Bonjour!
I’m working on a 2.5D rhythm/platformer game project with a graphics artist and a Tech/Sound Designer, really very similar to HarmoKnight (3DS) or rythme level of Rayman Legend on UE5 (because it’s the engine that my colleague and I know the best).
Overall, we have a Player who moves forward by himself and the player can attack and jump.
Despite some research, various iterations and thinking, I still have a hard time making a convincing control prototype.
- I use the Level Sequencer to manage the music, make enemies and collectibles appear.
- I have obstacles that I place manually in the viewport.
- And obviously, the player moves independently from the Level Sequencer, which creates some offset from time to time, which I suspected was going to happen.
Currently, I really don’t know how to do otherwise. My colleague and I are small devs, we only code in Blueprint because we have no experience in C++, which I suppose already holds us back quite a lot.
Anyway, could someone enlighten me on how I could manage everything that needs to be in rhythm with the player, because I’m really lost?
Thanks in advance to everyone who will help us! ![]()