I finished recording the videos on saturday night so I was a bit tired by then. I remebered yawning once or twice :)).
I used construct 2 and stencyl as well and I agree they are more intuitive, but they are also more limited. I found myself frustrated with construct 2 because there were some things I couldn’t do , but with unreal blueprints that is mostly gone. But with more flexibility comes more complexity and it becomes less intuitive. Sadly you can’t have both .
The next update should come soon. I’ve finished the actual blueprint for dashing and combat text, I just have to prepare them for public use ( arrange them, comment them etc.).
Update submitted featuring :
Dash option - Separate animation states for air and ground dash with customizable cooldown between dashes.
Floating combat text - Custom healing & Damage text for player and enemies.
Full touchscreen interface support - added on screen buttons for everything ( toggleable) . Tested on android and ios!
Plug & play controller support.
Greatly improved demo level with examples of parallax scrolling.
New public domain UI elements.
Price increased from 30$ to 45$ but those who previously purchased get it for free ofc
Vey nice to hear that, I hope in 4.10 this awesome kit have great big update. This 2D platformer kit very promising. I will buy this soon and can’t wait until 4.10
Thank you for your answer and your hard work.
I purchased this kit and it looks very promising. I still have to spend a lot of time with it but I had a quick question. Is there anything special that needs to be done to get it to work on Android? After creating a new game using this kit I can run it on the pc but it fails to launch on my phone. I can run the Unreal Paper2d demo on my phone so I’m not sure what is different about this kit. I don’t have the specific errors handy, but this was more of a question to see if there were any steps that are needed before it will work on mobile.
Hey. Not that I am aware of. I just built it for android and copied the apk and obb and installed them on the phone. Before installing did you copy both the apk and the obb to the phone and installed it succesfully? If you did then I might need more specific errors before I can see what is wrongh.
Initially I was attempting to launch the game directly to my device and there were some obscure errors so I opted to do what you suggested and just package it and manually install the apk and obb file.
There were a number of things that I wasn’t aware of, such as the fact that the name you give your android release has to match whatever name you chose for you unreal project exactly. If not the game would fail to launch with **Assertion failed: HasFoundDataDirectory [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 117] **
I only figured out what caused this by googling it. Oddly enough the obb file can have a different name.
There were lots of little things like that which I only discovered after attaching logcat to see what was happening on the device.
So I got it installed and running finally but there were a couple of concerns right off the bat. The size of the obb file is almost 500MB. I really hope that it’s possible to reduce that because it seems insane for such a small project. The other is that multi-touch does not seem to be supported, which makes a platforming game impossible to play on a touch screen device. I’ll dig around more when I get a chance but I’m really looking forward to using this kit once I can get past these initial problems.
Hey,
I didn’t know the naming conventions either :). The more you know. Now onto your other problems. The build I made with just the kit without any additional assets has the following sizes : 30mb for the apk and 40mb for the obb.Installed the game occupies 168mb. Now thar’s not quite a small size but not even close to the 500mb your are experiencing.Unreal does a very ppor job of packaging stuff, it packages everything,even the tings you don’t actually use ,but are in the project folders. But for the size issues, blame epic since it’s beyond my control and every asset I use is rather small and can be easily replaced, but I cannot change all the additional data that goes into an android build. There are ways you can reduce the size and i’ve seen some forum threads related to this issue. And regarding multi touch, I have no issues with it. I can easily jump and or dash while walking or attack while walking or jump and attack so it seems fine on my end. I have tested it on android 4.0+ so maybe you have an older version? Also the build was made with unreal 4.9.2 so maybe you tried to make a build with an older version? Or the 4.10 preview which is not yet supported.
I did find a few issues related to android and I will try to iron them out for the next version but sadly I could not reproduce your issues
That’s good to know both about the size reduction possibility and that you have no issues with multi-touch. It sounds like it’s something on my end. Maybe I changed something while I was initially having issues getting started. I’ll create a new project and go from there. I come from a straight C++ game development background and haven’t used Unreal before so I’ve got a lot to learn.
I have tested the kit with unreal 4.10 and everything seems to be in order so feel free to update to 4.10 if you so desire. I have sent an email to Epic regarding this but it might be a while until it is marked as compatible in the marketplace.
After the issues I was having I wiped my computer with a fresh copy of Windows 10, a Fresh copy of unreal Engine 4.10 and started a new project using this kit. The only change I made was to add my signing keys for Android. I then packaged the app and once again found that it created a OBB file that was half a Gig in size and the app that, when run on my phone did not support multi-touch. Android 5.0.2.
So it’s definitely not something I’ve done that is causing this. The size issue might be related to packaging it as ETC1, but since that is the only format universally compatible with the multitude of Android devices, that is the only format I would use.
The multi-touch issue is still a mystery to me. I’ve only tried it on one device (HTC One) but I’ve never had an issue with any other game or app so I would be very surprised if it was a device specific problem.
So no one else using this kit has experienced these, or similar issues?
Hmm. All I can think of is a problem with your Android SDK maybe? I will test it out on my work pc as well to see if i can reproduce the problem and will get back to you soon.
been looking at the platformer kit and I cant find out how you got the parallax scrolling to work. Is it because you use
a perspective camera vs ortho? Im using paper2d.
I finally got a chance to have another go with this kit and I just wanted to post that I figured out my size issue.
I unpacked the .pak file that was created and discovered that the project was including Unreal starter content. I have no idea why it was in there as I never added it myself, but after deleting it from the project directory my android obb file went from 489 MB to 19 MB. WOW! The .apk file remained at 22 MB, which was never an issue.
Now my only remaining problem is figuring out why multi-touch isn’t working.
Actually I’m not 100% sure this is a multi-touch issue. I can partially reproduce the problem by using the hud buttons while playing in the editor. If I use the mouse to click a direction arrow and then use the space bar, the character stops. If I release the mouse and then click the opposite arrow the character continues to walk in the same direction they were and the wrong arrow is glowing. It gets the touch location wrong. The only difference between this behavior and that which I see on my phone is that on the phone the character jumps and then stops, but the issue with the wrong button being selected is the same.