in Tokyo Wonderland - Blueprint Only Action Hack n' Slash

Could you show a video explaining how to make flinch when hit? Im trying to make a “super armor” setup where certain attacks ignore flinch and knock enemies away.

Just and animation that plays when damage is dealt…Follow the enemy damage video it’s the same for as well…
in your specific case you’d add a say a “Bool” and a “Branch” that asks if “Super Armor” is true or false…if true then don’t play the animation if false do…

Thanks bud!

Just wanted to say thanks for this. Excellent work, I’d spent a couple days getting halfway there, but I was really struggling with getting my camera rotation correct. Hadn’t thought about using the controller. Problem solved.

Superb to hear it helped…


I’ll update and upload some videos soon…a month I’d say to show some of the improvements to the game…should be plenty in the new videos for people on the to choose from on what might be helpful for me to share on how I put it in the game…

when you finish the game?

Spring 2016…

You are so far the best indie game dev mechanics with 3D and not crappy thing like 2D running or scrolling. I’m inspired by your project!

Soon I will show something too!

Thanks for the compliments…Yeah we weren’t big into making a game if it had to be 2d but funny enough I’m super inspired by “Dust: An Elysian Tail” which is all manner of more awesome…
I look forward to seeing what you are working on…Thanks again…

Very soon…I’m literally working on this game daily…
Hard part is done with the combat in and any changes to 's code will simply be bug fixes…lots more to do but the combat/gameplay part is where I think it should be, finally…
I think I’ll have some people on the forum demo/bug test the thing come late this year/early next…

Hello again! I followed your tutorial of attack notify start and end collision and it is woking pefectly, I added a spark when enable the collision in my main character!

I have a little problem trying to cast a monsterBP in my animnotify event, because my monsterbp will be an AI, so when I cast the monsterBP I need an object to connect with the cast!

PS: I already finished my characterBP animnotify without problems, AnimNotify -> Cast CharacterBP (object -> getplayercontroller index 0).

I tried almost everything in engine on my monsterBP Object, but does not work! Can you help me showing your animnotify of your base enemy blueprint please?

Thank you!

I dont think so, because i have 2 notify in my monster slash animation montage, Start Slash and End Slash. In MonsterBP i have 2 custom events that will be triggered when each notify timing arrives.

Just begin play will not work. because when I have Start Slash notify will enable the collision from ignore to overlap from MOB weapon, and when End Slash Notify will disable again.

All this functions are inside of MonsterBP, but the animnotify need to be on animBP if I’m not wrong =x

Sorry for low details, I printed something!

WORKING ANIMNOTIFY

NOT WORKING ANIMNOTIFY

I’d go down the chain to find what’s happening…Create a Print String there at Cast Failed to see if that’s the issue…
438755702f9e56bead49bda7d927826a7d3ad609.jpeg

Dude I’m so stupid… I was using the animation and not the montage that I’ve created omg lol. Thank you for your attention guys!

Excellent Work!! Voted Yes on GreenLight and Thanks for the tutorials, very helpful…

I’ve been planning a game that was to be built on UDK but the numerous updates were becoming a problem for my poor, tired programmer so he bailed.

UE4 offers alot of promise in that i can code if i want to but not if i don’t need to.

This is gold dude, thanks for this! Going to follow your game for sure!

Thanks…We’ll have an update soon (been saying that for like a year now) we’re strongly debating going to PAX South so we’ll need to get lots done in the next 2 months if we go…if not we’ll still likely get it all done so actually for reals this time…we’ll have an update soon…

I was Asked a good question thought I’d share it here…

So I do a “has used fast vorpal” and place that as true every time a quick attack goes and use a “has used Strong vorpal” every time a strong goes…There’s a branch that splits the two combo’s right before it decides what animation to play and based off True or False of those Booleans I play different combos…It all resets (along with the combo number count) on reset combo…

However many times you want to split your combo from there is all up to the game you make and how much time you’ve for animations…

As for hold I start a timeline when the button is pressed and stop it when the button is released…The timeline counts the milliseconds the button has been held down…at whatever time you’d like either call what you want them to do differently based on your hold time or set it as an anim notify in each animation that a hold can affect…Just make sure to include some logic for people who have released the button and repressed it…you’ll likely not want to count that as a hold but your call…

Also note some games attack on Button Release so if this is your kind of game your hold button would simply not play the next animation until the player has released the button…I’ve a mix and match of this depending on what sword you’re using…it can make button holds easier to deal with though…

My “attacking with vorpals” section in my character blueprint is the “largest” code I have but the most important so it does get a smidge big…Since it doesn’t call all that code at once i.e. you can’t be doing 12 combos at the EXACT same time so Unreal can more than handle it…Watch any of the Solus Tutorials and you’ll see his team greatly out does most anybody in relation to code in Blueprints and his game runs great… if still worried make a For loop count to 200 or something and watch unreal kick butt at all those calculations with without skipping a beat…now count how many you have in your single attack combo…not exactly the same kind of calculations there but you’ll get the point…

I’ll do a video tutorial of this now that you’ve asked but may be a few weeks until I can get it down…let me know if you’ve any questions…thanks…

This game is incredible, great work on the project … I want to see the whole game !!