in Tokyo Wonderland - Blueprint Only Action Hack n' Slash

Thanks Hitsugen,
can’t help but feel a touch cool about the fact that’s your first post…appreciate you letting me know it’s helped you…if you’ve any questions please let me know…I likely won’t know the answer (HA) but I’m sure someone on the will…good luck…can’t wait to see what you’re working on…

That is super cool…really jealous that you can create something like that…way past my abilities…I’m hoping to figure out a way to get that in while still keeping all my collectibles that I need scattered about…not sure how it’ll work just yet but darn straight I’ll be watching your progress on it…Thanks Tech…

Hey President , im working on a hack and slash game , similar to yours , can you help me with the blueprints ?
If you have skype or Facebook add me ( fb - Kris Marinov , skype Kristiqn525 ) so you can explain the stuff
like giving me tutorial from step to step what to do because i dont understand your tutorials :confused:
i only need like light attacks , heavy attacks and magic attacks , like pressing left button for light attacks , right button for heavy attacks and like Q for magic attacks , and combining each of them , and can you give me tutorial too on how to make character directional dash ?

you will not want my direction dash my friend…HA …I really fall apart there with the dot product vector mathy kinda stuff…so I have it working just fine when in lock on but when you’re out of lock and the camera can be anywhere around you I have it working but I doubt it’s the most efficient solution…I actually had to post a help topic to get it working better than what I had… https://.unrealengine.com/showthread.php?56501-Determine-Actor-direction-in-relation-to-the-camera

as for all else the videos are really the best step by step…I would literally tell you the same things as I do in the video…if you’ve a part that you get hung up on for sure let me know and I’ll walk you through whatever it be…

im talking about like direction dashing in dark souls , i have the animations but dont know how to do it ( they are seperate for each direction , foward , backward , left , right… )

Nice work President. Can’t wait for your next video.
If possible could you please talk about the reactions of your enemies when hits them? I see you have them react differently and when combo ends they fly away.
Apart from that if you need help with CG please let me know. Not the greatest but I could help with what I can.

Good, all the best.

Thanks…
I go through the “Switch” on the enemy set up… changes what kind of reaction she’d like the enemies to have right before the trace turns on and that info. is sent per hit to the Enemies…They use that to react however you set up per instance…(like my larger enemies don’t go flying though the air naturally)…if you’ve any questions let me know…I’m nearly always around…Thanks again…

Cool, will keep an eye on your next video. Already subscribed to your channel. Hope it goes great for your project. In the meantime, do you mind posting a screen shot of enemy system please?

Screenshots are kinda hard on here since you need like 10 to get all the code…but here’s a run through of it…pause whenever needed…

This is pure awesomeness mate. Thank you very much. Very helpful. I have to admit that I already have very similar system but I was struggling getting the launch animation (I was doing the actual launch function in the editor which never worked for me). I also have a problem that my character sometimes misses. Not sure yet if that’s because the size of the colliders (too small, yours huge).
Thank you again. wish you all the best.

I have had some misses with swings as well…tends to be low frame rate for me…so yeah I go overboard on the collision size to help that also recently I threw in a small sphere trace right in front of when she does the end trace…and if anyone is in that Sphere who’s not already on the list that the sword hit I hurt them too…figure on a game like this you can never truly go overboard on making sure your hits count…

This is for a question on Youtube

"So I got this working. The problem I’m having is the decal on the ground which is somethig done in the Enemy, I’m assuming when you cast to the enemy and call the event Locked On. I can figure that part out. Here’s my issue, How to you handle movement while locked on? I was thinking of allowing the player to still move around freely while the camera is focused, but if I keep it the way it is (camera and the player is focused on the enemy), then my character uses the forward running animation when moving backwards and to both sides. How do you handle that? "

So I use the Direction Blend when Lock On is active…it sets a Lock On variable in the Blueprint animation to use the Direction Blend while on and go back to normal when off…It is a straight copy from the 1st person game example. Speed will vary per game and animation. Set it up the same way they do in their animation Blueprint getting direction and speed…really just copying what they did in there is how I did it in mine…
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Wow, thanks for sharing this information!

I’m currently learning Unreal Engine 4 and want to make a hack 'n slash game inspired by Ninja Gaiden Sigma & Original Devil May Cry series.

This is what I managed to do from scratch with C++ & DirectX9:
http://youtu.be/gXYh0r4YF8o

Everything in that video is placeholder art, tho!

Great start…if you know C++ you’ll pick up on Unreal super fast…especially Blueprints…they aren’t faster to compute then C++ but can be fast to put ideas together in game…For sure check out
https://.unrealengine.com/showthread.php?18066-(WIP)-Ninja-Arcade
if you have not…super awesome guy too…Ninja Gaiden being an influence of his as well I figure you might like his game…I think there’s a playable demo somewhere there too…

I look forward to seeing more of your game…thanks…

A question from Youtube -
"Could you actually show how you make the decal work? I’ve been looking around and trying to figure it out, but for some reason, I can’t get the decal component to work at all! "

So I cheat. It’s not really a decal. I had problems with decals as well not always drawing in shadows or when you turn on the experimental version it doesn’t always draw correctly either. So I tend not to use the decal material. I use a static mesh that I rotate. I can get away with this as 90% of my fights will be on flat land. I don’t want to deal with the problems that would happen from uneven land so this works for me. The few times the mesh clips isn’t that big of a deal either as it’s only at corners. I’ll likely look back into decals once it stops being experimental.

Explained below in video…

You can do the same with an actual decal (as is how I used to do it with the red butterfly in previous videos but now I just use the mesh) same idea applies just change the material and put the decal in the new location…

Figured I’d show my enemy spawner set up…FAR from perfect and I’ll be changing lots about it before the games done but here’s something to get people who are curious going for now…

Part 1. Setting up the Spawner

In short a ton of variables that you set up when you drop the actor in the level…nothing groundbreaking or anything but still helpful for games like this…


and Part 2. Setting up more than 1 wave or enemies

Let me know if you’ve any questions…

Your game looks awesome, I gave it a vote on greenlight hope it gets on there!

I’m a newbie and am trying to make a third person hack and slash game myself but its so hard to know where I should start. What advice would you give? I’m having a really hard time with getting the combat working, I cannot find a step by step tutorial for melee combat anywhere.

Thanks and welcome to the … not to toot my own horn but really I’d say check out my tutorials on melee combat…really just recreates my game which should be a decent starting point to branch off into whatever melee game you’re making…just go through the videos (may take a few hours) but you should have something working by the end of the day…
let me know if you’ve any questions…I’m always around so I’ll help whenever I can…Thanks again…

recreation starts here - https://.unrealengine.com/showthread.php?47183–in-Tokyo-Wonderland-Blueprint-Only-Action-Hack-n-Slash&p=167303&viewfull=1#post167303

I’m in love with this game and concept…I hope to be playing it soon. Alot of people get unreal and go straight for the FPS…so it’s refreshing to see something else. I am currently working on a 2.5D beat em up like the old arcade games, and more recently Double Dragon Neon. Your tutorials on the combos were awesome. I am a one man team and about to start the main character anims, but had some questions about yours.

Did you build them at a certain fps and were there issues with timing once inside unreal?
Also did you build each anim in a separate file or were they all linked together ( for example. one 3ds max scene for idle, one for run, one for jump)

I ask that because of the importing. I’ve tried to import a single fbx with all the anims and break them up, and can’t seem to do that.

Appreciate any help you have. Thanks!!!

Awesome…Thanks…

I did them at 30fps…and I have not had any timing issues thus far…luckily too if I did want to adjust the overall timing you can do that in both the anim and the anim montage…even when you call the montage you can change the timing…it’s nice…
Which is easier (and goes with the next question) with a bunch of small animations which is what I have…a ton of small ones rather than using the montages in sections I just have different montages…
So unfortunately I’ve no idea on a single FBX anim broken up as I’ve never tried that…