Rolling Ball Game

I didn’t have too much time to work on more today, but I managed to quickly combine the rails with gravity walls. This needs a lot more work though, as it’s very choppy at the moment.

https://.com/watch?v=YeQ3u5PP6K0

That’s really nice work.
I always wanted to make a ball game, your work is really inspiring.

I’ve made my spline blueprint more general, so you can use it for anything you want. It still needs some work though!

https://www…com/watch?v=pdKZ9Vp-C_M

DrLuke, that is really awesome! I myself work on a “marble” game but with different core mechanics. Yours look way better, but if you are interested in a sneak peek, I would appreciate your input :slight_smile:

https://.com/watch?v=GCBVLyvluIM

I noticed that there is a small bouncing when the ball changes the gravity upside down on the rails. You could fix that if you place the upper rails closer so that they are almost touching the top of the ball before/when the change occurs. In that way, you do not have that bouncing, keep the same speed and the transition will look smoothless without touching the blueprint :wink:

Keep up the good work, your work is a great inspiration to people like me!

Looks good man. Keep it up!

Wow this is a really awesome project I cant wait to see more!
I’m a huge Marble Blast Ultra fan and I’ve been disappointed they took it off xbox live. If you don’t actually make a game out of this I’d love to learn how you do your physics and make my own version. I just got Unreal 4 last week so I’m still learning all the basics.

[=Airner;242171]
DrLuke, that is really awesome! I myself work on a “marble” game but with different core mechanics. Yours look way better, but if you are interested in a sneak peek, I would appreciate your input :slight_smile:

I noticed that there is a small bouncing when the ball changes the gravity upside down on the rails. You could fix that if you place the upper rails closer so that they are almost touching the top of the ball before/when the change occurs. In that way, you do not have that bouncing, keep the same speed and the transition will look smoothless without touching the blueprint :wink:

Keep up the good work, your work is a great inspiration to people like me!
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I’m really glad you like my work!

I think your idea is quite neat, I’m interested to see what you come up with!

I’ve worked on my general purpose spline class some more. I’ve replaced the interpolation of the bank of each segment from linear to sine, thus resulting in smoother transitions, and an overall more natural feel.

https://.com/watch?v=182lBwdoxw4

Hey Luke, I am really impressed by your work there and had to give it a shot :slight_smile:
Your ideas for a gravity wall worked perfectly. The only problem I had was the camera: my idea was to rotate the camera according to the resulting gravity vector, but couldn’t really figure out how to do that. So I wanted to ask if you could show how you solved the camera rotation using the forward vector :slight_smile:

[=ArckVenture;242832]
Hey Luke, I am really impressed by your work there and had to give it a shot :slight_smile:
Your ideas for a gravity wall worked perfectly. The only problem I had was the camera: my idea was to rotate the camera according to the resulting gravity vector, but couldn’t really figure out how to do that. So I wanted to ask if you could show how you solved the camera rotation using the forward vector :slight_smile:
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I actually haven’t resolved it quite completely, as there are some bugs left, especially with walls going up 90 degrees.

But you should definitely take a look at the “make rotation from axes” node. You can use the x-vector for forward, the negative gravity vector for upward, and the cross product of the two as the third vector.

Did some work on the visuals

https://.com/watch?v=pMEtRtHkNkw

Did some more work on the visuals, I’m really getting the feel for the artstyle now!

https://.com/watch?v=cgZ56FePE88

I am working on seamlessly transitioning between a hub level and the actual game levels. The hub level will act as an embarking point into the actual levels. With the seamless transition it will feel a lot more like a connected world, and it won’t interrupt the player as much. This is still very much work in progress though.

https://.com/watch?v=3wO04D5mzGw

Refined the level transition some more, I think it’s pretty much exactly as I want it.

https://.com/watch?v=KYtWVqDBj8M

That works really nicely, whats the methods?

[=;247491]
That works really nicely, whats the methods?
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I use a parameter collection to set a radius and center point, and then use a material function to do the mask and glow. Of course I have to manually add the material function to each material. I also have a lerp and a “mode” parameter to choose between the two effects. After that I just animate it with timelines and a blueprint.

Ah yup I get it, looks really nice thanks!

Hey DrLuke! Awesome work!
would you mind sharing how did you manage to get the multiplayer working? physics based pawns and multiplayer are quite a pain to sync.
I’ve a solution of my own, but it’s kinda…ugly to see (it does sync the players positions though)

any help here would be very appreciated!

Thanks!

Hey DrLuke. Been reading this entire thread now and I am very impressed by the end result. As it happens, I am about to embark on a project in which I could use your gravitywall-techniques; would you mind to share some pointers on that? I am new to UE and blue printing btw. (and no, it
s not a marble-game that I’m planning) :slight_smile:

Is there in unreal marketplace or elsewhere for sale any roll ball template/sample where is for example health/damage/live system. Maybe making own miniproject where is lot of maps and some damage system for ball