Monokkel
(Monokkel)
May 20, 2019, 9:37pm
2782
Heh, to think I was about to pop in and edit my post again. Thanks for the tips on the camera and stuff. I’ve spent the past 6 hours watching the tutorials you put up (up to about the Timeline Manager tutorial) in anticipation of your response.
The thing is that I’m trying to get something mildly playable ready by this Friday. I feel as if that’s within the realm of possibility with what I currently have and what I feel can be done from watching your blueprints; I’m just trying to see how many features I can cram into my demo before then.
From skimming titles and comments from your videos, however, I’m not entirely sure if I’ll be able to implement every thing I’m thinking of adding on my own with your tutorials, so if you don’t mind answering, I have a few more questions for you.
I’ll try my best to answer.
I’d like to elaborate on the third question (the only un-self-answered) question I previously asked: MP Bars is what I was trying to make. I designed an MP Bar to appear right underneath the HP bar, as shown in image 1 of the album posted below. I followed similar steps that you posted earlier to someone else asking about an “AP” bar by doing the following:
-I copied the Health Bar Material and turned it blue.
-In BP_Unit->Config->Attributes, I added new variables MaxMana and CurrentMana to mirror how Health was tracked by the Health Bar.
-In BP_Unit->Version, I duplicated HealthBarMaterial and renamed the dupe “ManaBarMaterial” since HealthBarMaterial was referenced by the Setup and Modify functions for the Health Bar.
-In BP_Unit_Anim, I duplicated SetupHealthBar and ModifyHealthBar and changed (what I think is) “Health-related” variables to my new “Mana-related” variables.
However, upon construction, any and all MP bars for every unit appear as such in the first image regardless of value. There’s clearly something wrong with what I did, so might you know what I could have forgotten or made mistakes on that I should fix to make this bar functional?
Album for 1) is here: https://imgur.com/a/tOQSh8u
Hmm, from what I can see your setup seems reasonable. Where are you calling these new functions?
I’ll preface this second question of mine by saying I haven’t had the time to view your Turn Manager video yet (It’s pretty late right now where I am as I type this and I won’t have time to see it until at the earliest tomorrow night) so if you think that I’d be able to figure out how to do what I’m asking of you here by watching the Turn Manager video and figuring out how it works, it’d be perfectly fine for you to tell me to just watch the video.
The turn manager stuff is probably what I’m the least happy with in the current version of the toolkit, and is ripe for a refactoring. It can be modified to get almost any form of turn order, but it is sometimes cumbersome to work with, so I understand if you’re struggling.
Anyways, Fire Emblem’s turn system is a little bit different from your Toolkit’s default way of handling turns.
-Fire Emblem’s turns begin with the cursor either on the tile that was last referenced by the game or the cursor jumps back to the main character depending on the player’s game settings. Units by default are “un-selected” and must be pressed to open up their movement options. If the player puts in a movement instruction and decides it is unsatisfactory, they can press a back button to cancel the move instruction and return the unit to its original location. Once units are done acting, they are greyed out to indicate they’re “exhausted”.
-The Advanced Turn Based Tile Toolkit’s turns begin with the cursor automatically “selected” upon the unit with the highest initiative value for movement options. There is no way to “de-select” a unit other than selecting another non-exhausted unit, which selects that unit for movement options instead. If the player puts in a movement instruction and decides it is unsatisfactory, no option exists to cancel the move instruction and return the unit to its original location. Once units are done acting, they show an exhausted icon to indicate they’re “exhausted”.
Do you have any tips or tutorials you can give me for matching Fire Emblem’s turn setup exactly?
There are a few different questions here. To select no units at the start of the player turn and when a unit ends its turn, make the following small modifications to the turn manager:
For deactivating the current active unit, a function like this should do most of what you want:
For greying out your units, you can apply your effect to the EndActorTurn event of your unit and remove it as part of RefreshActor.
The rewinding turn stuff is a bit more tricky. The ways I can immediately think of are a bit convoluted. You could for instance store the previous GridIndex, Health etc of each unit on the individual units and use this info to reset if needed. A more complete solution could be to keep a save file that stores all relevant information for all units and for each turn (or unit action within that turn). Could get tricky to work with, though. I’ll let you know if I think up a more elegant solution.
When I was fiddling around initially with creating a title screen for the game, I remember going into World Settings and completely messing all sorts of things up. Although I’m a lot more informed now, I’d still like to ask for absolute clarity the following:
In World Settings, to change the Game Mode of the level in order to remove warnings from BP_GridManager/etc., do I change the value under “GameMode Override” to a different Game Mode? If so, what should I change it to? Should I create a brand new Game Mode for Title Screens or is there a Game Mode already within the toolkit that I can use for this purpose?
If you don’t need any special game mode functionality for your level (and you probably don’t for a menu), just set it to the default Epic game mode called GameMode.
Thanks and no worries! Hope my answers were useful.