- Can I display unicode in posts / traces?
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This would be so I could use unicode arrows for the sake of setting up my combo system so I do not have to go learn about UMD just to prototype.
- Sprite size, performance. Possible limitations…
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Ok, first engine I was using utilized a bone based sprite system.
In Unreal I am just doing full blown SF style sprites. Originally I was using 1024 x 768. I then implemented a comic book panel in the effect of a render texture that follows character controller and displays the hero zoomed in. This will appear and disappear based on cues from supermoves, combos, and cutscenes. The hero and bosses will have them.
To use only one set of animations for both the in game character and the zoomed in “action panel” character i decided to re-output the frames as 2048 square. Blazblue for example is roughly 8 GB for the character roster and moveset. I am tentatively feeling like I’m going to end up with a 30gb 2d game which may or may not be hilarious and wrong.
Is there any best practice in this regard or can I just keep throwing assets at it until I see frame rate issues?
- Gratuitous Arrow Scene from Hero
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I plan on making a scene like this in my game. There would be a ridiculous number of arrows shot from the background of the scene into the foreground of the scene. Once in the foreground the arrows would collide with players and enemies. I COULD do this in reality with and actual gameobject in the same way you would spawn a arrow in the fps tutorial for example. But I have not yet thought of a convincing way to keep the player moving forward in this scene, which may or may not result in serious performance issues spawning that many objects.
Would it be better to :
A. Fake the launch of the arrows with some sort of video, sprite to texture, or particle system in the background to the Apex, then spawn arrows falling down to the foreground using real game objects ( probably sprites ) and then remove them as needed like you would for bullet holes or similar.
or
B. Literally make legit “archers” that fire realtime arrows from the bg to the fg and cull them from back to front as performance dictates.
?
- Using plugins for final build
Is there some sort of documentation for how to go about packaging plugins into the builds of projects? Generally they work until you package them.
- Media player URL issue.
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Ok, I use these a lot so this is big deal for me. Currently if I try to package a wmv from media player into a build the texture is blank. I also have to play the video once in media player for it to show properly in preview.
I read that there are some issues with pathing in 4.6 in this regard, however I used every possible combination of forward slashes and previous folder URLs I could imagine. Followed by putting the media / videos folder into every folder in the project just to see. Seems like the path from the preview is not the same as the build path.
Is this resolved in 4.7?
Thanks a lot, might run into some troubles later on with regard to collision and ai stuff but this is most pressing currently.
I have been recording progress so I will upload all this at some point.
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Thanks everyone.