Flare Engine - 2D Tools

Discord.


Flare Engine docs.


Flare Engine Text Based Tutotrials (new).


Safire 2D docs.


Sample Game.


This works with Unity 6! Some packages and api names may need updating.


How to install Flare in Unity 6 (version 6000.0.32f1)

  1. Install on a fresh unity project.
  2. Go to package manager, import Flare.
  3. Accept (Install/Upgrade) package dependencies.
  4. Import settings override only if it's your first installation.
  5. Accept any automatic updates for API changes.

Unity made some changes to their API, so we will need to change some names. Click on the errors in the console to open the scripts, or open the scripts manually.


Change NativeMultiHasMap to NativeParallelMultiHashMap

Pathfinding.cs, lines 34, 159

PathfindingRT.cs, lines 40, 57

PathfindingJob.cs, line 12

PathfindingJobRT.cs, line 12


Change jobGrid.Count() to jobGrid.Count

PathfindingJobRT.cs, line 37


Save changes, go into unity to trigger a recompile. You might need to press CTRL + R. Everything should be good now. Go into the Project, find the TwoBitMachines/FlareEngine/Demo and play some scenes. And dont forget about the tidibit scenes!


This engine comes included with Safire 2D Camera!


Player Controller: implement all the classic mechanics you've come to expect from a 2d platformer. Jump, air jumps, glide, hover, walk, run, slopes, rotate to slopes, ladder climb, ceiling climb, wall climb, wall slide, corner climb, corner hang, crouch, crawl, dash, multi-direction dash, swim, float, slope slide, push block, idle rope interactions, rope swing, ziplining, melee attacks, ground slide and friction, jump on enemy, damage push back, and probably a couple more! All abilities are highly customizable and raycast based.


Sprite Engine: this is a powerful tool for creating sprites. This removes the hassle of working with different systems by centralizing the power of creating sprites all in one place. No more creating animation objects or jumping from window to inspector to set things up. Everything is handled in the inspector. Play the sprites, test them in the scene, and -- its most powerful feature - even program the animation state logic in the inspector. This means no more code. Zero! In also provides support for 2d spines and unity animations.


Interactables: place interactive elements throughout the game level. The player can run and jump on bouncy bridges. Can swim and float in water with dynamic waves and currents. Can swing on rope that's under the influence of gravity. Can zipline on wiggly lines. Can high jump with wind or trampoline forces. Can teleport and be affected by the friction properties of the ground. Can interact with moving platforms (one-way too), and ...


Interactive Foliage: the player can interact with swaying foliage that can be placed on the ground, ceiling, and walls. It's an efficient system, and it can interact with all characters in the game world. It comes with a paint tool and a couple of brushes for easy placement in the scene!


AI Systems: The engine comes with a Behavior Tree Node Editor for creating truly complex AI. This comes with over 50 nodes and can debug in real time. The engine also uses an extremely versatile Finite State Machine that can be configured in the inspector to create enemy AI and all sorts of useful game functions. It can easily be used to program doors, design a check point system, or create patrolling AI. Designing AI has never been easier!


Pathfinding Platformer AI: as part of the AI system, implement pathfinding AI that can jump to platforms, climb ladders, climb ceilings, climb walls, even walk on bridges, and move up and down the level to follow the player! And since they're a part of the AI system, they can easily be made to shoot the player or whatever else you want!


Inventory: allow the player to find and store items. Use the inventory UI to move, drop, and use the items which are mapped to item events in the game world. And of course, the system will automatically restore and save the items when a scene begins and ends.


Dialogue: this is an interactive dialogue system for the player and NPCs. Create conversations, add message effects, call Unity Events, and even include simple animations in the dialogue box for immersive and fun interactions. Dialogue boxes can even be positional, depending on the position of the messengers.


Lets Wiggle: this is a tweening library. This can be used in code, but since the engine is determined to accomplish everything in the inspector, you can easily create tweens from the inspector! Tween gameobjects and UI. Super easy to work with and is a great complement to the AI system.


Firearms: create different types of firearms that can be controlled with the mouse or the player's direction or other methods. They include line of sight, charging capabilities, and recoil. Coupled with the Projectile class, it's possible to create a great variety of weapons.


OverworldMap: New! this will help structure your level management.


World Variables: they save data and persist game state. They're also tied to scriptable objects for passing them around the game world for easy access!


More: Feel free to read the docs and explore the remaining tools -- Audio Manager, Scene Management, Scene Transitions, World Effects, Quest System and a couple more!


And of course, the project comes with demo and tidibit scenes to learn from. Safire 2D camera has one demo.


Since its release, Flare has gone through some notable updates:

-- Pick up block ability

-- Cannon ability

-- Hide ability

-- Grappling Hook

-- New Input System support

-- Sprite Swapping in Sprite Engine

-- Spine-Unity support in Sprite Engine

-- Unity animation support in Sprite Engine

-- Journal notebook for items and quests

-- Save menu

-- and a ton of more things!


**Please be careful when updating to a new version of Flare. You can probably skip the project settings folder as this will override your sorting layers and tabs.


Recommended version to use is Unity 2020.3. If there are any install errors, you typically have to install the Collections and New Input System from the Package Manager. Other possible packages: URP and Burst.


Release Notes

**Please be careful when updating to a new version of Flare. You can probably skip the project settings folder as this will override your sorting layers and tabs.


*1.8.14

--------------------------------------


-- Scene Doors: enter and exit vertically

-- Hover: exit on ground or button option


Fixed:

-- AITree window not loading correctly

-- High Jump: on wind event

-- Firearm: local position can now take negative numbers in the x direction

-- Editor gui toggle alignments, other



*1.8.13

--------------------------------------


-- Map System: check player progress in the world map

-- Audio Manager: add sound variations for each sound

-- New Projectile nodes for AI spawning

-- Player swimming easing option in x direction

-- Sprite Engine signal search improved

-- A bunch of other new utility nodes and small bug fixes.


*1.8.12

--------------------------------------


-- Pick And Throw: fixed wall detection issue with block. More Stable.

-- Run: added time limit and recharge time


*1.8.11

--------------------------------------


-- SriteEngine: fixed property error where scene sprite was not being set

-- SpriteEngine: Sprite Engine reference can now be set in the Player Controller

-- TargetCharacter: included ignore inactive option

-- Player Ability: basic Flutter Jump

-- Safire2DCamera: fixed shaking error in World Bounds

-- Many other minor updates


*1.8.10

--------------------------------------


-- SriteEngineUI: for playing UI animations

-- Flare Path Settings: specify folders for new player, node scripts

-- Slow Down: AI node for applying slow motion to individual AI

-- Sprite Engine: editor improvements, search for signals

-- Minor improvements to player collision system and player abilities


*1.8.9

--------------------------------------


-- Safire 2D Camera: resolution scaling

-- PathfindingRT: AI node for expanding pathfinding system during runtime

-- Updated OverworldMap: set next node after level completion

-- Rail Slide: player ability for sliding on rails

-- Grab/GrabItem classes for generalized item grabbing

-- Minor script updates to various classes


*1.8.8

--------------------------------------


-- New tidbit scenes

-- Overworld Map for level management

-- Small time adjustments for many ability and editor scripts


*1.8.7

--------------------------------------

-- New tidbid scenes

-- Reorganized AI nodes, many new nodes

-- Sprite Trail

-- Swap Character: channge between multiple players

-- Game Difficulty: increase enemy damage based on difficulty level

-- Boundary Area: keep characters within a specified area

-- High Jump: speed boost, slow down

-- Many editor script modifications


*1.8.6

--------------------------------------

-- AI Node: FindWorldFloat, for testing health values

-- Wall Ability: option to jump off walls with a variable jump height

-- Player Component: option to disable and enable running through the Run method

-- Dash Ability: dash momentum can carry into a jump. Set Jump Momentum to 1 in Jump Ability

-- Reaction Profile: Random Rotation work with Mirror Direction now

-- Editor script adjustments


*1.8.5

--------------------------------------

-- Sprite Engine: initialization bug fixed

-- Unity events added to other classes.


*1.8.4

-----------------------------------------

-- New tidbit scene: options binding menu (requires Input System 1.4.1)

-- Dash Ability: dash towards mouse, deal damage

-- Crouch Slide: speed boost

-- World Manager: open saved folder shortcut

-- Safire2dCamera: rooms transition bug fixed

-- Sprite Engine: animation preview area fold out

-- AI Pathfinding Gizmos: gizmos were slowing down the editor, replaced

-- other minor adjustments to editor scripts


*1.8.3

----------------------------------------------------------------------------------------

-- Sprite Engine: sprite swapping

-- Sprite Engine: animation syncs, for syncing idle and running animations while shooting

-- Sprite Engien: AI node, RandomAnimation, for playing idle animation variations

-- Grappling Hook: shoot a hook on a rope and swing to its end point

-- Wall Ability: climb a rotated wall

-- Ladder Ability: auto-latch working correctly now

-- Save Menu properly named

-- Some bug fixes and minor adjustments were made to other abilities


*1.8.2

----------------------------------------------------------------------------------------

-- New tidbit scenes!

-- Speech Bubbles: another way to communicate with npcs

-- Journal: view, catalog items and quests

-- AI Node: item nodes for inventory use

-- Dash: updated for better jumping and dashing combinations

-- Foliage Sway: sway individaul background props

-- Quests: can be automatically picked up if they have a collider

-- Firearm: can stop player velocity when shooting

-- Dialogue: onEnter, onEnd triggers added

-- Safire: World Bounds! Can be used instead of rooms for controlling camera movement

-- Melee: fixed bug, sprite engine wasn't updating the same melee animation


*1.8.1

----------------------------------------------------------------------------------------

-- High Jump is now its own ability and is required to work with high jump interactables

-- Infinite Walk is now its own ability

-- Melee: player can recoil after attacking

-- WorldFloatHUD: discrete items can be increased and saved

-- Safire: Peek module fixed. Wasn't working correctly when smooth settings weren't set to 1

-- Added enter and exit events for crouch, rope, ladder, and wall

-- SpriteEngineSpine: onBecameVisible and OnBecameInvisible events added

-- Many other small things and refactoring


*1.8

----------------------------------------------------------------------------------------

-- New Scenes!

-- Save Slots

-- Save Menu

-- Cannon Ability

-- Hide Ability

-- AI Node: Scene Doors, Cannon, Jump In Object

-- Crouch: clamp max crawl velocity

-- Jump On Enemy: boost button on jump

-- Run Ability: toggle run on and off

-- Rope Ability: now climable, player can rotate with rope, new signals

-- Edge Collider 2D: tags to force jump through in one direction

-- Melee: meleeLeft, meleeRight signals, cool down for multi melee attacks

-- Sprite Engine: spine amimations support, animation slider limit increased, debug animation name.


*1.7.6

----------------------------------------------------------------------------------------

-- Running: jump boost option

-- AI Node: return failure

-- AI Node: increase World float gradually

-- World Manager: on start event option

-- Check Point: scene labels for each check point

-- Wall Slide: option to block jump climbing, option to wall climb up

-- Game Pause: fixed blocked player input being reset when unpausing game.

-- Safire Camera: fixed improper shake reset on reset all.

-- AI: fixed territory and targets position initialization


*1.7.5

----------------------------------------------------------------------------------------

-- World Manager: delete all saved data method.

-- AI Node: spawn gameobject.

-- AI Node: repeat frames.

-- AI Node: skip a frame.

-- AI Node: change character direction.

-- JumpOnEnemy: event and jump boost.

-- Melee Attack: multiple inputs conflict, fixed.

-- Input Rumble: causing gc, fixed.


*1.7.4

----------------------------------------------------------------------------------------

-- Safire Camera: fixed ignore gravity + screen zone combination

-- Melee: option for multiple input combination to trigger melee attack

-- Health: has shield option, character can take damage only from right or left direction.

-- AI Node: branch on object tag, branches to a specific state based on tag id, called by health


*1.7.3

----------------------------------------------------------------------------------------

-- High Jump: option to work on a moving object.

-- Slope Slide: slide momentum updated

-- Ladder Climb: latch on button press updated; jump up on ladder option

-- AI Node: flip gameobject children


*1.7.2

----------------------------------------------------------------------------------------

-- Sprite Engine: accepts individual sprites not part of spritesheet.

-- Firearm: extra shooting animation signal available.

-- Firearm: now includes Pause method.

-- Melee: now includes Pause method.

-- High Jump: area detection now anchored to gameobject position.

-- AI Targets such as Territory and TargetPoint now anchored to gameobject position.

-- Fixed prefab issues affecting the AI and High Jump classes.

-- Fixed editor scripts modifying AI in play mode.


*1.7.1

----------------------------------------------------------------------------------------

-- Grouped related monobehaviors for Add Component in editor

-- Jump: option to maintain air momentum.

-- Ceiling: NoClimb tag option for player to choose climbable ceilings.

-- CeilingClimb signal was incorrectly named "ceiling" internally.

-- Dash: extra button to enter dash immedialy, useful for diagonal dashing.

-- Push Back: option for a default jump force. Values will need recalibration.


*1.7

----------------------------------------------------------------------------------------

-- Walk: ifinite walk option

-- Pick And Throw: pick up path for block added, signals renamed.

-- High Jump Interactable: directional force based on object rotation.

-- ReactionProfile: for grouping reactions/game effects

-- Reactions: slow motion, shake, game effect request, transform tracker, etc.

-- World Effects: redesigned, no longer compatible with old version.

-- Check Points: onReset, onSave events

-- World Manger: delete all saved data option

-- World Float: temporary value option

-- AI Node: Reset, LetsWiggle

-- Transform Tracker: remembers a list of transforms, useful for saving dead enemies

-- Hold ctrl to move all target points, territory.

-- AIFSM fixed state index reset properly on state change event.

-- AI Node Waitforplayerinput: return Success option



Basic Information
Latest Version
1.8.14 (11 Nov 2024)
Publisher
Two Bit Machines
Category
Templates/Systems
Size
8.2 MB
Price
€46
Asset Rating
(42)
Extended Information
Unity Versions
2020.3.37
Render Pipelines
BIRP URP HDRP
State
published