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Gladiators of the arena 1 Survival

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    #46
    Congratulations man!!! I hope to see my game also on steam soon!!!

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      #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. @_@;;;;;

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          #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.

                  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

                      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

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