So those objects are used for references by certain functions in the kit. For example : BP_GenericDoubleJumpWall is an actual object with a wall sprite attached to it and if the player collides with it he can use the wall to jump off it. The spikes one are referenced when the player collides with them to see if he takes damage or not.
The can jump internal function is created by the engine itself and it basically checks if the player is flying or not.
Everything you see in the kit does have a purpose so there shouldnāt be any leftovers in there. Hope this helped!
Iām going to start working on my own project very soon, but I can already see there are some things in the kit which I wonāt need in my game. Rather than having lots of unused code, perhaps it would be cleaner to start a fresh project and then copy across the things I do need from your kit!
But I would appreciate your thoughts on this approach. Do you think itās better to build from scratch and use the kit as a reference for building the things I do need. Or would you say itās better just to build on top of the kit, even if it means having some unused code in the project.
Well both could work , but in order for your approach to work you would need to have a very good understanding on how the kit currently works because it will be very easy to break it without knowing why. What I would do is start from it and just slowly disable the things you donāt need one at a time and test it out at each step.
Thatās a good question. I am hoping I could time it for a Halloween release at the end of the month if everything goes smoothly and it will have a save load/feature.
That is weird indeed. Did you create a new project or import it into a different one? Because the input axis buttons are located in the project settings so if you imported then they might not be created.
Hey, yep still on itās way. The only reason it takes so long is because debugging the save /load feature is time consuming. Should be done very soon.
Save/Load system using bonfires (similar to Dark Souls). It currently saves your level,gold,health and acquired weapons and respawns you at the latest bonfire.You can add any other value you wish to save though. Added new Enemy : Bat. Remember the infuriating medusa heads in Castlevania? Well you will now. Added a bat enemy that moves in confusing sinusoidal patterns and just loves to ruin your day. Moving Platforms. Seems weird that the original pack didnāt have them but it has now. They even take you to a secret place in the demo level if you are skilled enough to use them without getting killed. Cleaned up a lot of code, especially the weapon equip system which iām not even sure how nobody complained about it so far since it was prone to crash and burn at anytime.
Sorry it took so long , but the save/load system gave me issues plus I had to dedicate a lot of time to my other 2 released packs , including a pixel tileset compatible with this pack. Check out my signature if you are interested!
For some reason itās not downloading the latest version⦠I have messaged Epic and hope they fix it asap since everything seems in order on my side.