Fight the good fight, precious!
I have blood on my hands and it’s not mine! (Drama Mode On)
No really. This 2D collision is making me insane. But I bet you can use this system even on your game after it is done Pedwar2!
This makes excited and hyperventilate Yeah collision for 2D has been/is a rough ride. We made some progress on a couple things this week though for our original Z-order render problem with characters walking behind stuff. Was the simplest solution ever. But it was a breakthrough lol Gonna be updating our thread today.
That is the problem I have. there are tons of ways to do one thing and searching for it always takes time, which is not something I like and have little of. Then people wonders why this is taking so much time! I am watching your progress closely and I do plan to give my template for free to you guys to share the Paper2D development love too.
Oh and I remember the time you said you guys are going to limit the fps to suit your needs. Remember, some strong blueprint nodes such as “Set Global Time Dilation” triggers one frame later if you have your fps lower than 60. This might not occur in a package game or when you package your blueprints to C++ incase it works but I didn’t test yet. So be cautious.
Wow man, thanks a lot. We really appreciate everything you’re doing and all the help and support you’ve given us. We’ve been very excited to see your project ever since we found it! Remember if you ever have any questions, or need anything, don’t hesitate to reach out!
hows the project going?
Going wicked! Was terribly busy on the UI side. Hoping to make a video about it sooooooon-ish!
Wooo HOOOOOO!
How’s the progress been?
Would be cool if this were a UE4 version of MUGEN, but better.
**Half a year of work is now finally presented lightly!
**
New Blueprint: CORE SYSTEM
PURPOSE: Okay so, in the old system you had to work on Casting, connecting many seperate files to each other. This is no longer needed. All other systems are now combined into One that contains everything in it. With this new design, not only this eliminates the complexity, but also eliminates the communication time of all mini sub systems to zero. This was not noticable at first, or for new characters. But since all subsystems were actually world actors, the communication had the risk of getting costier GPU wise. Ofcourse I know little of how things work at the programming side, but it is obviously MUCH easier now to create a character.
SECOND PURPOSE: Core System now contains everything a BEGINNER should NOT see. All kind of Unreal nodes that work behind the scene are now here.
Subsystem: Flipbook System
Self Note: There was technicaly nothing wrong with the system, well almost. It’s problem was enumarations working slow (one frame late) due to how other old style systems were working. Since everything is now one big blueprint, there is no such occurance anymore. This fixed tons of issues regarding to the communication too. For example, while a character is at frame of 5 in its animation, it took at least one frame to give that information to all sub systems, causing the animation to be 6 while all other systems had the information as it was 5. So basicaly, every information was technically updated on Flipbook System, yet all others had the outdated information. This was a pain to calculate literally EVERYTHING, and is no longer an issue.
NO LONGER A CHILD ACTOR: Flipbook system is not a blueprint itself anymore and now is contained within Core System, resulting in optimization, easiness on usage and zero connection delay with all other subsystem.
VARIABLES ARE FUN: All the animations are contained as variable now, allowing to change in time. Also this lets Beginners to simply fill in the variable values with their Flipbook Animations and it will simply work right away.
NEW SHADOW CALCULATION: Shadow location calculation is changed to prevent twitching mostly when character lands after being in air. There will be lots of upgrades on the way forward.
UNREAL IS NOT FUN SOMETIMES: Fixed a math node related to fake shadow that causes crash upon deletion. Seriously. This was annoying.
ZERO RISK: Due to the new State Macro System, the possible (rare occurance) flipbook animation twitching is now fixed. Also possible bugs that related to events triggering at the end of animations while they shouldn’t is completely fixed. More on this later.
I GOT MY OWN SYSTEM NOW THANK YOU: “Bind Event on FinishedPlaying” is now no longer used. It was creating alot of problems regarding to unbinding or triggering unwanted events. Basicaly what above said.
Subsystem: Input System
Self Note: Okay so let’s be honest. Input system worked. But it was looking so messy it wasn’t even funny. Second, after pressing an action input (punches, kickes etc) it would completely reset itself, preventing any complex combinations from working. For example a Mortal Combat Finisher, or Raging Demon of Akuma. I have not finished working on this yet so I won’t give too much info yet. Probably everything will be much clearer on August.
LOOKING CRAPPY NO MORE: A few macros added to make the input creation VERY easy and look far better. More on this later when I finish working.
DIVIDED NO MORE: Action and Movement inputs are considered as same input types. This fixes the need of reseting the input array completely everytime an action input happens. Though the update is abit more than that to let Raging Demon or Mortal Combat finishes to actually complete but more will be done before giving further information.
PRIORITY: Now you can decide which combination of inputs to trigger a move before checking others. An example would be a Shoryuken that you would want it to be checked before a Hadouken, as Shoryuken has larger amount of inputs required to do.
I AM HOLDING THE BUTTON MAN! : Pressing a movement input now prevents from Input Array to reset so you can make a move that has a “hold on for a certain amount of time” style input in it. This will be done at Alpha 3.0 probably. Not finished and not functional yet.
Subsystem: Movement System
Self Note: Movement System was actually working aswell. But it had the same problem Input System had, messy looking. The way animation was handled was also terrible and the rotation could bug out at times, not working when it should be etc. Now everything is much clear, and animation-changing is no longer is done here. More testing will be done as I recreate , to ensure literally everything is working.
YOU WERE NOT SUPPOSED TO BE THERE ANYWAY: Nodes that are related to animation and stance changing are completely gone. Movement System now only cares about what it supposed to do; Move and Rotate. In addition, everything is simplified as the new State Macro System handles all the changes. Movement System now only gives the command, rather than doing the actions itself when it comes to playing animation etc.
PLEASE STOP TWITCHING THANK YOU: In rare occurances, animation would update one frame later than the actual rotation, causing a very hard to notice twitching. Thanks to the new system, it is completely fixed.
TIMELINES ARE NOW FUN!: Characters can now pushed, pulled, moved by at least 10 timelines. Basicaly you can use them to forcepush a character while they are still moving. Abit complicated to explain, but once you get the new template see how I created the gravity, you will understand
Subsystem: Collision System
Self Note: To be honest, I was pretty happy with my system. Players pushing each other. It was all smooth. But something I realised made me shock. I was expecting it to happen, but not that harsh. Basicaly, only players could push each other. What about a strike? What about an obstacle? Dear Lord, this sytem was painful.
UPGRADE HOO! : Players can now be pushed by up to 5 non-player characters. This will be heavily tested in Beta 1.0 when Helpers/Strikers are possible to create. For now, we assume that it works theoricaly. If it doesn’t, we will fix it!
Subsystem: Ability System
Self Note: This System is basicaly what keeps the… well… moves/abilities. It supposed to be empty but no longer. It will contain the Hit Definition and I will show it in other videos later on!
Okay so, this is all I can say for Core System but if a Beginner does not have to see this, what he should see? Here is what we get: Character Core!
New Blueprint: CHARACTER CORE
Character Core is the child blueprint of Core System that contains the new States. For example it contains Basic Idle State, aka State 0, that you can override if you so desire. Given more info in the video.
New Blueprint: STATE SYSTEM (Macro Library)
This library contains everything that you actually want to work with. There are only a few right now, but all I can say is they are our saviors, preventing any developer from working with scattered nodes. They are the production nodes. More on that later. :3
CAMERA
Camera had massive problems. It was not moving if the mover was not a player character. Now it does! Now whoever or whatever is at the side, it will move. The calculation is fixed and many bugs related to Z movement are gone. Also the coding looks much clear and simple!
And here is a video!
UI
Yeah, it’s there, it’s cute, it works! More on that later!
Wuuuuuu!
Check the video and update my friend!
We are getting there. :3
@Achilleon Take my money now
Not yet! Bare with me , we are coming there soon!
Hello,
This looks amazing !
I am actually looking in doing something very similar but as a personal project
I am really interested on how you managed the collisions and physics because that is a big issue in UE4 for 2D. You can’t really tell each collisions box of a frame that it should collide or overlap
I’m still looking into it but congratz on the amazing job.
Current Update: 02.11.2016
This update is mostly related to bugfixing and what’s actually important is the video that demonstrates the current system we have, but you are free to read the progress nonetheless.
Ability System
PLEASE LAY DOWN THANK YOU: Fixed an issue that caused the character not get to bounce or lay down states despite landing on the ground after a hit fall, resulting it to stay stuck in it’s fall animation.
I HONESTLY WANT TO GUARD: Added a failsafe component that makes a final check before a hit connects to the player that makes sure the player gets into guard state no matter how fast the attack is, frame wise.
GUARDING IS COMPLICATED: Fixed an issue that caused the character not be able to guard the same frame he lands from air to ground regardless of his new state being standing or crouching.
GUARD DAMAGE SHOULD KO TOO NO?: Fixed an issue that causes the character stay stuck on guarding moment if the guard damage supposed to KO.
GUARD DAMAGE ACTIVE: Guarding now can have a chip damage.,
KO SCREAM NONSTOP: Fixed an issue that sometimes the KO sound of the character didn’t trigger when he simply lost the match.
Movement System
JUMP IS COMPLICATED: Fixed an issue where the jump animations would mix up and play wrong. Finally got it covered after a year. Double cheers for that. <.<
Gameplay Elements
TERRIBLE MISTAKE: Fixed an issue that is related to refreshing all the health back to full after a round. Appearently I was not updating the health properly and sometimes next round immediately gave away a KO the moment it started.
CAN YOU STAND UP THANK YOU: Fixed an issue that caused the character that lost the round become a drama queen, causing it to stay laying down on the ground when he supposed to be standing after next round starts.
That’s it for now!
looks great
Cheers mate
Been following this for a while. Looks awesome!
Current Update: 26.12.2016
Merry Christmas!
I hope you are having fantastic days! Since I am working at an airport, I got no way of celebrating such things due to way of shifts work so enjoy yourself for me too will you?!
Anyhow, for 2 months I have been working on finishing the current state of Hit Definition and fixing tons of bugs. But most importantly, worked my rear off to pull out the camera zooming function. Gaussian Blur is just a nice addition on top of it! Hope you guys enjoy the video and don’t think the project is dead!
Take care!