Working on a Turn Based prototype similar to XCOM. Latest update: Added navigation path display for player character movement.
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Working on a Turn Based prototype similar to XCOM. Latest update: Added navigation path display for player character movement.
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Started toying around with particles, really had some great fun!
(Sorry for the bad quality, only got my laptop right now)
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Doing a bit of prototyping using Blueprints for a radial transition effect moving through the level.
://www.tomlooman///2015/01/switch_radial.gif
Wrote a inventory system using only C++ and managing the UI logic with UMG / Blueprint, fairly straight forward…
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Wrote a little tool for a personal project which can read *.d3dmesh files from Jurassic Park: The Game, needless to say I made some progress today!
Random Distribution Version 2.0
Random Distribution is getting a new version making it more varied in the usage (support for 1D, 2D and 3D generation). I’ll also include an Example Map to it, so that new users have an idea of what to do with plugin. 's a preview of the map that also shows that I suck at using Lightmass:
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Planet in Space Blueprint
I am working on a blueprint controlled Planet in Space Blueprint creation system with a Universe Blueprint for the skybox for Earth like Planets.
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Working on my next pack for the marketplace, finally able to show off some of what I’ve been doing for the past couple of weeks.
@cronos3k: Looks good! How did you create the planet surface (landmasses)?
planet surface landmasses => RGBA texture => Blueprint and Material
Hello odd_enough
The source data for the material and blueprint is a single RGBA texture
The Texture RGB contains the masks for Deserts Cities and Riverbeds.
The Alpha canal contains a height map, height map is analyzed in the material and utilized to build up the distribution masks for the textures and shading settings.
I created the source texture in Photoshop and I did write a Planet height map creation filter in Filter Forge. But since it is just a simple map it can be crated in lots of different ways. It just has to scale from 0 to 256 and the water level and land distribution can be configured in real-time in the per instance blueprint settings like all parameters of the setup.
I did also do some tests with generating the height map part with some random noise and filtering in materials and it did work ok but not as perfect since the amount of artist input has been limited way to the control of parameters.
Working on… NOTHING AT ALL for five minutes, while celebrating the 200th revision on ClickerOps:
…OK, back to work.
Working on guided missiles using your eyes! It’s the first test I’m doing with EyeX tracker we received yesterday.
It’s something you should see in motion, so is a quick n dirty video:
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Just some procedural level generation, the excess gray tiles were intentional left for visibility.
from top left to bottom right
cellular automata iteration 1, cellular automata iteration 4, Looping Maze, Maze with density,
simple dungeon, template room dungeon, complex dungeon, city block,
mold or fracture growth iteration 1,mold or fracture growth iteration 4, mirrored building horizontal (sides similar) , mirrored building horizontal (sides not similar), mirrored building horizontal and vertical (sides not similar)
Was working on a little side-project weekend. My goal is to make something that is a bit like the Star Fox 64 Multiplayer with a bit of my own spin. It’s mostly just-for fun.
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If there is interest, I can share my Radial Blur Post Process effect, that I made for in the Community Content, Tools and Tutorials section.
Definitely interested, game looks fun.
Procedural Planet in Space Blueprint
is a Procedural version of my Planet in Space Blueprint.
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All settings and changes are adjusted in the editor so version can be used without the external editing of files. I am currently working on adding also the support for Procedural cities since they have been in the previous version placed by hand with a texture mask.
Gravity Gun:
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I just had the need to do something with physics. So I prototyped a little gravity gun.
I most certainly got a good chuckle when you made the guy sit on the bench…Great work…Looks fun…