yeah lots still working on with …her fastest run she slides too…just need to go through her blends again and haven’t done it yet…
Just a bool that says “IsCountering” that becomes true when I push the block button… Delay .1 or something and then Turn it back to False…If takes damage there’s a branch that checks is “IsCountering” true if it is tell Enemy it has been countered then begin counter script (pick which attack was used play counter appropriate counter animation and tell what Animation to play as well) or if it’s false then likely take damage unless blocking or dodging or something similar… if you need more details let know and I’ll make a quick video…
All Blueprints…No Behavior trees as I like my logic in one place…
I’ll make that Bow and Arrow video in the next few days and update this Wip with it…
we hit goal and I’ll likely have extra steam keys when the game comes out so give a hollar…ways away though but it’ll come out soon…been working all day on a new level…
Thanks…really rough state currently for that level but likely I’ll just rough out all levels so the whole game is playable then go back and polish it all up…
Yes…there are interior levels…not many…but some…/at least one…maybe just one…hmmmm
C++ to BP, Not yet…I’ll likely use it once all the bugs are out and at the end of the project…It’s all working currently so I don’t want to possibly add problems but at the end I’ll do that and fix any issues before shipping…
Summary: We’re setting a transition to control a blend space in 's Anim blueprint. From there spawning a projectile at the desired rotation using look at actor. The projectile handles the collision and damage.
I talked through this fast and it is some Mighty old code so if there’s any issues or questions let me know please.
I’ll have another quick fun video up in the next few days…not a tut but just a quick thing added to the game for fun…
Sorry guys family stuff for the last few weeks have put me out…
Exactly this…yeah just animate your Character reference/root bone…super useful for controlling speed and even some height I cheat with this rather than turning flying on they tech. are still on the ground…
Thanks…I’m familiar with game as well…seen videos on it…looks fun…
Got a question on Youtube about free movement while still locked on and it so happens I have that in the game already…
I currently have it so that when you are down to one enemy (or just ever had only 1 enemy on screen) will still have her movement speed but the camera will focus on the 1 enemy…
From the lock on tick script on Lock On False just go into this…I set my single enemy a few seconds after it spawns it’ll check if any other have spawned…if not this starts…also if the camera is turning from player input this turns off for half a second…
In short just use a launch character after every swing to make a small mini jump to keep your character or enemies in air for longer…also line trace to make sure you don’t fly away…
If you’ve any questions let me know or suggestions for future tuts hit me up…
Hey, can you help with making a combat system?
I need system that can go like this
Move1,move2,move3,move4
Move1,move2, PAUSE,move5,move6
And I also want to be able to do another set of moves like that in the air, is there a way I can get help with that?
I’d use an anim notify to turn on a bool in the Player Character Blueprint called “Pause” or something…Set a branch at Move3 and if “Pause” is false continue with Move 3 if it’s true go to Move 5…Check out the earlier video on Anim Notifies
I just wanted to stop in and say thank you so much for being awesome and putting out tutorials and such on how you achieved some of these things. It’s my dream to create a Kingdom Hearts/DMC gameplay style game for a universe I’ve been creating for years. It’s a passion project/life goal of mine, and I feel the videos you’ve posted will help me get on the right track. Even after spending close to 6 hours every day studying for the past month, I feel like I’m nowhere close to being able to achieve creating a prototype for the gameplay. If only blueprint scripting was as easy as level design.
Hello! I’ve followed most of your tutorials and they are awesome thank you so much for them. I have a few questions I hope you can help with.
What nodes did you use to launch your character in the air, also I want to create an attack where the player would scan for enemies in a certain radius, and then dash to each one of them one by one really fast then return to orignal location. Do you have any tips on what nodes I would use to approach dashing to enemies?