Please note that I am a programmer. Not an artist,neither a UI designer. Nevertheless, I am going to try to make some custom animations , a custom character etc, in order to expand my knowledge and make the project more realistic.
Intermediate. There is some complexion and polishing involved along the series. Though, stuff like the sorting function library is handed over to you without explaining, you just use it, no insight or explaining how these algorithms work. Also, this just logic stacked up onto eachother, using blueprints. I could make the series to use some hardcore C++ tricks going around but this is more aimed to give you a perspective on how a game is supposed to be built.
Kitatus : Insight in animation and the awesome promotion with his new Website ← HOT
Owl : Helping me improve my thumbnails
Cedric : Made me use “IsValid” nodes more
zeOrb : Jumpstarted me into animation by giving me some valid -previously invalid- links
All the other slack people that were willing to chat with me and propose better best practises! Join us here: HERE
Don’t call this impossible, Insomniac games had only 2 programmers an 1 designer for about 4 months while the game was under production :).
just a small tip for the on-going coding stuff of your Tutorial.
Make more use of the “IsValid” node!
It can always happen, that a Reference Variable is Empty.
2 Examples, where you should use the “IsValid” node:
When pressing “Fire” or “AltFire”. If by any chance, the Weapon is not Valid at the point the Player pressed the MouseButtons,
the Game will crash with an “AccessViolation”.
When spawning the Weapons at the BeginPlay, you spawn 8 of them with the For Loop and then Call the Equip function.
Instead of needing to set the “CurrentWeapon” BEFORE calling the “GunEquip” Event, you just add an “IsValid” Node to the “CurrentWeapon”
INSIDE of your “GunEquip” Event. And only if that’s valid, you do the “Detach” and “Visibility” Stuff.
That’s way better than assuming that the “CurrentWeapon” is set.
Otherwise, good video so far. Might wanna take some speed out of it and explain a bit more if needed. (:
Thanks for the tip :). I will make the correct changes into the project.
I am definately replying to comments, questions or even make seperate extra videos to explain stuff if needed! In general, I want my videos to procceed fast and not to be boring .
This series is awesome! I’ve been trying to work out a grapple/swing mechanic for a while now and kept resulting in slinging my character through the floor. This will help me over that little speedbump.