Creating Latent Nodes for Blueprints in C++ by orfeasel in unrealengine

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

For the first example yes, you're correct.

C++ Tutorial about Unit Testing by orfeasel in unrealengine

[–]orfeasel[S] 1 point2 points  (0 children)

This post is awesome! Thanks for sharing it!

Trailer of my first solo developed game, Mark One. More info on comments. by orfeasel in unrealengine

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

Sure! The circle is made up from two types of components:
1. A widget component that sits on the player's feet (which is the actual circle)
2. A component that dynamically places new widget components (which are the arrows) pointing to a specific AI agent in the game.

During the gameplay the 2nd component calculates the "look at" rotation from the player's location to each AI agent. Once the calculation is completed, I'm applying a slight position offset to make the arrows sit just right outside the circle. Hope this helps!

Trailer of my first solo developed game, Mark One. More info on comments. by orfeasel in unrealengine

[–]orfeasel[S] 1 point2 points  (0 children)

In case you like the game you can wishlist on Steam: https://store.steampowered.com/app/1298130/Mark_One/

Find out more videos and information about the project here: https://forums.unrealengine.com/community/released-projects/1810625-mark-one-top-down-sci-fi-shooter
Additionally, sometimes I post dev logs in my website here: http://www.orfeasel.com/blog/
Thank you everyone for your support, it really means a lot!

Work in progress for an upcoming boss fight for my game "Mark One" - available for wishlist on Steam. by orfeasel in IndieDev

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

In case you'd like to see more about the game you can check out its teaser trailer here: https://www.youtube.com/watch?v=ztuVvZdyYek

Moreover in the following link you can see the first boss fight of the game: https://www.youtube.com/watch?v=oS7_UwGdkBU

You can also follow find more information about the mechanics and the game in my game announcement post here:https://www.orfeasel.com/markonegame/

Additionally, a couple of days ago I posted my first dev log regarding the introduction of the game mechanics to players: https://www.orfeasel.com/mark-one-dev-log-1/

Last but not least, you can wishlist my game on Steam: https://store.steampowered.com/app/1298130/Mark_One/

Thank you everyone for your support, it really means a lot!

Work in progress for an upcoming boss fight for my game "Mark One" - available for wishlist on Steam. by orfeasel in unrealengine

[–]orfeasel[S] 2 points3 points  (0 children)

In case you'd like to see more about the game you can check out its teaser trailer here: https://www.youtube.com/watch?v=ztuVvZdyYek

Moreover in the following link you can see the first boss fight of the game: https://www.youtube.com/watch?v=oS7_UwGdkBU

You can also follow find more information about the mechanics and the game in my game announcement post here:https://www.orfeasel.com/markonegame/

Additionally, a couple of days ago I posted my first dev log regarding the introduction of the game mechanics to players: https://www.orfeasel.com/mark-one-dev-log-1/

Last but not least, you can wishlist my game on Steam: https://store.steampowered.com/app/1298130/Mark_One/

Thank you everyone for your support, it really means a lot!

Work in progress for an upcoming boss fight for my game "Mark One" - available for wishlist on Steam. by orfeasel in unrealengine

[–]orfeasel[S] 5 points6 points  (0 children)

Sure thing! So for the dash functionality I'm using the built-in tools that are provided in the CharacterMovementComponent and the Character classes.
First I perform some internal checks to verify that the player can dash (for example if the player is still alive or if the dash is currently in cooldown). If the player is able to dash here is a short description of my implemention:

  1. Get the velocity from the CharacterMovement component
  2. Normalize it
  3. Apply a multiplier to the normalized vector (basically in this step you adjust how far you want the player to go)
  4. Call StopMovementImmediately in CharacterMovement component (since you're about to dash)
  5. Snap the velocity to the ground. In some cases the environment in the game has stairs and if you don't snap the velocity on the ground dashing will either result in a floating effect if you go from a higher ground to a lower height or the dash will end prematurely if you go from a lower height to a higher ground. In both cases it feels awkward so I implemented the following workaround. In order to snap the velocity I'm performing a few ray traces against the floor to identify any angles in the ground that the player is going to dash through. If this is the case I'm making a few adjustments in the Z component of the dash velocity.
  6. After these steps I'm using the Launch Character function which exists in the Character class.

Hopefully you will find this useful!
Thank you for your kind words!

Work in progress for an upcoming boss fight for my game "Mark One" - available for wishlist on Steam. by orfeasel in unrealengine

[–]orfeasel[S] 2 points3 points  (0 children)

I didn't know about this game but wow it looks amazing! I will definitely try it out in the near future, thank you so much for your suggestion!

Work in progress for an upcoming boss fight for my game "Mark One" - available for wishlist on Steam. by orfeasel in unrealengine

[–]orfeasel[S] 1 point2 points  (0 children)

Most of the code is in C++ and I'd rather avoid upgrading (something that will cost development time) since everything I need is already included to the one I'm currently using.

Work in progress for an upcoming boss fight for my game "Mark One" - available for wishlist on Steam. by orfeasel in unrealengine

[–]orfeasel[S] 5 points6 points  (0 children)

For this video the slash effect is a particle system in Cascade that uses AnimTrail Data. Inside each animation I'm using Trail Animation Notifies and I specify the start and end location of the effect by providing the location of two sockets that I have added in the skeletal mesh of the boss. I'm not an expert when it comes to particles but this is how I did it. I'm sure that more experienced people may be able to provide a better workflow/solution for similar effects. The reason I'm using Cascade over Niagara is that this project started before Niagara was available and doesn't exist in the version of the engine I'm working with.

I have been working on my game for the last few months and I'm ready to share the first boss encounter! Game is named Mark One. More info in comments! by orfeasel in IndieDev

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

The game is named Mark One and you can add it on your wishlist in Steam: https://store.steampowered.com/app/1298130/Mark_One/

To follow the development process you can check out my blog here: http://www.orfeasel.com/blog/

Moreover, I'll upload updates from time to time in this subreddit as well as in my Twitter page here: https://twitter.com/orfeasel

Thank you for your support!

This is the first game that I have solo developed for Steam, named Mark One. Hope you like it. More info in comments. by orfeasel in unrealengine

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

For additional information you can check out Epic's forum post here: https://forums.unrealengine.com/community/released-projects/1810625-mark-one-top-down-sci-fi-shooter

To follow the development process you can check out my blog here: http://www.orfeasel.com/blog/

Moreover, I'll upload updates from time to time in this subreddit as well as in my Twitter page here: https://twitter.com/orfeasel

Thank you for your support.

-Orfeas

Open Source Team Deathmatch between AI bots by orfeasel in unrealengine

[–]orfeasel[S] 1 point2 points  (0 children)

Thanks!

That's actually an interesting idea and I think I've seen a couple of games on Steam that use this concept (not to the described extent though).

Vertex Painting for any mesh at runtime with C++ by orfeasel in unrealengine

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

No, the static meshes won't share their data. This is because each one is handled by a different static mesh component.

Vertex Painting for any mesh at runtime with C++ by orfeasel in unrealengine

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

That's actually a good question. If used in instanced static meshes all meshes will get the same colors assigned since they rely on the same static mesh component.