Thank you, really appreciate that…
That’s so awesome! Very very smooth animations, did you get inspiration from the rash al goul missions in batman archam city?
Thank you… and I know keep saying the same, but I really do appreciate this positive feedback.
My inspiration for my fighting mechanics/animation, comes from Ninja Gaiden. The Batman games are some of my favorite games but the fighting mechanics in there are quite different, and in some ways are more complex to program and animate because so much of it is kind of automatic in nature. You kind of set this event in motion by your input and many things happen underneath that you don’t even know about and they hide it very well, making you feel like you’re doing all these things. It’s a well thought out and executed system.
With my game, it’s more like Ninja Gaiden where input vs feedback is much more immediate or direct. So, they use two very different mechanics which they both do really well. My game play goes more in line with how Ninja Gaiden works, even though I can’t go nearly as complex in the shear amount of moves they have, I can try and get a similar feel to the controls of the game which of course is all linked, input and animation goes hand in hand.
I was messing around a bit and I took some super high res shots, just to see how the game holds up and so I’ll post this one here so you guys can check it out. I guess just because it’s kinda cool to see it like this in stead of an over compressed low res video… so, now it’s an over compressed high res shot… I think, considering my minimalist approach to the content, it’s not too bad.
Sorry for slower connections, I myself have a very slow connection. I compressed the image quite a lot, so it’s around 900KB, so shouldn’t be too heavy.
that looks pretty cool, well done
Nice looking game and thank you very much for the melee tutorial!
Just beautiful. Great job.
@
Do you plan to entertain us with a new demo soon ?
The game looks great as usual.
Awesome, thanks guys.
@Galeon :- hhhmmmm…
So I don’t know if Galeon is a psychic or not… … but I’ve been working on this demo release for a while and it so happens that I was uploading it today.
So I have got a second demo available to check out. I’ve posted the link on the first page of this thread. Along with that I’ve also made a video with a play through and some commentary on there which you can check out here if you want to.
- YouTubeqAA0Fi-w
I don’t wanna say too much here about the demo, but I’d like it if you guys checked it out and please feel free to give your comments here or whatever, you know.
EDIT:-
I’m making this edit because I wanted to post the link for the demo from here as well in stead of just from the front page. I don’t know if anybody have tried out the demo or not, I’d really appreciate if you check it out, and please let me know some of your thoughts, even if you don’t like it, all comments welcome.
Anyway, here’s the link…
Shameless bump…
I just wanted to bump my thread a bit here and I’ve also edited my previous post, adding the download link to my demo on there as well, in stead of just on the front page. Probably should have done that one day one, but, hey. So there it is, I hope you guys try out the demo and maybe post some comments if you can.
I really enjoyed the demo. Huge congrats on making a playable demo at this polish level also, I really dig the off screen spawning. Lots of really great work. Any secrets to the gamepad support in the umg main menu? I’m trying some stuff with that right now myself.
Awesome, thank you for trying it out and thanks for the positive response.
As far as the menu + game pad goes, I used a very brute force kind of way to make it work and it is not actually UMG. The only UMG elements in there are the animated text that come in for the music credits and the disclaimer on top. The actual menu functionality is not UMG.
The way my game pad and keyboard input work is very messy and I never wanted to show that in any detail because it’s not a good way of doing it. I think you can see it in one of my early making of videos, possibly the very first one where I show an overview of the project, but I never showed it in detail, or all the parts to it.
The way it works is just to have the mouse click events be called through button press events. So for mouse clicks, I have a bunch of booleans to make them function for highlighting…etc. and ultimately calling the correct function, like start game, or whatever. I just reuse that stuff for button presses. So for button presses I have this counter structure that takes care of what to highlight next and pressing the button of course sets off the event to highlight the text in stead of a mouse over event, and pressing enter or “A” on the pad, or whatever, then calls the appropriate button function that has been set, in stead of the mouse click event. So it’s kind of an overlapping system all calling the same events and functions in 2 different ways.
This was based kinda on my system I created in UDK and Kismet but UE4 of course is so much better with blueprints, but I was learning how to use it properly back then. So it works, but it’s “clunky” and not easy to modify. There’s too many parts to it and any modification will have repercussions on everything. So it’s definitely not a method I want to specifically share publicly in case someone does this and waste time on work that has to be thrown out.
Sorry I don’t really answer your question in more detail. If you want to see more how I did it anyway, I will show maybe some shots how crazy it is, but I don’t know it can be useful regarding UMG. As I understand Epic is adding keyboard and game pad support, but not sure where that stands in 4.9 or even how the setup works. That’s something I still need to get to in my own project. My final menu won’t be implemented until basically the game is done, so it’s a ways off still before I get there.
How do you manage to get the ennemies approach the player and circle around him to attack ?
My AI with regards to walking or finding the player, is pretty much just set up so the payer is the “move to” target, so they will keep trying to get to the player. Their sort of circling behavior is actually more a happy side effect of using the RVO Avoidance on the enemy pawn Movement Component. When you enable that, they will know about each other and try walk around each other. Without that, they just pile up. So because of that they seem to circle you for attack, but really, they just try get past each other to get to their goal, the player.
I have not used it , thanks for the info.
@Obihb
Any news on this great game ?
Hey Galeon, yeah I’m still plugging away at this project. I’ve actually taken a break from it last year, November, December just to clear my head. But otherwise, I’ve been on a bit of an optimizing mission, which already started last year, cleaning up things…etc. Since I’ve learned so much about blueprints and stuff over the last year, I decided to look back into older stuff and make sure it’s not badly done, which in some cases it was and needed replacement and in others, it needed tweaking and optimizing. I guess there’s always gonna be some lingering systems there where it’s just good enough and I can’t replace all of it. But, the game as it stands is in a pretty good place right now, I’m pretty happy with how things are coming together. I think I’m slowly reaching a point where I can move forward again, adding content. Having gone through just about every system to see if I can improve on it and working on the things that really needed it.
I’ve just over the last two weeks or so, done a complete replacement for my camera animation systems. In the old systems I had like 5 blueprints dealing with it. Now there’s only 1 and it’s all fully integrated and the final results of that is pretty cool, I no longer have to worry about possible camera animation overlap popping. when going from one trigger to the next in close proximity. It all just “works”. That’s one of the bigger things I’ve had to do but well worth the effort. Ultimately cheaper system and fully integrated.
Since 4.11 Preview 4 I’ve pretty much moved my project over from 4.10. In the past I would move over with Preview 1 and kinda pay the price for doing that. This time I’ve learned some patience and waited a little longer before making the complete move, having tested it out since Preview 1, I felt like it’s good to go and it’s a fairly clean transition overall, not without it’s problems but deal-able…
So I wanna test out and possibly make use of capsule shadows. I did a real brief test with Preview 1 and it’s a cool feature. Of course as an optimization I wanna make all my particles use the new vertex lighting, in stead of per pixel. There’s some graphical things I’m going over in general. I think there were some other 4.11 stuff, can’t remember now. Oh, some light channels stuff. Super useful feature. I’ve spent a lot of time with blueprints, but I keep going back with graphical stuff and making small changes and tweaks as well. The game will already look a slight bit different from the demo I released. It’s weird. I just can’t leave it alone… I’ve also gone through and done a huge load of collision optimizations, mainly for AI navigation. I found that their navigation can be kind of expensive and using nav mesh collision made a huge improvement, but it’s highly inaccurate and too easy to see the problems in such a small space. The feature is meant for large world, so it doesn’t work for me. So I made my own collision optimizations, which I would have done anyway, but that sure was the incentive to get it done. It helps a lot if I wanna put like 60 guys in there…
I’m considering posting a video about my new camera animation system. I haven’t posted a new video in a long time and I think this is a good “new” thing to show that I can show it working and also show how it works. It’s harder to make new videos and not feel like it’s a repeat of some sorts. This really isn’t a big project with that many parts to it. I’ve never shown any of my camera systems because I was never happy with them in general. But I think my new system represents pretty much what I’ll have in my game, even if I end up tweaking it in some way, it probably won’t be too much. I don’t really wanna show things I don’t feel represents a real used, working system. Even my player blueprints I showed very early on is still being used pretty much as is, with some tweaks to it, but not to the point of making it very different, just maybe optimizing some sub systems or whatever.
Anyway, sorry you got me rambling on about things… but I guess that’s some current news on my project…
I find it pretty interesting to read. Will you plan to put some fighting plugin in MarketPlace later ?
I don’t know if you mean a C++ related plugin, but you know I can’t actually make plugins, I can’t program, blueprints is my salvation…
I have thought about possibly doing some blueprints to share, but I have to be sure I can support it which right now, I don’t think is possible at this time. Basically I don’t want that to take time away, which it can, very easily. I’ve done some models for the marketplace and that is just much easier to support and I have enough experience to be confident about it. I think with blueprints there is a greater responsibility and my confidence level of giving something out into the world is much lower. I happily share my game’s progress and show some blueprints and stuff here and there though. I like to share things but I can’t really make things public that requires some level of support after the fact, free or otherwise. I mean, even if it’s free I feel that support needs to be there, constant updates… etc.