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Thread: PROJECT: Unreal Fighter 2D

  1. #41
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    Quote Originally Posted by DjGrave View Post
    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
    Cheers! Well, it could all surely be better. Maybe all of them being one single big node to cover up all you need. We will eventually get to that part. =)

    Quote Originally Posted by Ray Jones 312 View Post
    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.
    That would be abit over the top for me to do unfortunately. Though what I aim for is having the exact structure that mugen does. Also implementing a non-painful character transfer so its easy to get someone's fighter to your own game.

    Second option is already working though what I fear is, people will eventually edit my template and change stuff fitting to their character, so things won't work for someone else etc. But we will see all about that later
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  2. #42
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    I had one of my Admins over and FMHQ saying it would be awesome if we could import Fighter Maker 2nd characters to unreal..Samething here wishful thinking lol

    I have in fact been messing around in Unreal for a few days only issues I'm having right now is figuring out how to get my punch to cause a hit reaction..Seen you was using traces so I decided to see what I could come up. The only problem is these doesn't really snap to the character only thing I can get to snap is a sphere collision to a socket I have on the left hand.

    Glad I have a full 3D model with fighter animations to try and play around with it. I'd be happy to share this model with you Achilleon if you want it so you can advance with 3d more.

    But I guess I'm impatient and what something so my future project will have a base to go with.

    Anyway keep up the good work you have a friend of yours over on FMHQ that mention you named sandymorrison hehe

  3. #43
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    This really awesome!!! Keep up the AMAZING work!!!!

  4. #44
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    Jeeeeez this project has come a long way.

  5. #45
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    Quote Originally Posted by BradSaMa View Post
    I had one of my Admins over and FMHQ saying it would be awesome if we could import Fighter Maker 2nd characters to unreal..Samething here wishful thinking lol

    I have in fact been messing around in Unreal for a few days only issues I'm having right now is figuring out how to get my punch to cause a hit reaction..Seen you was using traces so I decided to see what I could come up. The only problem is these doesn't really snap to the character only thing I can get to snap is a sphere collision to a socket I have on the left hand.

    Glad I have a full 3D model with fighter animations to try and play around with it. I'd be happy to share this model with you Achilleon if you want it so you can advance with 3d more.

    But I guess I'm impatient and what something so my future project will have a base to go with.

    Anyway keep up the good work you have a friend of yours over on FMHQ that mention you named sandymorrison hehe
    Yay I am famous! :P

    As I mentioned though, converting another engine character to Unreal is like praying to God to turn your apple to banana because you would rather have a banana. It would take years for me to code something like that. I mean, I would like to do that for mugen but it's just.. Unreal is too flexable. What I mean is this; you can have your own file structure. For example I have two system modules named "Effect System" and "Sound System". I plan to combine them together at a later date. You can't just convert another file of another engine to Unreal because of this flexibility. Or it would just not worth the time.

    My current aim is making things very easy so you won't have to worry about the steps you need to take to come back to Unreal. ^_^

    Oh and if you check my youtube channel, you will see my first videos are actually 3D. So it's not impossible to convert this to 3D. I will do it myself anyway. Though I realised that making animations takes alot of my time so I stopped. And I kinda like 2D :P

    This really awesome!!! Keep up the AMAZING work!!!!
    Jeeeeez this project has come a long way.
    Thanks people. I am not showing much videos lately but I can assure that the progress goes on as fast as it can. It's just that there isn't much visual stuff going on yet. Expect a video next week though!
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  6. #46
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    Quote Originally Posted by Achilleon View Post
    Yay I am famous! :P

    As I mentioned though, converting another engine character to Unreal is like praying to God to turn your apple to banana because you would rather have a banana. It would take years for me to code something like that. I mean, I would like to do that for mugen but it's just.. Unreal is too flexable. What I mean is this; you can have your own file structure. For example I have two system modules named "Effect System" and "Sound System". I plan to combine them together at a later date. You can't just convert another file of another engine to Unreal because of this flexibility. Or it would just not worth the time.

    My current aim is making things very easy so you won't have to worry about the steps you need to take to come back to Unreal. ^_^

    Oh and if you check my youtube channel, you will see my first videos are actually 3D. So it's not impossible to convert this to 3D. I will do it myself anyway. Though I realised that making animations takes alot of my time so I stopped. And I kinda like 2D :P





    Thanks people. I am not showing much videos lately but I can assure that the progress goes on as fast as it can. It's just that there isn't much visual stuff going on yet. Expect a video next week though!
    hey if you need animations for the 3D version I can make you something similar to what KFM had in mugen or something along the lines of ryu's basic sfa style

  7. #47
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    Quote Originally Posted by Achilleon View Post
    Yay I am famous! :P

    As I mentioned though, converting another engine character to Unreal is like praying to God to turn your apple to banana because you would rather have a banana. It would take years for me to code something like that. I mean, I would like to do that for mugen but it's just.. Unreal is too flexable. What I mean is this; you can have your own file structure. For example I have two system modules named "Effect System" and "Sound System". I plan to combine them together at a later date. You can't just convert another file of another engine to Unreal because of this flexibility. Or it would just not worth the time.

    My current aim is making things very easy so you won't have to worry about the steps you need to take to come back to Unreal. ^_^
    I know myself that it would be almost impossible to do an import from another engine. Would be a lot of hex editor work I'm sure. Anyway yea I seen the videos using the Red and Blue 3d models. What I'm was saying to you is I have a model with animations baked in for a fighter. I'm currently using it myself to get a grip of the engine so far I have him walking,jumping, crouching and can throw a weak punch or Jab. With just a simple Apply any damage function to trigger an event to play a anim montage for a Weak High Hit.

    But yea just basic stuff I haven't got around to figuring out how to get the fighters to turn when you switch sides. But this is just a learning experience the real work will come when you release this project.

  8. #48
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    Quote Originally Posted by DjGrave View Post
    hey if you need animations for the 3D version I can make you something similar to what KFM had in mugen or something along the lines of ryu's basic sfa style
    Thank you for the offer. I can do small stuff like that myself aswell. Though I still like working on the 2D alot and continue to do so till I reach to a nice point.

    I know myself that it would be almost impossible to do an import from another engine. Would be a lot of hex editor work I'm sure. Anyway yea I seen the videos using the Red and Blue 3d models. What I'm was saying to you is I have a model with animations baked in for a fighter. I'm currently using it myself to get a grip of the engine so far I have him walking,jumping, crouching and can throw a weak punch or Jab. With just a simple Apply any damage function to trigger an event to play a anim montage for a Weak High Hit.

    But yea just basic stuff I haven't got around to figuring out how to get the fighters to turn when you switch sides. But this is just a learning experience the real work will come when you release this project.
    I see. There are afew problems related to 3D though,

    1. Animgraph ain't really beginner friendly.
    2. AnimMontages ain't even close to intermediate friendly.
    3. Unreal has no animation mirror tool. (Not as bad as it sounds though, you can do that easily in the program you animate.)

    With 2D, it's mostly just filling the variables when it comes to 2d animations.

    Ofcourse with Anim Montage we are losing a big plus which is Anim Notify System, but my own solution for 2D is underway.

    I wouldn't say "stop working" ofcourse, whatever you find that does not work, is something extra you have learnt. Which is what I have done for like.. 7 months xP

    PS: You still need to use traces, attaching collision shapes will cause you pain when you want an attack to hit two times. Also don't use that "Apply Damage" function. It is mostly for FPS stuff and it might be hard to get things going when stuff gets complicated. Thats just a personal opinion though.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  9. #49
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    Quote Originally Posted by Achilleon View Post
    Thank you for the offer. I can do small stuff like that myself aswell. Though I still like working on the 2D alot and continue to do so till I reach to a nice point.



    I see. There are afew problems related to 3D though,

    1. Animgraph ain't really beginner friendly.
    2. AnimMontages ain't even close to intermediate friendly.
    3. Unreal has no animation mirror tool. (Not as bad as it sounds though, you can do that easily in the program you animate.)

    With 2D, it's mostly just filling the variables when it comes to 2d animations.

    Ofcourse with Anim Montage we are losing a big plus which is Anim Notify System, but my own solution for 2D is underway.

    I wouldn't say "stop working" ofcourse, whatever you find that does not work, is something extra you have learnt. Which is what I have done for like.. 7 months xP

    PS: You still need to use traces, attaching collision shapes will cause you pain when you want an attack to hit two times. Also don't use that "Apply Damage" function. It is mostly for FPS stuff and it might be hard to get things going when stuff gets complicated. Thats just a personal opinion though.
    I'm far from being a beginner I started using Unreal Engine 4 back when it first went free and started working with it. I just stopped using it due to my project getting corrupted and had other things going on (Terrordrome updates FM2nd Project). Currently I have spheres set up within the character Left Hand and Arm attached using a sockets in the bones. Then I have traces set up in these locations from the start and end pins. Still working things out but I like doing it cause it's a good way to learn.

  10. #50
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    Quote Originally Posted by BradSaMa View Post
    I'm far from being a beginner I started using Unreal Engine 4 back when it first went free and started working with it. I just stopped using it due to my project getting corrupted and had other things going on (Terrordrome updates FM2nd Project). Currently I have spheres set up within the character Left Hand and Arm attached using a sockets in the bones. Then I have traces set up in these locations from the start and end pins. Still working things out but I like doing it cause it's a good way to learn.
    Well, someone who never -ever- done anything related to game dev before might find it hard to get those stuff at it's first moments. That's what I meant.

    Anyway, good luck on your journey.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  11. #51
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    Quote Originally Posted by Achilleon View Post
    Well, someone who never -ever- done anything related to game dev before might find it hard to get those stuff at it's first moments. That's what I meant.

    Anyway, good luck on your journey.
    Same to for you buddy looking forward to when you get this released!!

    Took your advice on the Apply Damage event and found another way of gettings things working

  12. #52
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    Between Street Fighter V and this template, I'm getting to psyched to design a fighting game now! Thank you!

  13. #53
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    Quote Originally Posted by Pedwar2 View Post
    Between Street Fighter V and this template, I'm getting to psyched to design a fighting game now! Thank you!
    +1 agreed.

    Achilleon have you got a timeline as to how long you think that you'll have available to test and / or purchase?

  14. #54
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    Eyyyyyyyyyyyyy finally new update! Enjoy while it lasts people! :P

    Related to Everything

    Tons of bugfixes, literally.

    ---

    Ability System

    - 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.



    Enjoy it will you?
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  15. #55
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    Quote Originally Posted by Pedwar2 View Post
    Between Street Fighter V and this template, I'm getting to psyched to design a fighting game now! Thank you!
    You go wild! ;D

    Achilleon have you got a timeline as to how long you think that you'll have available to test and / or purchase?
    I believe I can have a private alpha release in half a year. We will see about it though.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  16. #56
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    Anim Notify System?! In Paper2D? WHAT IS THIS MADNESS?!

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    Fighting Game Template: PROJECT: Unreal Fighter 2D

  17. #57
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    any updates

  18. #58
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    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:Attachment 75483

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

    Hitting: Attachment 75484

    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. ^_^
    Hi, first of all congratulations on your awesome work, I'm really impressed with what you've achieved so far.

    Following AlanNoon's question, I've seen your videos on youtube and I found that, as you said, you started in 3D first. My question is, you used Paper2D's collision boxes to set up the box tracings for collision checking in the 2D version. Then, how did you set up the box tracings and collisions in the 3D version, and how do the box tracings work to detect a collision? I'm especially interested in cases where the character moves, like the Shoryuken.

    Thank you very much in advance.

  19. #59
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    Quote Originally Posted by rock View Post
    any updates
    Nope. I am doing internal stuff so it will take a while to get an update.

    Quote Originally Posted by Irvaxis AcidFire View Post
    Hi, first of all congratulations on your awesome work, I'm really impressed with what you've achieved so far.

    Following AlanNoon's question, I've seen your videos on youtube and I found that, as you said, you started in 3D first. My question is, you used Paper2D's collision boxes to set up the box tracings for collision checking in the 2D version. Then, how did you set up the box tracings and collisions in the 3D version, and how do the box tracings work to detect a collision? I'm especially interested in cases where the character moves, like the Shoryuken.

    Thank you very much in advance.
    Thank you for your kind words, they mean alot.

    Unfortunately I have no answer for your question, as before going 2D, I was using the capsule component to test attacks. It was easier but ofcourse you can't use it in a normal game. So what I had planned was using the collision of physx asset. I do not see any other reasonable way of doing it.

    In my calculations traces follow the attacker. They are like snapped. So at every game tick the box trace get repositioned depending on where it's caster is. I can show a screenshot of the macro if you so desire, it's kind of simple. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  20. #60
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    That would indeed help, I'd appreciate it a lot if you would, please. I'm pretty stuck with what I'm trying to do and every bit of information can be a life saver for me right now, so thank you very much in advance again.

    I'm also very interested to know where exactly did you "snap" the traces, on a local offset or to the animation skeleton itself for instance.
    Last edited by Irvaxis AcidFire; 04-03-2016 at 03:10 PM.

  21. #61
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    Quote Originally Posted by Irvaxis AcidFire View Post
    That would indeed help, I'd appreciate it a lot if you would, please. I'm pretty stuck with what I'm trying to do and every bit of information can be a life saver for me right now, so thank you very much in advance again.

    I'm also very interested to know where exactly did you "snap" the traces, on a local offset or to the animation skeleton itself for instance.
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    This is the inner part of the macro where it says "Calculation for Box Trace" in my response to Mr Alan. Note that my attack event ticks every frame so does this calculation. =)
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  22. #62
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    Quote Originally Posted by Achilleon View Post
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    This is the inner part of the macro where it says "Calculation for Box Trace" in my response to Mr Alan. Note that my attack event ticks every frame so does this calculation. =)
    Now I see how its location is calculated. It was simpler than I thought but still very useful and I thank you for that.

    I've got a final follow-up question that is half-related to this but related to what I'm stuck with, if you'd like to provide a hint I'd be very grateful. What I'm trying to do, is to have like a 3D-flipbook of sorts for collision volumes/traces only. I can picture its inner workings but I only see two ways of defining moves under that kind of framework in Unreal with my current knowledge:

    1 - Using a txt file or something like that, writing the data for each active box, for each frame (type/size/rotation/location on local coordinates). I could pool the hitboxes to avoid giving the garbage collector extra work and simply change their properties and active statuses over each frame. This is however probably a bad idea from a visual-feedback standpoint: Tweaking numbers in a txt file and then testing each time seems like a sub-optimal workflow.
    2 - Storing the hitboxes in some sort of structure, so that I would only have to activate/deactivate them as needed. In order to do this visually they would probably have to be set up either in the level editor or the blueprint actor editor (through its components' locations in the viewport maybe), but that doesn't look very optimal either.

    My question is, is there perhaps a more viable way of defining attacks in a paradigm like this one (3D hitboxes per frame) without relying on 3D animations done in external programs or creating a whole editor extension for that purpose? If not, which approach do you think could be better suited for this? Thank you very much again.

  23. #63
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    Wow wow wow hold on there. xD

    Using a txt file or something like that, writing the data for each active box, for each frame (type/size/rotation/location on local coordinates).
    Why are you making this rocket science? ^_^ You don't need to hold information for each possible frame. That is madness!

    What you see above already does the job it supposed to do. The macro constantly gets the world location of the box component (aka capsule for generic speaking of Unreal) constantly and always offsets from it regardless the position.

    You should NOT use any collision boxes. You shouldn't use any type of meshes. Traces are the only way to do this. I tried it MANY MANY times to use volumes, and various shapes. It's not working. It becomes literally rocket science if you want to use them because you constantly have to check "is overlapping".

    Not only that, you should constantly need to disable and enable the collision if you want an attack to be continuous. Imagine Shoryuken hitting per 5 game tick delay as the move goes on.

    The list goes on.

    ---

    Soon I will make a small test level where I can adjust the box trace and use its information on the real game instead. So it will be like Trace-Editor. Then I will add more trace choices, shape and number wise.

    ---

    Maybe I didn't understand your question, but from what I see, you don't need 3D hitbox creation whatsoever. What I do, which is box tracing with information getting updated every tick depending on player position, works quite well and I do not see any reason to change it. =)
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  24. #64
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    You should NOT use any collision boxes. You shouldn't use any type of meshes. Traces are the only way to do this. I tried it MANY MANY times to use volumes, and various shapes. It's not working. It becomes literally rocket science if you want to use them because you constantly have to check "is overlapping".
    I also had many problems with this, including this one in some instances:

    What happens.
    What should happen (sweep).

    Fortunately, traces solve that.

    Soon I will make a small test level where I can adjust the box trace and use its information on the real game instead. So it will be like Trace-Editor. Then I will add more trace choices, shape and number wise.
    How to do this is what I'm most interested in, so that I can define attacks, their traces, and their active times properly. This is exactly what I'm having trouble doing.

    Maybe I didn't understand your question, but from what I see, you don't need 3D hitbox creation whatsoever. What I do, which is box tracing with information getting updated every tick depending on player position, works quite well and I do not see any reason to change it. =)
    I find that reasonable as long as I find a way to define them properly, which is what I'm having the most trouble with.

  25. #65
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    Quote Originally Posted by Irvaxis AcidFire View Post
    I also had many problems with this, including this one in some instances:

    What happens.
    What should happen (sweep).

    Fortunately, traces solve that.



    How to do this is what I'm most interested in, so that I can define attacks, their traces, and their active times properly. This is exactly what I'm having trouble doing.



    I find that reasonable as long as I find a way to define them properly, which is what I'm having the most trouble with.
    Alright, let me try one more time;

    I have one event that spams at a specific time. Lets say you are doing a Shoryuken, and the amount it takes for Ken/Ryu to get highest point of the rise (y movement) takes 0.45 seconds.

    From 0.0 seconds to 0.45, I have this event that spams. This event triggers a box trace and with the help of the macro above, I recalculate the position of box trace. The forward vector and the world location of the Box Component (Replaced Capsule Component of Pawn) lets box trace information get snapped.

    Once again if you look above, all I input into macro is the coordinates and the box half size. As I use the forward vector and the location of the base component, the box trace always happens relative to the location of its caster.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  26. #66
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    From 0.0 seconds to 0.45, I have this event that spams. This event triggers a box trace and with the help of the macro above, I recalculate the position of box trace.
    Now I got it, I was missing several key aspects because I wasn't simplifying enough, when everything else I was considering was an extension of the basics. I finally got it working and I now know how to proceed, thank you very much for everything!

  27. #67
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    I need more Unreal Fighter 2D in my life!
    Good War Games.
    Twitter: @goodwargames
    Facebook: www.facebook.com/goodwargames
    Unreal Engine WIP: Hyper:BAE
    Unreal Engine WIP: Wasabi Horizon

  28. #68
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    Quote Originally Posted by Irvaxis AcidFire View Post
    Now I got it, I was missing several key aspects because I wasn't simplifying enough, when everything else I was considering was an extension of the basics. I finally got it working and I now know how to proceed, thank you very much for everything!
    If something this template told me, it was that there are 10+ ways to do something, yet the most important one is finding the simplistic solution! Good luck

    Quote Originally Posted by Pedwar2 View Post
    I need more Unreal Fighter 2D in my life!
    You shall has! New video tonight!
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  29. #69
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    --- Battle System Progress 3 ---



    There you go people! Supers ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  30. #70
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    I am interested in the Paper2D Anim Notify System you have created. Is there any way for you to tell me roughly what you did or to provide code for that system specifically? It is on Epic's to do list but it is very low on that list and I would rather not wait for them before being able to do what I want with driving hitboxes/events through animation.

  31. #71
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    Quote Originally Posted by ErebusWolf View Post
    I am interested in the Paper2D Anim Notify System you have created. Is there any way for you to tell me roughly what you did or to provide code for that system specifically? It is on Epic's to do list but it is very low on that list and I would rather not wait for them before being able to do what I want with driving hitboxes/events through animation.
    I will give more information regarding to it once I fix the problems it has. It is not something exactly awesome, but fixes my problems and needs. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  32. #72
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    Hey, glad to see you're still going at it! Can't wait to try it out!
    Good War Games.
    Twitter: @goodwargames
    Facebook: www.facebook.com/goodwargames
    Unreal Engine WIP: Hyper:BAE
    Unreal Engine WIP: Wasabi Horizon

  33. #73
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    any new updates?

  34. #74
    1
    Quote Originally Posted by DjGrave View Post
    any new updates?
    Hey there graves, just creating macros/functions to use so spending times to test them out. Nothing visible I want to show yet but know that I still go on. ^_^
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  35. #75
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    If I may ask, how did you get your camera to function the way it does? I cannot seem to get mine to quite function in the same manner.

  36. #76
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    Glad to hear still working on everything

  37. #77
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    Quote Originally Posted by DjGrave View Post
    Glad to hear still working on everything
    No worries, I am still full force on this. Just don't want to spend time on making videos yet. I have already proved it is possible. Now it is time to wrap the basic functions up.

    Later on I will create a video where I go step by step on creating a character. Till then, enjoy the wait! :P
    Fighting Game Template: PROJECT: Unreal Fighter 2D

  38. #78
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    I completely understand like why spend time making vids when you can finish other functions

  39. #79
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    Achilleon, any updates

  40. #80
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    Quote Originally Posted by rock View Post
    Achilleon, any updates
    Still working on it rock. Won't show anything until my update is fully completed.
    Fighting Game Template: PROJECT: Unreal Fighter 2D

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