's awesome! Downloading right now .
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Old 02-11-24, 19:05   #14
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Quote:
Originally Posted by Kurtis6 View Post
The framework was made from scratch. Tiernan (developer), is very talented, but the way URaider was structured (coding wise) didn't make sense to me, so I build everything from scratch.
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The Raiders Unity Framework was developed from scratch, is a complete toolset designed to create Tomb Raider-style games in Unity. While it shares the same concept as other frameworks, such as URaider, it stands apart because it neither shares any code, assets, nor uses a similar structural design. This means that while the idea is alike—providing tools for crafting Tomb Raider experiences in Unity—the Raider Unity Framework has been built independently, offering a unique, finished product for game developers.

Saying that the Raiders Unity Framework is a copy of URaider is like claiming Tomb Raider is a copy of Indiana Jones. Both share a concept but are entirely distinct in their execution. Just as Tomb Raider is inspired by the adventure genre but stands as its own game with different characters, storylines, and mechanics, the Raider Unity Framework shares the idea of creating Tomb Raider-style games in Unity but was built independently, with no shared code, assets, or structure with URaider or other similar tools.
Hm, really? Because the Unity assets available in the download you just posted prove something quite different.

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This is code just directly copied/left off from Tiernan's URaider, which original code is visible in this repository: https://github.com/p15theo2/uraider/...s/UMath.cs#L12
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Old 02-11-24, 19:16   #15
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Uau, you are showing bools are the most basic code in C# for a Character Controller. Do you even know that bools are?

It's not copy/paste as you might want to look like. The controller was vastly improved/modified.
If URaider was a starting point and an inspiration? Yes. But the functionalities are very different. There are numerous game features not present in URaider.

Also, he is in the Credits.

Last edited by Kurtis6; 02-11-24 at 19:20.
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Old 02-11-24, 19:20   #16
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Quote:
Originally Posted by Kurtis6 View Post
It's not copy/paste as you might want to look like. The controller was vastly improved/modified.
If URaider was a starting point and an inspiration? Yes. But the functionalities are very different. There are numerous game features not present in URaider.

Also, he is in the Credits.
You still used his code as a base, which doesn't align with what you claimed before, that you just completely scrapped his code and only wrote your own.

Yes, he is in the credits, which is the minimum. Still don't understand why you claimed to not be using any of his code as a base.
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Old 02-11-24, 21:16   #17
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Used a PS4 controller to try and play this but no luck. All controls are wrong and the camera is constantly rotating to the right endlessly. Still it plays pretty nicely.

My feedback:

fix controls
fix collision (Lara climbing up on stuff she shouldn't like the wooden racks in the 3rd floor room in Derelict Apt Block)
Lara suddenly dies when hanging it seems? As soon as I grabbed the first platform after jumping from the bin Lara just screamed at me and kept hanging. She wouldn't do anything except to let go, resulting in her dying.

Also is the wire traversal possible? Lara wouldn't grab the pipe in Industrial Rooftops for the life of me.

Lots of potential but still needs a bit of tine tuning. Looking forward to seeing updates

Also are you not gonna released a TR fan game dev kit at all? If people pick this up as amodern TRLE no one is gonna want to extract and reprogram everything sound and animation for Lara.
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Old 02-11-24, 22:02   #18
Kurtis6
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Quote:
Originally Posted by VictorXD View Post
Used a PS4 controller to try and play this but no luck. All controls are wrong and the camera is constantly rotating to the right endlessly. Still it plays pretty nicely.
I did a quick build based on the previous PSVita Version. I discovered that I need to tune the sensitivity of the analogs because they (PSVita Vs PS4) behave differently.

Also, that behavior only happens in PS4 Controller. I use a Xbox controller and it's fine.

About the rope on 3rd level: She climbs sideways because the rope feature isn't finished. Video: https://www.youtube.com/watch?v=4hHEpI0bJCw
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Old 04-11-24, 15:47   #19
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Can you upload to somewhere else? I can't sign in to google.
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Old 04-11-24, 21:20   #20
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This is incredible! Will test it out!
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