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    #46
    Congratulations man!!! I hope to see my game also on steam soon!!!
    https://sites.google.com/view/udkultimate/

    Comment


      #47
      You will don't worry it's easy as pie, i will help you in the process if you want.
      Some cool unreal projects you may like!


      Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

      Download the demo Download the demo
      external link Dropbox DropBox

      Become a c++ Professional now C++ Networking Tutorial

      Comment


        #48
        Congratulations. ^^
        Honestly I envy you a lot. I want to release my game soon. But there are too many things to do because of my greed. @_@;;;;;

        Comment


          #49
          hehe ok keehoo ahn
          Some cool unreal projects you may like!


          Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

          Download the demo Download the demo
          external link Dropbox DropBox

          Become a c++ Professional now C++ Networking Tutorial

          Comment


            #50
            been watching this game develop.
            congrats on finally having it ready to release

            can i ask how you are handling matchmaking, if you do?
            cheers
            tegleg.co.uk - indie electronic music label
            Android + HTML5 WIP Physics Game
            PC Games - Android Apps

            Comment


              #51
              I have not done match making
              Some cool unreal projects you may like!


              Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

              Download the demo Download the demo
              external link Dropbox DropBox

              Become a c++ Professional now C++ Networking Tutorial

              Comment


                #52
                New blood screen done, with post process effects anyone would like a tutorial on how to do it?
                Some cool unreal projects you may like!


                Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

                Download the demo Download the demo
                external link Dropbox DropBox

                Become a c++ Professional now C++ Networking Tutorial

                Comment


                  #53
                  Originally posted by Neongho View Post
                  New blood screen done, with post process effects anyone would like a tutorial on how to do it?
                  Hello there!

                  WOW, it looks cool, congratulations!. I have done my blood screen entirely in Flash/Scaleform like I said before, however I do want this tutorial on how you have done it.

                  Cheers.
                  https://sites.google.com/view/udkultimate/

                  Comment


                    #54
                    yours is cool to UDKUltimate I have made mine with material editor and PPC.
                    cheers.
                    looking forward to play your game like I did with coldscooter.
                    Last edited by Neongho; 11-25-2018, 05:04 AM.
                    Some cool unreal projects you may like!


                    Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

                    Download the demo Download the demo
                    external link Dropbox DropBox

                    Become a c++ Professional now C++ Networking Tutorial

                    Comment


                      #55
                      looking forward to play your game like I did with coldscooter.
                      Thanks bro, even thought it will take sometime for me to finish it, however, I will let everyone test this demo I am finishing soon, which I will upload here and on youtube.

                      Cheers
                      https://sites.google.com/view/udkultimate/

                      Comment


                        #56
                        https://www.youtube.com/watch?v=DXqpiCKH_qY Horse riding in Gladiators of the arena. classes involved here, I didn't use vehicle because AI couldn't do anything with it. so I made it be a pawn.

                        Code:
                        //-----------------------------------------------------------
                        //
                        //-----------------------------------------------------------
                        class GOTAMP2Horse extends pawn;
                        
                        var() const DynamicLightEnvironmentComponent LightEnvironment;
                        //Body//
                        var(APVisual) const SkeletalMeshComponent MainBodyMesh;
                        //For getting touch event, to know if we are close enough
                        var(UsageVar) const CylinderComponent CylinderOfUsage;
                        
                        var GOTAMP2Pawn GOTAPawnRidingHorse;
                        var GOTAMP2PlayerController ControllerRiding;
                        
                        event PossessedBy(controller C, bool bVehicleTransition )
                        {
                           super.PossessedBy( C, bVehicleTransition );
                        
                           //c.GoToState('PlayerHorseDriving');  needs a timer
                           SetTimer(0.25,false,NameOf(SetPlayerDriving) );
                        
                           if( GOTAMP2PlayerController(C) != none)
                           {
                           ControllerRiding = GOTAMP2PlayerController(C);
                           }
                        }
                        
                        simulated function StartFire(byte fireModeNum)
                        {
                        
                        `log("FROM GOTAMP2Horse starting fire");
                        GOTAPawnRidingHorse.StartFire(fireModeNum);
                        
                        
                        
                        }
                        
                        simulated function StopFire(byte fireModeNum)
                        {
                        
                        `log("FROM GOTAMP2Horse stoping fire");
                        GOTAPawnRidingHorse.StopFire(fireModeNum);
                        
                        }
                        
                        
                        function HandleCRidesHorse(controller ControllerRidingHorse, pawn pawnRidingHorse)
                        {
                        ControllerRidingHorse.UnPossess();
                        ControllerRidingHorse.Possess(self,false);
                        //self.MainBodyMesh.AttachComponentToSocket( pawnRidingHorse.mesh, 'RidingSocket'  ); //Caused a problem with the traces and it was not reliable
                        GOTAPawnRidingHorse = GOTAMP2Pawn( pawnRidingHorse );
                        
                        
                        
                         if(  GOTAMP2PlayerController( ControllerRidingHorse ) != none  )
                         {
                         GOTAMP2HUD( GOTAMP2PlayerController ( ControllerRidingHorse ).MyHUD ).GFxAS2MultiPurposeHUD.SetElementVisibleOrUnvisibleByNum(20, false);
                         }
                        
                        
                        
                        
                        //PawnRidingHorse.mesh.SetScale3D( vect(0.5, 0.5, 0.5) );
                        
                         pawnRidingHorse.SetCollision( True, false);
                         //pawnRidingHorse.bCollideWorld = true;
                         pawnRidingHorse.SetBase(none);
                         pawnRidingHorse.SetHardAttach(true);
                         pawnRidingHorse.SetPhysics( PHYS_None );
                        
                        
                         //if ( !bDriverIsVisible )
                         //{
                         // pawnRidingHorse.SetHidden(false);
                         // pawnRidingHorse.SetLocation( Location );
                         //}
                         pawnRidingHorse.SetBase(self,,mesh, 'RidingSocket');
                         `log("*****************FROM GOTAMP2Horse  Setting base");
                         // need to set PHYS_None again, because SetBase() changes physics to PHYS_Falling
                         pawnRidingHorse.SetPhysics( PHYS_None );
                        
                            GOTAMP2Pawn( pawnRidingHorse ).StartTogglingBlendPerBoneRepnotify( true, 0.5 );
                            GOTAMP2Pawn( pawnRidingHorse ).StartChangingDifferentStanceIndex( 3 );
                            GOTAMP2Pawn( pawnRidingHorse ).StartChangingPawnStancesListToRepnotify( 7, 0.5);
                        
                            GOTAMP2Pawn( pawnRidingHorse ).HorseRidden = self;
                            GOTAMP2Pawn( pawnRidingHorse ).bRidingHorse = true;
                        }
                        
                        function HandleCStopsRidesHorse(controller ControllerRidingHorse, pawn pawnRidingHorse)
                        {
                        //ControllerRidingHorse.UnPossess();
                        ControllerRidingHorse.Possess(pawnRidingHorse,false);
                        //pawnRidingHorse.mesh.DetachFromAny();
                        //GOTAMP2Pawn( pawnRidingHorse ).TorsoArmourSkeletalMesh.DetachFromAny();
                        //DetachDriver(pawnRidingHorse);
                        `log("FROM GOTAMP2Horse the horse driver is "@pawnRidingHorse);
                        pawnRidingHorse.SetCollision( true, true);
                        //pawnRidingHorse.ForceUpdateComponents();
                        GOTAMP2Pawn( pawnRidingHorse ).StartTogglingBlendPerBoneRepnotify( false, 0.5 );
                        GOTAMP2Pawn( pawnRidingHorse ).StartChangingDifferentStanceIndex( 0 );
                        GOTAMP2Pawn( pawnRidingHorse ).StartChangingPawnStancesListToRepnotify( 0, 0.5);
                        ControllerRidingHorse.SetRotation( ROT(0,0,0) );
                        //pawnRidingHorse.ReattachComponent(GOTAMP2Pawn( pawnRidingHorse ).mesh);
                        //pawnRidingHorse.ReattachComponent(GOTAMP2Pawn( pawnRidingHorse ).TorsoArmourSkeletalMesh);
                        
                        SetTimer(2, false, nameOf( SetPawnRotation ));
                        
                        //PawnRidingHorse.mesh.SetScale3D( vect(1, 1, 1) );
                        }
                        
                        function SetPawnRotation()
                        {
                            `log("FROM HOrse **************** "@GOTAPawnRidingHorse);
                            GOTAPawnRidingHorse.SetRotation(ROT( 0,0,0 ) );
                            GOTAPawnRidingHorse.Detach(self);
                        }
                        
                        
                        
                        function SetPlayerDriving()
                        {
                        
                        //GOTAMP2PlayerController(WorldInfo.game.GetALocalPlayerController()).GoToState('PlayerHorseDriving');
                        
                        ControllerRiding.GoToState('PlayerHorseDriving');
                        
                        }
                        
                        event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
                        {
                        
                                if( GOTAMP2PlayerController( GOTAMP2Pawn( Other ).controller ) != none)
                                {
                                GOTAMP2HUD( GOTAMP2PlayerController ( GOTAMP2Pawn( Other ).controller ).MyHUD ).GFxAS2MultiPurposeHUD.SetElementVisibleOrUnvisibleByNum(20, true);
                                GOTAMP2HUD( GOTAMP2PlayerController ( GOTAMP2Pawn( Other ).controller ).MyHUD ).GFxAS2MultiPurposeHUD.ChangeTheMessageOfUseMessage( "Press E to ride" );
                                }
                        }
                        
                        
                        //Needs repairs
                        event UnTouch( Actor Other )
                        {
                        
                         if( Other == WorldInfo.game.GetALocalPlayerController().pawn )
                         {
                         GOTAMP2HUD( GOTAMP2PlayerController ( GOTAMP2Pawn( Other ).controller ).MyHUD ).GFxAS2MultiPurposeHUD.SetElementVisibleOrUnvisibleByNum(20, false);
                         }
                        
                        }
                        
                        
                        
                        
                        //Basically E key hit
                        exec simulated function Use()
                        {
                        
                        
                        `log("FROM GOTAMP2Horse using ");
                        
                        HandleCStopsRidesHorse(controller, GOTAPawnRidingHorse);
                        
                        }
                        
                        
                        DefaultProperties
                        {
                           Begin Object class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
                               bSynthesizeSHLight=true
                               bIsCharacterLightEnvironment=true
                               bUseBooleanEnvironmentShadowing=false
                            End Object
                            Components.Add(MyLightEnvironment)
                            LightEnvironment=MyLightEnvironment
                        
                        
                          ///////// MAIN BODY ////////////////////////
                          Begin Object class=SkeletalMeshComponent Name=MainBodyMeshComponent
                            AnimTreeTemplate = AnimTree'MPGOTA2AnimTrees.AnselmusMPAnimTree'
                        
                              //General Mesh Properties
                              bCacheAnimSequenceNodes=FALSE
                              AlwaysLoadOnClient=true
                              AlwaysLoadOnServer=true
                              bOwnerNoSee=false
                              CastShadow=true
                              BlockRigidBody=TRUE
                              bUpdateSkelWhenNotRendered=false
                              bIgnoreControllersWhenNotRendered=TRUE
                              bUpdateKinematicBonesFromAnimation=true
                              bCastDynamicShadow=true
                              RBChannel=RBCC_Untitled3
                              RBCollideWithChannels=(Untitled3=true)
                              LightEnvironment=MyLightEnvironment
                              bOverrideAttachmentOwnerVisibility=true
                              bAcceptsDynamicDecals=FALSE
                              bHasPhysicsAssetInstance=true
                              TickGroup=TG_PreAsyncWork
                              MinDistFactorForKinematicUpdate=0
                              bChartDistanceFactor=true
                              RBDominanceGroup=20
                              bUseOnePassLightingOnTranslucency=TRUE
                              bPerBoneMotionBlur=true
                              ScriptRigidBodyCollisionThreshold = 0.5;
                              Translation=(Z=-76.0)
                          End Object
                          Components.Add(MainBodyMeshComponent)
                          MainBodyMesh=MainBodyMeshComponent
                          mesh = MainBodyMeshComponent
                          AccelRate = 200;
                          GroundSpeed = 1000;
                        
                          //This one it's for touching so you can enter the city
                          begin object class=CylinderComponent Name=CompCollisionCylinder
                          CollideActors = true;
                          //BlockActors = true; //We don't necessarily need it, but it would block anyways.
                          end object
                          Components.Add(CompCollisionCylinder)
                          CylinderOfUsage = CompCollisionCylinder
                        
                          bCanBeBaseForPawns=true
                        
                        
                        }

                        Player Controller Horse riding state
                        Code:
                        state PlayerHorseDriving extends PlayerWalking
                        {
                        
                         function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
                         {
                            Pawn.Acceleration = NewAccel;
                        
                        
                         }
                        
                         /* Set the throttle, steering etc. for the vehicle based on the input provided
                         function ProcessDrive(float InForward, float InStrafe, float InUp, bool InJump)
                         {
                        
                        
                         } */
                        
                         function PlayerMove( float DeltaTime )
                         {
                             local vector   X,Y,Z, NewAccel;
                          local eDoubleClickDir DoubleClickMove;
                          local rotator   OldRotation, NewRotation;
                          local bool    bSaveJump;
                                local float NewYaw;
                        
                          if( Pawn == None )
                          {
                           GotoState('Dead');
                          }
                          else
                          {
                           GetAxes(Pawn.Rotation,X,Y,Z);
                        
                           // Update acceleration.
                           //NewAccel = pawn.Acceleration;
                        
                           NewAccel = PlayerInput.aForward*X;
                           NewAccel.Z = 0;
                           NewAccel = Pawn.AccelRate * Normal(NewAccel);
                        
                                    if( VSize( pawn.velocity  ) > 200 )
                                    {
                                    NewAccel = NewAccel + (X * 100) ;
                                    }
                        
                        
                                    NewYaw = NewYaw + ( PlayerInput.aStrafe / 4 );
                        
                                    NewRotation = Pawn.rotation;
                                    NewRotation.Yaw = NewRotation.Yaw + NewYaw;
                                    Pawn.SetRotation(NewRotation);
                        
                           if (IsLocalPlayerController())
                           {
                            AdjustPlayerWalkingMoveAccel(NewAccel);
                           }
                        
                           DoubleClickMove = PlayerInput.CheckForDoubleClickMove( DeltaTime/WorldInfo.TimeDilation );
                        
                           // Update rotation.
                           OldRotation = Rotation;
                           UpdateRotation( DeltaTime );
                           bDoubleJump = false;
                        
                           if( bPressedJump && Pawn.CannotJumpNow() )
                           {
                            bSaveJump = true;
                            bPressedJump = false;
                           }
                           else
                           {
                            bSaveJump = false;
                           }
                        
                           if( Role < ROLE_Authority ) // then save this move and replicate it
                           {
                            ReplicateMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation);
                           }
                           else
                           {
                            ProcessMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation);
                           }
                           bPressedJump = bSaveJump;
                          }
                         }
                        
                        
                        function UpdateRotation( float DeltaTime )
                        {
                         local Rotator DeltaRot, ViewRotation;
                        
                         ViewRotation = Rotation;
                        
                        
                         // Calculate Delta to be applied on ViewRotation
                         DeltaRot.Yaw = PlayerInput.aTurn;
                         DeltaRot.Pitch = PlayerInput.aLookUp;
                        
                         ProcessViewRotation( DeltaTime, ViewRotation, DeltaRot );
                         SetRotation(ViewRotation);
                        
                         ViewShake( deltaTime );
                        
                        
                        
                        
                        }
                        
                        
                        }
                        Last edited by Neongho; 12-05-2018, 04:55 AM.
                        Some cool unreal projects you may like!


                        Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

                        Download the demo Download the demo
                        external link Dropbox DropBox

                        Become a c++ Professional now C++ Networking Tutorial

                        Comment


                          #57
                          new video out https://youtu.be/QpCIMGN5MbA new video of GOTA out. Comment and like : D
                          Last edited by Neongho; 01-04-2019, 04:34 AM.
                          Some cool unreal projects you may like!


                          Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

                          Download the demo Download the demo
                          external link Dropbox DropBox

                          Become a c++ Professional now C++ Networking Tutorial

                          Comment


                            #58
                            https://www.youtube.com/watch?v=awR1...ZjIrozmr62nbGg Here is a new video of our new character new animations, Shield sword made by Michal Arendt programming done by me and animations by Tobias Jessop and me.
                            Some cool unreal projects you may like!


                            Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

                            Download the demo Download the demo
                            external link Dropbox DropBox

                            Become a c++ Professional now C++ Networking Tutorial

                            Comment


                              #59
                              I watched your game video well. ^^
                              If your game has a ponytail hairstyle female character, it would be better.
                              Last edited by Keehoon Ahn; 12-08-2019, 05:37 AM.

                              Comment


                                #60
                                https://www.youtube.com/watch?v=2s9DEmImwvo&t=1s Hey I could add a pony tail but I'm not sure about it hehehe , here a video about how you can throw any item.
                                Some cool unreal projects you may like!


                                Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

                                Download the demo Download the demo
                                external link Dropbox DropBox

                                Become a c++ Professional now C++ Networking Tutorial

                                Comment

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