Update: You can try the current work in progress!
@Alan: Out of curiousity, what did you check out at the Nordic Games Conference? Unless of course you were busy showing off UE4.
Yes!
The basics are coming along, there are a few details I noticed while trying to break it. You probably know all this but just in case.
Tapping the attack input rapidly makes the animation stutter at the start.
You are able to move before the block recovery animation has finished. Looks ok on the Teapot, but on a human, the feet may be sliding during the transition. Maybe the transition has to be real quick instead, the player’s foot position while blocking is the same as when standing neutral, so you shouldn’t notice it too much.
Maybe the upper body animation can blend slower than the legs?
Another thing is the input detection for jumping is misfiring on a quick tap, but works if I hold the key for a few tics. Try doing E-Honda’s Hundred hand slap for the jumping input. I may just need a faster computer, I’m running UE4 in slow motion right now. Still I think an input should read anyway and just happen later on my system, like Internet Lag.
Simple Question: Will you make a tutorial from this? or share sources file?
Hi, ty for creating this proyect.
As you im learning UE4 and trying to get tutorial or sources in order to learn.
I did not get to see much, unfortunately; I was in our booth showing of UE4 the whole time. Maybe next year.
Great feedback Gabe! Thanks for trying it out!
Odd. I’m not seeing this. On a standing attack? Even when I put the game into slo mo (NUMPAD -) I’m can’t get it to stutter. This concerns me. (NUMPAD +) goes back to full speed, FWIW
Yeah, this was a conscious design decision; The moment the guard button is released, you can move, attack, guard again, etc. I didn’t want it to feel sluggish while you waited for the animation to end. I agree with you: if it ends up looking odd on a human character, I’ll have to do something about the transition animation and timing.
So one of the things I haven’t yet gotten around to investigating is blends. I had a brief intro to it yesterday, and now want to incorporate them in various places, thus the impending overhaul.
Just as with the punching stutter you mention above, this is a concern. I’m not seeing the issue, but then I have a very fast workstation. I hope that’s not the cause! I will have to try the demo out on an older machine at home, once I get it set up.
Well i think i goy my respond: “Help/watch me make a fighting game!”
I noticed the missed input detection a while ago, when messing around with the punch tutorial Zack made. If I press a button and let go before lets say 4 tics go by, sometimes the move doesn’t play out. This is when nothing else is happening, simply standing Idle.
If it’s a slow system problem, well I can’t play the games without an upgrade anyway.
That’s interesting, because on the attack, I implemented Negative Edge, so it should also fire on button release.
alan, will there be any tutorials for the fighting game
This is better than a teapot: https://.epicgames.com/threads/735711-LayOut-Starter-Kit
Man, I love the teapot. I am defiantly going to be watching this.
This exciting. I was just discussing on another forum that since Tekken 7 was announced as being built using UE4 I’d love to see VR support as well. Though that’s a long shot, but then I decided I’d at least like to see a proof of concept for a VR fighting game with a traditional viewpoint and game mechanics. A quick search for "UE4 fighting game tutorial brought me to this.
I’ve tried hundreds of VR demos and games in the past year since I picked up my DK1. My favorite game is Tekken, though, so I’ve thought a lot about how the view in VR could be made comfortable and actually work. There are a few issues that I’ve been considering, some of which you’ve just touched on.
First: the players ability to move their head around should not be restricted. This causes simulation sickness. If the player wants to turn their head away from the action, their consequence should be getting hit if they look away.
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The camera/player viewpoint should not be locked to a stationary position, like a spectator in the crowd. The camera should pan and move around the way it normally does in a fighting game, always giving you the best view of the action. This would possibly cause some unease, which I’ll address in one of my next few points.
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When you look down in VR you need to see a body. It’s very uncomfortable feeling like you’re just a floating disembodied head. Sure, the spectator idea would solve that, but then you wouldn’t get the best view of the action a mobile camera could offer. An idea I thought up would be to have the player’s virtual body sitting in a meditation position, maybe floating on a cloud or small platform. A simple story mechanic could stem from this where the fighters are under mind control from these floating avatars. Maybe hide the avatar from the opposing player, so that you don’t have to worry about two independent cameras. Both players get the same view.
4: As for performance and frame rate, Oculus has bublished a VR best practices guide covering these issues. In their research, VR requires at a minimum 60fps. From my experience playing the vast amount of demos available this is correct. A dip to 30fps isn’t earth shattering, but anything below 30fps can make you feel sick. You still would not want to lock the player’s ability to move their head to try to keep performance up. Palmer Lucky and many devs regularly visit Reddit - Dive into anything discussing performance and UE4 specific optimizations. When I have MRE time I’ll find those discussions and further info and post here.
I would love to help with this if I can but I don’t really have any technical expertise. I do have a DK1 and will have the DK2 as well as a controller and a fight stick, so I look forward to being able to test the current build and future builds to give any thoughts I can offer.
Hi, sorry for the noob question but I’m a total noob when it comes to Unreal Engine. How are we supposed to follow the progress of this project? Will you publish some sort of tutorials or is the information on what/how you are doing in some other place? Thanks.
PD: I’d also like to thank the whole comunity because I’ve seen a lot of supportive attitude all around in this forum and it makes me very happy to be a part of this.
That’s actually a pretty good question. This is kind of an old thread, but it’s the first I’ve heard of it; and I’ve lurked here since March.
Apologies for letting this thread languish!
While I was able to put together the semblance of a basic fighting game movement system, a lot of work still needed to be done. I am constantly figuring out ways to do things in UE4 more effectively and in some situations, systems and features I planned on using turned out not to be the best fit for what I was attempting.
This thread is going to go dark. Initially I was to be stationed at HQ for an extended period of time, but instead I hit the road shortly after starting this project and have been on the go since. As such, time to work on the fighting game has been non existent.
Unfortunately the fighting game framework is going turn into a an extremely long term, slow burn hobby project.
When I am able to make progress, I will be sure to send updates here.
Thanks!
Just today went to check the progress on your blog, thought you had given up!
Since your progress is going to be slow, would you mind sharing what you have so far (via github or w/e) just so we can take some basic ideas as pointers? Even if its far from complete or its not the best approach, its just a way for us to start producing our own engine.
Thanks in advance mate!
How do you open this?
What a great idea! Subscribed!
Can you solve my problem? Why is my Unreal Editor Lagging so much? Why are there not so many good tutorials on UE4? Why are their so many lagging problems!!!? HELP!?