hey I am a fan of your youtube tutorials. Making a game through twitch is an excellent idea! I couldn’t watch the first stream and due to work I won’t be in couple of weeks but I’m gonna catch it out on youtube & join the twitch sometme in couple of weeks. Again, great idea!
It is a bit too fast for me on the live stream, however I do not see as a problem because of the youtube uploads. Going that fast actually makes sense considering the scope of the game you’re building and if people want to pick up on the details they can watch the uploads! It works out great in my opinion.
Absolutely brilliant
I have seen and used your totu’s from youtube a lot, you are the reason I kept pushing my small 3 man team to keep going with our idea.
And now it is finally getting into that state, where none of us are going to give up.
I feel like the least I can do, for all you’ve done for me, is offer my support, I would like to mod your twitch-channel.
Now ofcause that is up to you to decide but the offer stands.
If you have any interrest in that, hit me up, and you can explain what kind of rules you want to apply for the channel.
My twitch name is Xerrtv
I’ll see you when you come live
Hello, I have a question if anyone can answer that would be great. In the game when I sprint forward + left the animation blend space gets messed up, but when I sprint forward + right it works. Same with trying to sprint backwards + right, it gets messed up. Why is ?
Hey mcp293. I would check that your animations are correctly placed and maybe send us a picture to better show us your set up. I would also set up a separate thread to keep discussion separate from tesla’s thread (and just comment here with a link to your own thread). I am also partly interested in question, as I have a similar directional with my character. Good luck!
Yay! I finally watched it completely. I’m already waiting for the next one (tomorrow isn’t it? i’ll watch one in streaming)
Btw maybe you already figured it out but when you character is in T-Pose in the animBP preview window is because your enum variable is set to “NoWeapon” in tab under the preview window (those values that you can alter for previewing purposes).
Cheers and see you tomorrow!
Going live again today, straight after Unreal Engine’s stream that starts at 2pm EST!
Can’t wait! =D
Another great stream today Tesla! Really really cool.
I have a question: Is that the best approach for making 3rd person - 1st person toggling? I mean adding a new weapon and such for the first person instead of using the one you had in there for the third person.
Btw, sent you a pm.
Thanks!
May not be high on the priority list but environment interactions and like interactive foliage etc,some form of basic weather system that ties in to some survival elements like being cold on a rainy day or being dehydrated on a hot day.Environmental hazards too would be cool and illnesses that can affect the player.
I would also like to see some AI related stuff.Having watched the videos you said your steering away from making zombies so it would be cool to see how to make various NPCs/mobs that behave and act differently from each other and maybe also interact between themselves.
Also would it be possible to tackle modular pawns in UE4?Possibly tie in with the inventory system your making?
I just found out about the stream today and I must say is very helpful and enjoyable to watch.Would try my best to catch up with you on your next stream.Cheers
I just started watching the YouTube video of the first one yesterday. Thank you so much. Not only is it great to see someone actually producing something, it’s the little things like teleporting your character to another part of the level to keep it live. That’s the kind of Real World programming that you rarely see in documentation, and gives a great insight into how professionals use the engine.
How in all the is Green and Slimey and Smelley did I miss . I am so going to skip work today to watch … okay not really skipping work … but I really want to.
Thank you Tesla … you sir are a scholar and a gentleman. 8-}
Had to miss because of work unfortunately. Hope to see recording soon!
First off, TeslaDev I’d like to thank for these streams, but I am curious about some of the design desicions you have made and I’m also wondering if you made them due to short comings of Blueprints or perhaps due to the time constraints.
So I’m just wrapping up the first video (on the second video from Youtube), right where you are working on weapon switching. To do , you ended up creating Blueprints fro the AK and the Pistol, and separate functions to show and hide them. The concern I have there is you basically created the same blueprints twice but because you had to cast to pistol or AK, you couldn’t reuse. Also, when you add a third weapon, you’re going to need to go back and edit everything all over again which doesn’t seem efficient at all.
With a static language, one possible solution for is to create a Weapon class and the Pistol and AK would be sub classes (or you might create an IWeapon interface to do the same thing), so you could just hide all weapons by without specifically knowing or caring if it was a Pistol, AK, Clown Horn, or whatever, then just show the weapon you wanted.
Is that even possible in Blueprints? I know when you are coding on the fly, it’s much easier to just create a Pistol and AK class and basically copy and paste the Blueprints and move on to the next subject, so please don’t take offense. But I’d love to hear your (and others) opinions on developing maintainable code with Blueprints, especially for project with multiple contributors.
Again, thanks very much for the videos, I’ve learned a heck of a lot in these 2.5 hours.
What about next week? 12/02/2015 = no stream.
looking forward to as i am creating type of game as well.
What do you mean by “no stream”? Tesla did an stream 2 days ago. Was a short but really, really cool one.
you can take a look at his youtube channel and you’ll see it there
is there a stream today ?
hi i’ve been following these streams and have learned so much. Just a few pionts i was wondering if anyone else had encountered or if it was just me
1 when in first person mode if you pres 1 or 2 then the 3rd person meshes apear floating way out of the hands(i fixed dirtily by adding a bool that checks if you are in first person or not and when you are the 1 and 2 buttons wont show the weapons. should leave an option of the branch for first person weapon toggling with the number buttons i hope)
2 my grenades seem to bounce funny when i aim around at certain angles. cant fix and have tried all different things including moving the muxzzle flash…using the muzzle flash on the 3rd or 1st person meshes respectively but had no luck
3 when i renamed the roaming ai guy his animations went all to pot and he floated about in t pose (fixed again i think dirtily by copying the animation blue print and swapping the asp character cast to roaming ai cast and using that animation blue print for him)
4 grenades killing me sometimes throw the camera through the floor. havent figured out a fix and its not everytime it happens
5 when i play through the engine and get in a car i sometimes get errors that i dont understand that relate to firing the weapon as sedan think its if i press right mouse in the car
6 dont think has been covered yet but when you are driving the car your hud hunger bar goes blank and doesn’t update. tried to fix but my efforts all failed(noob at work lol)
think thats about everything…was just wondering if anyone else has the same issues or if i did things wrong somewhere thanks
edited for terrible spelling
Hi guys,
I can´t find the part (either on Youtube or Twitch) where Tesla sets up the grenade and the moving enemy :-/ . Does anybody know where to find that part?
Thanks,
Oli
EDIT: Never mind, I´ve just found it