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[FREE] ThirdPerson Action Platformer

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  • replied
    Hello actually thanks for your help but there is one question the climbing ladder and crawl animations are present (I think) but are not working can you help me fix it

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  • replied
    Originally posted by CoquiGames View Post

    Hey kumareal,

    Thanks for the suggestion - Im thinking of features for the upcoming update, so I may add something similar if it makes sense . One suggestion, make sure you tick "Override Z" on Launch Character so Mario stops going up immediate and slams down!

    As far as the animations, Im using the standard Epic jumping animation, so not sure whats going on there. If your character is floating while standing, look at the size of the collision capsule for the CharacterBP and adjust the size so the character's feet are on the ground.

    Hope this helps!
    Cool. I instead implemented the second system where the character stops immediately (goes into idle anim) and stays in the air for some time and them does a Ground Pound. I'll keep z override in mind if I decide to use the direct ground pound.

    BTW there is a paid Platformer template coming on the marketplace. The seller says it's due for approval.

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  • replied
    Originally posted by kumareal View Post
    I added Mario's Ground Pound attack to the engine.

    You may or may not want to implement it.

    Edit:
    Doesn't look as good with Epic skeletion scale. Looks a lot better with mario. lol
    Looks like Mario floats in the air before doing a pound. Need to find a way to implement it.

    Edit:
    I kinda added the stop for sometime in the air. It has some flaws with the animation.

    Also your jump animation seems to be higher than the original character's which is causing some wierdness. I don't know if Epic ones are like that.
    For example the jump animation doesn't change sometimes when on the floor (a bug?) and the character is a bit in the air instead of being on the floor.
    Hey kumareal,

    Thanks for the suggestion - Im thinking of features for the upcoming update, so I may add something similar if it makes sense . One suggestion, make sure you tick "Override Z" on Launch Character so Mario stops going up immediate and slams down!

    As far as the animations, Im using the standard Epic jumping animation, so not sure whats going on there. If your character is floating while standing, look at the size of the collision capsule for the CharacterBP and adjust the size so the character's feet are on the ground.

    Hope this helps!

    Leave a comment:


  • replied
    I added Mario's Ground Pound attack to the engine.

    You may or may not want to implement it.

    Edit:
    Doesn't look as good with Epic skeletion scale. Looks a lot better with mario. lol
    Looks like Mario floats in the air before doing a pound. Need to find a way to implement it.

    Edit:
    I kinda added the stop for sometime in the air. It has some flaws with the animation.

    Also your jump animation seems to be higher than the original character's which is causing some wierdness. I don't know if Epic ones are like that.
    For example the jump animation doesn't change sometimes when on the floor (a bug?) and the character is a bit in the air instead of being on the floor.
    Last edited by kumareal; 09-15-2017, 09:12 AM.

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  • replied
    Originally posted by kumareal View Post
    Dude, you're from India? Mediafire upload location says India. I didn't expect you to be Indian. lol. I am Indian too. lol
    Never mind. Your youtube voice says you're American. lol
    Thats strange that it shows the upload location as India - but as you already figured out, Im in the US .


    Originally posted by Cruddynight View Post
    Nice work, it's good to use it as a starting point for you games, I suppose.
    Thank you!

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  • replied
    Nice work, it's good to use it as a starting point for you games, I suppose.

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  • replied
    Dude, you're from India? Mediafire upload location says India. I didn't expect you to be Indian. lol. I am Indian too. lol
    Never mind. Your youtube voice says you're American. lol
    Last edited by kumareal; 09-13-2017, 03:31 AM.

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  • replied
    Originally posted by Cmcginn View Post

    Is it possible to give the rope Physics, to be able to swing when climbing it?
    Hi Cmcginn,

    Unfortunately, the way Im doing the rope climbing doesn't allow for rope physics. If I wanted to do it, I would look into the cable component and have physics enabled - similar to the way Im doing the grapple swinging.

    Its a good idea for improvement - might look into it for the next update

    Leave a comment:


  • replied
    Originally posted by CoquiGames View Post

    Hi Kumareal,

    I used animations from different sources (Mixamo, Kulbold's AnimSet Pro, and others). From Mixamo, search for "Shimmy" for the edge grabbing and "Rope climb" for the vine climbing (there are 2 versions).

    To set up the animations, look into "2D blendspaces" for things like the edge bragging (3 animations - going left, idle, going right). Look through the thread where I show I picture of one of my blendspaces!).

    This is the first project I shared with the community and its due for an update soon. I am working with someone to try and get custom animations for all movements! If this works out, the next update should include all animations and blendspaces setup - basically allowing everything to work out of the box . I cant promise when this will happen but its coming as soon as I get the animations. Im also hoping to add a few more things like menus and new abilities.

    I hope to have more news on the update soon. Stay tuned!
    Is it possible to give the rope Physics, to be able to swing when climbing it?

    Leave a comment:


  • replied
    Originally posted by kumareal View Post
    I have a quick question. What Mixamo animations do I download and where do I place them? Are Mixamo anims the only anims needed?
    Hi Kumareal,

    I used animations from different sources (Mixamo, Kulbold's AnimSet Pro, and others). From Mixamo, search for "Shimmy" for the edge grabbing and "Rope climb" for the vine climbing (there are 2 versions).

    To set up the animations, look into "2D blendspaces" for things like the edge bragging (3 animations - going left, idle, going right). Look through the thread where I show I picture of one of my blendspaces!).

    This is the first project I shared with the community and its due for an update soon. I am working with someone to try and get custom animations for all movements! If this works out, the next update should include all animations and blendspaces setup - basically allowing everything to work out of the box . I cant promise when this will happen but its coming as soon as I get the animations. Im also hoping to add a few more things like menus and new abilities.

    I hope to have more news on the update soon. Stay tuned!

    Leave a comment:


  • replied
    I have a quick question. What Mixamo animations do I download and where do I place them? Are Mixamo anims the only anims needed?

    Leave a comment:


  • replied
    Originally posted by VIRTUAL_LIFETIME View Post
    Hey, I played it and the feeling was awesome first, but then I found out... there are no animations. Please help me
    Hi VIRTUAL_LIFETIME,

    The animations were mostly taken from Mixamo.com and Kubold's AnimSet pro. The animations from Mixamo are free (still) I believe. Unfortunately, I cannot include them in the template for legal reasons :/. However, Im learning to make animations myself and I have an update planned where I replace all animations with custom animations that are included.

    In the meantime, get the animations from Mixamo and take a look at the animation BP - everything is already setup, so all you need to do is create the Blendspaces and add the clips

    Leave a comment:


  • replied
    Hey, I played it and the feeling was awesome first, but then I found out... there are no animations. Please help me

    Leave a comment:


  • replied
    Originally posted by CryDead View Post
    Nothing complicated just as same as Peter L 's version, I noticed that your blueprint has added many function in it and yet i didn't try to put it all in mine project yet.
    Thanks for your advice i'll try again and see if it's work
    Take care!

    Edit* Just fixed the fast falling it's because my game has a slope movement that's why it's fall so fast from a very angle wall
    Good to hear you got it fixed . Yeah I took Peter's tutorial and added a few things to suit my original project. As long as it gets the job done, right? Anyways, let me know if you have any other questions.

    Cheers!

    Leave a comment:


  • replied
    Originally posted by CoquiGames View Post
    Hi CryDead,

    If you modified the Blueprints, can you please include a screenshot of the new graph so I know whats going on?

    I'm not in my dev computer, but going by memory, there is an event already under the ragdoll section of the code that kills the player based on velocity (if you fall from very high). You can try using this and see if it works for you. Otherwise, you can use Event Landed and then calculate the velocity to determine if you want to kill player (call Event Dead) or not

    Hope this helps!
    Nothing complicated just as same as Peter L 's version, I noticed that your blueprint has added many function in it and yet i didn't try to put it all in mine project yet.
    Thanks for your advice i'll try again and see if it's work
    Take care!

    Edit* Just fixed the fast falling it's because my game has a slope movement that's why it's fall so fast from a very angle wall
    Last edited by CryDead; 06-30-2017, 08:11 AM.

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