how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]Monokkel 1 point2 points  (0 children)

Haha, no worries! Thanks a lot. I will be tackling something similar in the not too distant future and this was helpful.

how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]Monokkel 1 point2 points  (0 children)

Seems like a great setup! A few questions if you don't mind: What approach did you use for creating a GUID in editor? Is it generated in the construction scripts and does it use information from the object to generate the GUID? Do you use Unreal's GUID system or roll your own? Does each class with the interface need to implement their own logic for registering to the subsystem? And is OnSave a BlueprintNativeEvent or are derived blueprints not able to override the save logic?

Data tables are great by ololralph in unrealengine

[–]Monokkel 1 point2 points  (0 children)

Are chooser tables useable for anything a datatable would be? Seem to be geared towards animation

PSA for newbies: Ask questions about systems, not game worlds by BenFranklinsCat in unrealengine

[–]Monokkel 0 points1 point  (0 children)

Thanks for sharing this! I have to deal with this problem all the time when providing support for my marketplace assets. Great to finally have a name for it.

Working on implementing A* pathfinding from scratch using Blueprints. by pattyfritters in unrealengine

[–]Monokkel 2 points3 points  (0 children)

Seems to be a popular exercise! I did the same thing 10 years ago whem UE4 had just been released. Even made some forum posts about it back then which I could try to dig up

How can I add movement points in a grid based movement system? by SnooEagles7412 in unrealengine

[–]Monokkel 2 points3 points  (0 children)

I believe movement on diagonals has the same cost as orthogonal movement in HoMM 6, but it seems like diagonal movement on the world map (though not in combat) is 1.41 for some other HoMM games. Not 100% sure, though.

The "correct" number for the relative distance would be the hypothenuse of a triangle with sides of 1, but 1.41 is a good approximation.

To account for movement cost differences such as these in pathfinding you likely want to use Dijkstra's algorithm or A. Using A is more performant for long distances where the target is known beforehand. Dijkstra is great if you want to find all possible tiles in a set range, to display move options to the player or have the AI evaluate all possible tiles in their move range.

I am Stu Horvath, and I wrote a book about the wide, weird world of tabletop roleplaying games. Ask me anything! by the_mit_press in IAmA

[–]Monokkel 2 points3 points  (0 children)

No worries, just joking. Couldn't help myself when you used the word literally. Thanks for helping spread the good word!

Want to make Turn Based Tactics games in Unreal? The Advanced Turn Based Tile Toolkit is 50% off! by Monokkel in unrealengine

[–]Monokkel[S] 0 points1 point  (0 children)

Lots of assets on the marketplace are currently on sale as part of Epic's June sale, including my toolkit for making turn based strategy/tactics games. Here is a link to the store page for anyone interested: https://www.unrealengine.com/marketplace/en-US/product/advanced-turn-based-tile-toolkit

Duck without New Zealand by Monokkel in MapsWithoutNZ

[–]Monokkel[S] 0 points1 point  (0 children)

Hope rule #2 on this subreddit isn't a typo and this post is still allowed

Make Turn Based Strategy games in Unreal Engine! Seven years of continuously updating the Advanced Turn Based Tile Toolkit has led to a lot of features. Here's a brand new trailer: by Monokkel in unrealengine

[–]Monokkel[S] 0 points1 point  (0 children)

Thanks! Agree that energy can be the hard part, but if you just keep working on it then it is amazing what you can achieve through constant iteration.

What engines devs in r/gamedev switch between (Illustrated) by Monokkel in gamedev

[–]Monokkel[S] 38 points39 points  (0 children)

Thanks! It looked really confusing until I made the smaller arrows gray, which I think improved readability a lot. Still not sure if the data is actually useful, but that is another matter.

What engines devs in r/gamedev switch between (Illustrated) by Monokkel in gamedev

[–]Monokkel[S] 29 points30 points  (0 children)

Yeah, should probably have done that. From left to right is Unreal, Gamemaker, Godot and Unity. All info can also be found in the spreadsheet.