2D Platformer Kit

Yes you can use only jump walk and idle. Currently you cannot damage enemies by jumping into them but I should be able to easily add that for the next release which is very soon. Also the checkpoint system is quite complex and i have a basic version already but it still needs work.

In other news : I have finished my current update to the kit. This update allows you to give the player different weapons and switch between them using the number keys ( and touch interface ofc). You can assign a custom animation to each weapon projectile attack and can give them different damage values. The weapons are available as pick-ups.

I will be submitting the kit tomorrow to epic so stay tuned for the update and perhaps a special sale early april!

Hello, Bought your Platforming Kit a few days ago. Very impressive!! Helping me a lot to understand 2d for Unreal 4. Thank you for that! Suggestion if possible, a basic pause menu would be amazing! Either way, thank you for your hard work, and can not wait to see what else you do!

Thanks a lot for the support. I am planning to add a basic menu system along with my checkpoint system so you can load the game.So the pause screen will be a part of that. But for now I wanted to submit the weapon system but I decided to add a power-up system as well and submit a larger update and i’m currently in the process of handling the UI stuff for it. Then I will take a small break since I will be moving to a different town because of a new workplace but I should be resuming work end of april so stay tuned.

QUESTION: Enemy_Template_MoveHorizontal not Visible

Hey guys.

I love this kit! Ran in to one problem, want to see if anyone else has experienced. When I play the game on my phone, Enemy_Template_MoveHorizontal is not visible. In essence I have an invisible enemy. Any idea what could be causing this?

Everything connected to this blueprint looks to be set to visible, so I’m not sure why this is happening.

Hey,

I cannot reproduce this on my end. Usually issues that only appear when building to android can be solved by doing clean builds or updating the android SDK or are caused by Unreal itself. The enemies are paper2d sprites like everything else and there is no difference between them and any other sprite. What android version are you using? I did not test the game on old versions so that might be it, though I cannot be sure at this point.

Hi , I aprreciate your response. I love your work!

Yes, this issue happens on my phone, and not when I simulate it on the pc.

My phone is a Note 5, ASTC, Android 5.1.1 Lillipop.

(Just to try, I created another project with your kit, and made no changes. I then ran it on my phone and had the same issue with the same enemy character.)

Currently I’m trying to get my buddy’s iPhone 6 hooked up so we can test on that too. I’ll let oyu know what we find. Thanks!

Hi , I to have ran into this problem as well using a Samsung Galaxy s7. When I play the game on my phone, the Enemy_Template_MoveHorizontal is not visible as well if you could please look into this that would be great or add a new enemy AI. thanks love the kit!

Take a look of a clip I took of the issue.

I created a brand new project in 4.10. Then only changed 2 things: Removed the enemy on the first pillar and moved the NetworkPlayerStart on that pillar.

You can see this on my video

This was captured using a Samsung Note 5. The little circle is from the stylus.

Though the video capture is from an Android, I was able to replicate on an iPhone 4s, 5 and 6 Plus.

Thanks again for your help! :smiley:

Video of Issue:

Could the issue have to do with an issue in the enemy Blueprint? Maybe this part?..

Check it out! I made a better [video](of the issue

It is kinda had to tell, but is the Slime enemy colliding wit the pillar? Have you tried going in the detail tab in the editor (while having the enemy_bp clicked) and go to ā€œcharacter movement componentā€ and switch the x/y number down, so he is going left to right less? Or maybe just move the enemy to the left and see it colliding was an issue. Again in the video it is hard to tell, just figured to give you my 2 cents, let me know if you ever figure it out, curious to what is causing it. Good Luck!

Is the enemy_movement_BP aligned with the rest of the sprites, or tilemap you are using? Also is it only that enemy, in that spot that is doing it? Is it only enemies that are moving? Or all enemies. Will help detuct the cause.

Hmm thanks for the videos. One question though. Does that happen with only the enemies I placed or does it happen with any enemy you make? I didn’t necessarily align everything on the demo level because it’s only meant to be a showcase of the features but I will check it out and see if I can find a solution.

Nah that part just rotates the enemy sprite so it faces the direction it’s moving. It’s not blueprint related because if it were then the enemy would be invisible all the time. It must be a material/spritesheet error if it only disappears on mobile I will investigate it.

Also new update has been submitted to epic. It adds weapon pick-ups and power-ups. Each weapon has it’s own icon and appears on the player’s hood and the player can switch amongst them freely. Each weapon deals a different amount of damage and uses custom projectiles. And the example power-ups are : Invulnerabilty, Multiply Damage , Super jump, Multi Jump and kill enemies on touch. The power-ups are temporary and you can set their duration.

I will get back to you with the missing sprites.

Thank you for the tip, but it’s not colliding with the pillar. I’ve tried moving it around too.

The tilemap and enemy are set to 0 on the Y-Axis.

Every BP_Enemy_Template_MoveHorizontal is having this issue.

Check out these videos of another game I made using the blueprint BP_Enemy_Template_MoveHorizontal on another 4.10 project. Though I am using the same enemy horizontal bp in a different project, the issue still occurs.

Here’s the issue of the same enemy blueprint (with a flipbook I created), having the same issue: VIDEO OF GAME ON MOBILE DEVICE

And here it is again, simulated on the editor on my PC, working just fine: VIDEO OF GAME ON EDITOR

Both the path spritemap and the enemy are on 0/Zero Y-Axiz

Hope this helps :wink:

It only happens to this one enemy that changes direction. And it seems to happen* when he changes direction*. I appreciate your help. I love your kit and been using it for months. This is the first little bug I’ve run in to. You’re dah man!

AWESOME! I know we’re all excited to see the update. Sounds fun!

You’re help is highly appreciated!

UPDATE:

In an attempt to debug, I disconnected the rotation and changed the behavior to One Shot, so he should move down the path and stop. After testing on mobile, the issue still occurs. So, it’s not disappearing when the sprite flips, but when it reaches the end of the path at the 2nd point.

Could the issue be improper settings for mobile on the texture or sprite? Wrong texture compression type? LOD? I’m starting to think it’s a packaging or deployment for mobile setting we’re missing. Just some more guesses to throw in.

Let’s get his thing solved today! :smiley:

Take a look at/view?usp=sharing).

Using the most recent Platform Kit I downloaded today, you’ll see that Enemy_Template_MoveHorizontal disappears at the end of the path, and stops there.

Do you think this could be an OpenGL issue?

I’m getting the following error from the phone: 03-31 10:24:08.650 22155-22405/com.YourCompany.PlatformingKit2 E/libEGL: called unimplemented OpenGL ES API

Hmm interesting. That might be the reason for bugging out. I’m currently looking at options on how to pack it better for android.

Good stuff

Have you tried your kit on a mobile devices before. If yes, which ones?

Also, I was able to replicate this issue on every phone I tried: .

I’m excited to see what you find. Thanks again!