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Thread: PROJECT: Unreal Fighter 2D

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    Exclamation PROJECT: Unreal Fighter 2D

    ------------------------------------------ PROJECT: Unreal Fighter 2D ------------------------------------------

    Current Update: 15.03.2017 106th Post 3th Page

    Hello everyone. We have Projectiles now! Enjoy the video! Nothing much to say as the video speaks for itself!



    ---
    Old Updates

    Merry Christmas everyone!

    I hope you are having fantastic days! Since I am working at an airport, I got no way of celebrating such things due to way of shifts work so enjoy yourself for me too will you?!

    Anyhow, for 2 months I have been working on finishing the current state of Hit Definition and fixing tons of bugs. But most importantly, worked my rear off to pull out the camera zooming function. Gaussian Blur is just a nice addition on top of it! Hope you guys enjoy the video and don't think the project is dead!



    ---



    This update is mostly related to bugfixing and what's actually important is the video that demonstrates the current system we have, but you are free to read the progress nonetheless. ^_^

    ---

    Ability System

    PLEASE LAY DOWN THANK YOU: Fixed an issue that caused the character not get to bounce or lay down states despite landing on the ground after a hit fall, resulting it to stay stuck in it's fall animation.

    I HONESTLY WANT TO GUARD: Added a failsafe component that makes a final check before a hit connects to the player that makes sure the player gets into guard state no matter how fast the attack is, frame wise.

    GUARDING IS COMPLICATED: Fixed an issue that caused the character not be able to guard the same frame he lands from air to ground regardless of his new state being standing or crouching.

    GUARD DAMAGE SHOULD KO TOO NO?: Fixed an issue that causes the character stay stuck on guarding moment if the guard damage supposed to KO.

    GUARD DAMAGE ACTIVE: Guarding now can have a chip damage.,

    KO SCREAM NONSTOP: Fixed an issue that sometimes the KO sound of the character didn't trigger when he simply lost the match.

    Movement System

    JUMP IS COMPLICATED: Fixed an issue where the jump animations would mix up and play wrong. Finally got it covered after a year. Double cheers for that. <.<

    Gameplay Elements

    TERRIBLE MISTAKE: Fixed an issue that is related to refreshing all the health back to full after a round. Appearently I was not updating the health properly and sometimes next round immediately gave away a KO the moment it started.

    CAN YOU STAND UP THANK YOU: Fixed an issue that caused the character that lost the round become a drama queen, causing it to stay laying down on the ground when he supposed to be standing after next round starts.

    ---

    New Blueprint: CORE SYSTEM

    PURPOSE: Okay so, in the old system you had to work on Casting, connecting many seperate files to each other. This is no longer needed. All other systems are now combined into One that contains everything in it. With this new design, not only this eliminates the complexity, but also eliminates the communication time of all mini sub systems to zero. This was not noticable at first, or for new characters. But since all subsystems were actually world actors, the communication had the risk of getting costier GPU wise. Ofcourse I know little of how things work at the programming side, but it is obviously MUCH easier now to create a character.

    SECOND PURPOSE: Core System now contains everything a BEGINNER should NOT see. All kind of Unreal nodes that work behind the scene are now here.

    Subsystem: Flipbook System

    Self Note: There was technicaly nothing wrong with the system, well almost. It's main problem was enumarations working slow (one frame late) due to how other old style systems were working. Since everything is now one big blueprint, there is no such occurance anymore. This fixed tons of issues regarding to the communication too. For example, while a character is at frame of 5 in its animation, it took at least one frame to give that information to all sub systems, causing the animation to be 6 while all other systems had the information as it was 5. So basicaly, every information was technically updated on Flipbook System, yet all others had the outdated information. This was a pain to calculate literally EVERYTHING, and is no longer an issue.

    NO LONGER A CHILD ACTOR: Flipbook system is not a blueprint itself anymore and now is contained within Core System, resulting in optimization, easiness on usage and zero connection delay with all other subsystem.

    VARIABLES ARE FUN: All the animations are contained as variable now, allowing to change in time. Also this lets Beginners to simply fill in the variable values with their Flipbook Animations and it will simply work right away.

    NEW SHADOW CALCULATION: Shadow location calculation is changed to prevent twitching mostly when character lands after being in air. There will be lots of upgrades on the way forward.

    UNREAL IS NOT FUN SOMETIMES: Fixed a math node related to fake shadow that causes crash upon deletion. Seriously. This was annoying.

    ZERO RISK: Due to the new State Macro System, the possible (rare occurance) flipbook animation twitching is now fixed. Also possible bugs that related to events triggering at the end of animations while they shouldn't is completely fixed. More on this later.

    I GOT MY OWN SYSTEM NOW THANK YOU: "Bind Event on FinishedPlaying" is now no longer used. It was creating alot of problems regarding to unbinding or triggering unwanted events. Basicaly what above said.

    Subsystem: Input System

    Self Note: Okay so let's be honest. Input system worked. But it was looking so messy it wasn't even funny. Second, after pressing an action input (punches, kickes etc) it would completely reset itself, preventing any complex combinations from working. For example a Mortal Combat Finisher, or Raging Demon of Akuma. I have not finished working on this yet so I won't give too much info yet. Probably everything will be much clearer on August. ^_^

    LOOKING CRAPPY NO MORE: A few macros added to make the input creation VERY easy and look far better. More on this later when I finish working. ^_^

    DIVIDED NO MORE: Action and Movement inputs are considered as same input types. This fixes the need of reseting the input array completely everytime an action input happens. Though the update is abit more than that to let Raging Demon or Mortal Combat finishes to actually complete but more will be done before giving further information.

    PRIORITY: Now you can decide which combination of inputs to trigger a move before checking others. An example would be a Shoryuken that you would want it to be checked before a Hadouken, as Shoryuken has larger amount of inputs required to do.

    I AM HOLDING THE BUTTON MAN! : Pressing a movement input now prevents from Input Array to reset so you can make a move that has a "hold on for a certain amount of time" style input in it. This will be done at Alpha 3.0 probably. Not finished and not functional yet.

    Subsystem: Movement System

    Self Note: Movement System was actually working aswell. But it had the same problem Input System had, messy looking. The way animation was handled was also terrible and the rotation could bug out at times, not working when it should be etc. Now everything is much clear, and animation-changing is no longer is done here. More testing will be done as I recreate Ken Masters, to ensure literally everything is working.

    YOU WERE NOT SUPPOSED TO BE THERE ANYWAY:
    Nodes that are related to animation and stance changing are completely gone. Movement System now only cares about what it supposed to do; Move and Rotate. In addition, everything is simplified as the new State Macro System handles all the changes. Movement System now only gives the command, rather than doing the actions itself when it comes to playing animation etc.

    PLEASE STOP TWITCHING THANK YOU: In rare occurances, animation would update one frame later than the actual rotation, causing a very hard to notice twitching. Thanks to the new system, it is completely fixed.

    TIMELINES ARE NOW FUN!: Characters can now pushed, pulled, moved by at least 10 timelines. Basicaly you can use them to forcepush a character while they are still moving. Abit complicated to explain, but once you get the new template see how I created the gravity, you will understand ^_^

    Subsystem: Collision System

    Self Note: To be honest, I was pretty happy with my system. Players pushing each other. It was all smooth. But something I realised made me shock. I was expecting it to happen, but not that harsh. Basicaly, only players could push each other. What about a strike? What about an obstacle? Dear Lord, this sytem was painful.

    UPGRADE HOO! : Players can now be pushed by up to 5 non-player characters. This will be heavily tested in Beta 1.0 when Helpers/Strikers are possible to create. For now, we assume that it works theoricaly. If it doesn't, we will fix it! ^_^

    Subsystem: Ability System

    Self Note: This System is basicaly what keeps the.. well.. moves/abilities. It supposed to be empty but no longer. It will contain the Hit Definition. And it is massive. More on that later aswell!

    -----

    Okay so, this is all I can say for Core System but if a Beginner does not have to see this, what he should see? Here is what we get: Character Core!

    New Blueprint: CHARACTER CORE

    Character Core is the child blueprint of Core System that contains the new States. For example it contains Basic Idle State, aka State 0, that you can override if you so desire. Given more info in the video. ^_^

    New Blueprint: STATE SYSTEM (Macro Library)

    This library contains everything that you actually want to work with. There are only a few right now, but all I can say is they are our saviors, preventing any developer from working with scattered nodes. They are the main production nodes. More info on them later!

    ---

    CAMERA

    Camera had massive problems. It was not moving if the mover was not a player character. Now it does! Now whoever or whatever is at the side, it will move. The calculation is fixed and many bugs related to Z movement are gone. Also the coding looks much clear and simple!

    And here is a video!



    UI

    Yeah, it's there, it's cute, it works! More on that later! ^_^

    --------------------

    It's not too much hey, it's better than nothing. I am working on internal stuff lately so there isn't exactly something awesome to show, but I hope you like the last part of the video. ^_^

    - Worked on looping states, success!
    - Supers! Yey!
    - Random Camera Movement.
    - Ribbon date and 3d particles all around!
    - Some tears and blood.

    System

    - Movement System is fully functional.
    - Input System now fully supports all button combinations, such as double punch, tripple kick buttons being pressed at the same time.
    - Ability System is fully functional, need to be cleaned up.
    - VFX/SFX System now supports Unreal's own particle effects, needs to be optimized.
    - Flipbook System now supports a Global Get-Hit List. More on this below.
    - Collision System is updated to support better "pushing away" and "prevent getting inside no matter what" events.

    Movement

    - Idle, Crouching and Jumping is fully functional.
    - Blending between those, including turning around animations etc seems to be pretty smooth.

    Input System

    - As meantioned above, any kind of button combination is now allowed and free of charge.
    - There is now a very small tolerance to not let break if the enemy is changing side. Example; you want to make a move that consists of "Forward - Down - Forward Punch", but enemy changed sides while you were at the "Down" stage. Without this small tolerance, your "Forward" became the new "Backward" so you wouldn't be able to finish the ability. This does not anymore. You are given a small amount of time to finish the move as if enemy didn't change positions.

    Ability System

    - Almost fully optimized. Now every attack is using one Single Trace event. Giving the information to it is now more than enough.
    - Paper2D Anim Notify System is on. Allowing hits to frame jump and still allowing other hits to be on time. It's a mathematical system supported with Timelines to trigger Attack Events.
    - Right now got two hit types;
    Regular Attack: This attack type focuses on hitting the enemy until the frame amount given to it is complete. In anytime of the hit connection, the frame jumps to the last attack frame.
    Continuous Attack: This attack type focuses on hitting the enemy more than once, given the amount. It can be connected to any timeline. For example, letting a Shoryuken hit a player more than once. Shown at video below.
    - Ability System's GetHit-SubModule is now global. Meaning that the characters work together without any problem as long as Flipbook System has the needed flipbooks. More on that on Flipbook System.
    - Attacks now can cause the player to lose control, or gain it in midair. Getting hit in air is now fully supported.
    - Attacks also care about the position of the enemy and letting it play get-hit animation according to their stance, such as crouching, idle, in air etc.

    (NEW)

    - New Ability = Normal Dash: This is basicaly a hop. Double forward or backward will cause ken to hop to the direction it is requested. Ken is not able to do any move at dashing process, as there is no air-attack. Though he still can attack the moment he lands so he does not need to wait for "Dash End" animation to finish. Ken can only start moving freely the moment that said animation is done though.

    - New Ability = Dark Slide: As wickedly awesome and amazing it sounds, it's nothing but a slide to either forward or backward. Key point is Ken can do abilities at the very first moment he starts. Another addition is that Ken can rotate if the enemy jumps over etc, letting him have an advantage. One last thing to mention is that, this ability stops if it reaches to either camera visual limit or level border, triggering it's ending animation.

    - New Ability = Hit Cancel Dash: This ability is like "Normal Dash" but it doesn't contain the air-movement and stays on the ground. It can be used after doing Shoryuken. Double forward tapping after either the first or second hit will stop Shoryuken and trigger this ability. Currently it is not balanced as you can constantly hit cancel every shoryuken. Also you can use this ability after Heavy Punch just for the testing purposes.

    - New Ability = Ashura Senkuu: This ability is basicaly Akuma's immune-to-hit sliding move. Currently it does not let Ken do any moves at the cost of being unhitable till the ending animation. Quality of the particle effects is subject to change.

    - New Ability = Death Mark : After doing more than 4 hits with regular one button punch and kicks, doing heavy kick in the end will cause another "heavy kick" to trigger, adding a debuff on Red Ken. Basic way of triggering this is simple : LP + LK + MP + MK + HK. Only Ken in Black can trigger this.

    The debuff allows dark ken to run in lighting speed to the enemy once and allows Shin Shoryuken to be instant in 0.6 second window after the rush. The eyes of the Debuff will be closed if the enemy and player's distance is less than 4m. The moment eyes are open wide and red means that the shin shoryken is instant. This debuff lasts 15seconds.

    - New Ability = Murderous Rush: Ken rushes in high speed towards the target's behind, or front if the enemy is close to stage borders. Ken is immune to attacks during this rush and once the rush ends, he needs to quickly spam Heavy Punch button to cast Shin Shoryuken.

    VFX/SFX System

    - Additional system for Damage-VFX is added. As mentioned at the last video, you can burn the character. We can have this system global too if we so prefer.
    - Unreal's own particle system is now supported. Slots added for you to use.

    Flipbook System

    - Flipbook System now have 3 Enumaration list of Animations. Named, Basic Animation List, Unique Animation List and Receive Hit Animation List.
    Basic Anim List: Contains simple stuff that is essentail. Moving, Idle, Jump, Block etc.
    Unique Anim List: Contains whatever other character's can't do. Basicaly abilities, such as Ken's Shoryuken.
    Recieve Hit Animation List: Most important one. It contains the global list of flipbooks and one-sprite-flipbooks so the enemy can use them to make a Recieve-Hit Animation he prefers. This list causes every character to work regardless of being complete or not. Having this list filled will let anything work. More like Mugen, or any other Fighting Game System we can say.

    Palette System

    - No need to separate sprites anymore! After 2 weeks of work (I am not the one who made it, gave the credits to them in video =) ) palette system is finally there. Now we can pick colors of sprites just like any other 2D game out there does it. Video is quite long and I tried to explain it all. Please read it's description beforehand. Thanks!

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    ------------------------------------------ QA Section ------------------------------------------

    Q: Wasn't this called Fighting Game Template? Why change name and thread?
    A: The old one had some silly first time videos that were all just walking 2 people together. Also it had 3D stuff that I am not working anymore (though I will work later). For now I decided to focus on 2D side as it seems to be on high demand. Though that's not the only reason. I loved working on 3D too but making animations were taking alot of time and I don't have such a luxury.

    About Thread change, I didn't want it, but we can't change thread names and I wanted this to have a name rather than a "Oh it's a template okay" name.

    Q: So 3D Fighting Game Template will never come?
    A: It will surely come as that's what I had in mind first place. Both templates share the same system(s). My 2D module can easily be turned into 3D if one so desires to not wait. Though the main difference would be that you need each animation doubled, as Unreal has no mirroring tool. Flipping a flipbook is easy, after all.

    As I mentioned above, animation creating is a story of itself and I am not the best-and-fastest animator in the universe. I barely get time to work on this template due to my work and animations were taking alot of it. So that's why the change of heart.

    Q: Will the old thread be updated ever?
    A: Nope, this is the new one.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    ------------------------------------------ Videos ------------------------------------------

    Unreal 4 Fighting Game 2D Template - First Step

    --- Battle System ---

    Unreal Fighter 2D Old Video for Battle System

    --- Palette System ---

    Unreal Fighter 2D Palette System

    --- Battle System Progress 2 ---

    Battle System Progress 2

    --- Battle System Progress 3 ---



    ---

    Take care, will you? ^_^
    Last edited by Achilleon; 03-15-2017 at 02:07 PM.

  2. #2
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    Cool Videos, unfortunatley I can't watch the Battle System Progress here in Germany due to f*cking GEMA :/

  3. #3
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    Quote Originally Posted by Fortuna View Post
    Cool Videos, unfortunatley I can't watch the Battle System Progress here in Germany due to f*cking GEMA :/
    Owh. I didn't have warnings so I thought it was fine. I will put the video to dropbox so you can see it. When I come back from home that is.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  4. #4
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    Luminary
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    Look super interesting cannot wait

  5. #5
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    Quote Originally Posted by HeadClot View Post
    Look super interesting cannot wait
    Cheers for the support =)
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  6. #6
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    when will u finish the 3d fighter, i want to make a 2.5d fighting game and i was waiting.

  7. #7
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    Quote Originally Posted by rock View Post
    when will u finish the 3d fighter, i want to make a 2.5d fighting game and i was waiting.
    I decided to leave 3d for now to focus on 2d. It is easier due to having 2d animations ready by using sprites so I can focus on the template itself. Sorry.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  8. #8
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    UE Community Manager
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    Wow, this is really well done! I am totally blown away with all of the features you've made. Please keep us updated
    Twitch /unrealalexander| Twitter @UnrealAlexander
    How to report a bug? | Installation & Setup issues?
    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

  9. #9
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    This is great! Too bad i didnt see this earlier, I love watching projects grow. Cant wait to see more

  10. #10
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    Luminary
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    Do you intend on selling this on the marketplace?

  11. #11
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    Quote Originally Posted by Alexander Paschall View Post
    Wow, this is really well done! I am totally blown away with all of the features you've made. Please keep us updated
    Thank you for the interest, I will as much as I can. ^_^

    Quote Originally Posted by BTLRoach View Post
    This is great! Too bad i didnt see this earlier, I love watching projects grow. Cant wait to see more
    Thanks!

    Quote Originally Posted by HeadClot View Post
    Do you intend on selling this on the marketplace?
    Yes, this is the intention so far, ofcourse without the Capcom sprites. I will have to create my own sprites or hire an artist for it though.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  12. #12
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    Luminary
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    Is there controller support?

  13. #13
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    Quote Originally Posted by HeadClot View Post
    Is there controller support?
    Yes there is.

    Currently for testing purposes both players are using the same keyboard. Though I do not see any limitations of controllers not working.
    Last edited by Achilleon; 12-06-2015 at 09:15 AM.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  14. #14
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    Hey, this is great work. I actually just got Unreal, and I'm planning to make a 2D arcade fighting game in the future. Is there any tips or anything I should know about using Unreal to make a game like this? Like I said, great stuff, hope the progress is steady.

  15. #15
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    Quote Originally Posted by MisterBones View Post
    Hey, this is great work. I actually just got Unreal, and I'm planning to make a 2D arcade fighting game in the future. Is there any tips or anything I should know about using Unreal to make a game like this? Like I said, great stuff, hope the progress is steady.
    Howdy MisterBones!

    Making a game like this does not sound as easy as it looks. It took at least 9 months for me to get to this point. Ofcourse it would be way easier if I was an experienced Dev. I just had to make maaaany tests to get which works better/perfect.

    I will eventually release an early access when I am happy with the process (it's not far away) for people who are impatient about this. But it will work for what you are up to.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  16. #16
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    Is there somewhere I should start specifically, a tutorial or something? I just dont know where to begin, and I seriously doubt I can just wing it. I appreciate the words of encouragement though.

  17. #17
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    I'm very interested in getting into an Early Access of this Project. Also one thing that I did not notice that you had sown in the videos is a Wall Bounce. Is there one in there yet or are you working on one?

  18. #18
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    Quote Originally Posted by MisterBones View Post
    Is there somewhere I should start specifically, a tutorial or something? I just dont know where to begin, and I seriously doubt I can just wing it. I appreciate the words of encouragement though.
    Uh.. that's the hardest part to answer.

    Personally I started off with finding a way to do a local multiplayer. Then I decided to work on movement and mostly on collision, like how could players push each other etc.

    It won't be easy, but in order to understand how things work, you have to cry abit of tears and blood combined. Give everything a try, and when I am done with the project, you can check my way of doing things if you prefer. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  19. #19
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    Quote Originally Posted by MisterBones View Post
    Is there somewhere I should start specifically, a tutorial or something? I just dont know where to begin, and I seriously doubt I can just wing it. I appreciate the words of encouragement though.
    If your wanting a start with just making 2d Fighters in General I started with 2D Fighter Maker 2nd. Now this engine is dated but you can prototype stuff I have made full games with it before (Terrordrome). I was in the process myself of doing what Achilleon was with Unreal but my stuff ended up getting corrupted.

  20. #20
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    Quote Originally Posted by Achilleon View Post
    ------------------------------------------ QA Section ------------------------------------------

    Q: Wasn't this called Fighting Game Template? Why change name and thread?
    A:

    ....

    About Thread change, I didn't want it, but we can't change thread names and I wanted this to have a name rather than a "Oh it's a template okay" name.
    ....

    Q: Will the old thread be updated ever?
    A: Nope, this is the new one.
    You could ask Chance, Alex or one of the mods to change the title of your previous thread.

    They could then merge these two threads together.

    Losing all the history is not good.

    The videos you don't like, just supersede them.

  21. #21
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    Quote Originally Posted by richardboegli View Post
    You could ask Chance, Alex or one of the mods to change the title of your previous thread.

    They could then merge these two threads together.

    Losing all the history is not good.

    The videos you don't like, just supersede them.
    Thank you for the information.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  22. #22
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    hows the project going?

  23. #23
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    ---------- Update: 08.01.2016 ----------

    - New Video: Here we have the moment of truth, Palette System!

    Color System MK 3: I was still not happy with the fact of separating sprites in Photoshop, so me and Mr Dash (someone who teaches me material stuff) found another solution! Now separating sprites is a luxury that you can chose to do for clothing, weapons etc if you so desire. ^^

    I am really tired so I can't really tell more. But the video explains more than enough as it's long! =)

    Fighting Game Template: PROJECT: Unreal Fighter 2D

  24. #24
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    The palette system looks great keep it up bro

  25. #25
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    So you're trying to convert people from Mugen to here, right? Those videos are very persuasive

  26. #26
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    Quote Originally Posted by DjGrave View Post
    The palette system looks great keep it up bro
    Thanks!

    Quote Originally Posted by masterneme View Post
    So you're trying to convert people from Mugen to here, right? Those videos are very persuasive
    Yesssssss. Soon we will have an army of Fighting game creators! ROAR!

    Or something. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  27. #27
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    Here's hoping this becomes for Unreal what Universal Fighting Engine is for Unity. Keep up the good work man.

  28. #28
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    Quote Originally Posted by polomos View Post
    Here's hoping this becomes for Unreal what Universal Fighting Engine is for Unity. Keep up the good work man.
    Thank you friend.

    I sometimes check their channel but it doesn't seem like they update it. I don't like the fact that it's in Unity though. It means it's not open source, so meh.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  29. #29
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    I just checked and apparently two versions of it come with open source code, but the problem is both cost around $200. They also mentioned something about making a version of it for Unreal on their website but I don't know if they even started working on that.

  30. #30
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    Quote Originally Posted by polomos View Post
    I just checked and apparently two versions of it come with open source code, but the problem is both cost around $200. They also mentioned something about making a version of it for Unreal on their website but I don't know if they even started working on that.
    What I mean is the Unity engine itself. I don't like the way that you need to pay for important additional features etc too. The Engine itself is not free so it ain't really fun and games.

    If I could do it, I wouldn't let a beginner to see -everything- I have done, just to make sure they dont confused. And if they wanted to progress, they could buy the full source code too. I am not against what the Universal Fighting Engine does, that's their decision after all.,

    But hey, if they do one for Unreal, I could see where I am doing wrong too. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  31. #31
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    The problem that I have with UFE is that everything is pretty much basic stuff. so if you want to add advance features you do need the source version as well knowing C#, so its going to require alot of coding if you want to add extra stuff even a simple color or mesh swap when selection a character.

    by basic I mean is that you can add a simple fireball projectile easy but if you want to do something like rugals shield reflector or hulks gamma wave or tornado you have to dive a bit into the code or set up your particles in a certain way for it to work correctly that it made it a ***** and annoying process.

  32. #32
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    Looks fantastic!

    I'm curious to know how you are handling collisions: particularly in terms of:
    • Authoring: How are you defining collision volumes for characters?
    • Resolving Collision: In game, how do you determine who hit what, and when?

  33. #33
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    Quote Originally Posted by DjGrave View Post
    The problem that I have with UFE is that everything is pretty much basic stuff. so if you want to add advance features you do need the source version as well knowing C#, so its going to require alot of coding if you want to add extra stuff even a simple color or mesh swap when selection a character.

    by basic I mean is that you can add a simple fireball projectile easy but if you want to do something like rugals shield reflector or hulks gamma wave or tornado you have to dive a bit into the code or set up your particles in a certain way for it to work correctly that it made it a ***** and annoying process.
    That's the main problem with Unity. You still need to know C# if you want to do something unique. Which is a big Nope for me.

    I would rather people who does not how know to code, do stuff too, just like I do. ^_^


    Quote Originally Posted by AlanNoon View Post
    Looks fantastic!

    I'm curious to know how you are handling collisions: particularly in terms of:
    • Authoring: How are you defining collision volumes for characters?
    • Resolving Collision: In game, how do you determine who hit what, and when?
    Thank you Mr Alan! Here are the answers!

    Collision:Name:  Capture.PNG
Views: 3613
Size:  83.0 KB

    You see, it's the simple collision setup of paper2D.

    Hitting: Name:  Capture2.PNG
Views: 3606
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    I use Boxtracing to hit stuff.

    That's all really. I got a Box Trace event where every attack changes it's values. I am keeping things simple as much as possible. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  34. #34
    0
    This is incredible man. I look forward to seeing that anim notify system .

  35. #35
    0
    Quote Originally Posted by Demoneyejin View Post
    This is incredible man. I look forward to seeing that anim notify system .
    I am working with an engineer to make a system that got a connection to C++.

    If it all works well, it will be an amazing step for any paper2d project! We will see ^^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  36. #36
    0
    Samaritan
    Join Date
    Mar 2015
    Posts
    147
    this is so cool!!.. really good job there..
    i want to learn more about the materials... how it was setup with paper2d..

  37. #37
    0
    Unreal Engine Developer
    Join Date
    Sep 2014
    Posts
    69
    Quote Originally Posted by Achilleon View Post
    That's the main problem with Unity. You still need to know C# if you want to do something unique. Which is a big Nope for me.

    I would rather people who does not how know to code, do stuff too, just like I do. ^_^




    Thank you Mr Alan! Here are the answers!

    Collision:Name:  Capture.PNG
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    You see, it's the simple collision setup of paper2D.

    Hitting: Name:  Capture2.PNG
Views: 3606
Size:  287.1 KB

    I use Boxtracing to hit stuff.

    That's all really. I got a Box Trace event where every attack changes it's values. I am keeping things simple as much as possible. ^_^
    Are you changing the shapes of the box trace and the sprite collision per frame?
    If so, where do you store and edit that data? Data Table?

  38. #38
    0
    this is so cool!!.. really good job there..
    i want to learn more about the materials... how it was setup with paper2d..
    Thanks, I will show once I tidy things up

    Quote Originally Posted by AlanNoon View Post
    Are you changing the shapes of the box trace and the sprite collision per frame?
    If so, where do you store and edit that data? Data Table?
    I understand what you ask now. Let me show abit of it;

    Name:  Capture2.PNG
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    At left, you will see one struct with information regarding to hit, and below it the macro that calculates the location and shape of the box trace. Inside that macro there is a calculation of player position aswell, so box trace always triggers where it supposed to be. =)

    Bottom right you will see the struct that contains the information regarding which attack can be done, if the current attack connects. It is Light Punch so we got alot of options if we success. :P

    Lastly at Top right, is the macro that triggers the Attack Event which triggers the box trace. Every 0.0166667 seconds the attack is triggered. First Frame and Last Frame variables are used to how many times to trigger the box trace event and at which frames. =)

    Name:  Capture.PNG
Views: 3309
Size:  237.0 KB,

    Here at Top Left is the Commence Assault. Event that is triggered every frame and you will see the information flooding to the box trace etc. I don't want to show the rest because beginners will cover in fear if they see the mess! xP

    That's all. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  39. #39
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    Doesn't really look like a mess but thats just me lol. Pretty sure anyone with a bit of blueprint experience and fighting game editors like Mugen/Fighter maker ect... can understand most of whats going on in those 2 pics

  40. #40
    0
    I know it's wishful thinking, but the ability to read Mugen characters and stages like Ikemen does would be absolutely amazing. But it's amazing already! Good work.
    DO contact me with questions about Blueprint or other Unreal features! I don't bite! Or charge money! Just press that blue Skype button and fire away.

    Project Culverin - Open Ended First Person Shooter

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