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Ongoing C++ Gameplay Example Series: Making a Survival Game

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    Originally posted by alphawerewolf View Post
    excuse, every section is individual? or like section3 contains section2 and section1 content. if i want learn the content , first, i learn section1 , section 2 , section3 ... or directly master.
    master contains all sections

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      @phantom530
      It depends, what Error are you getting?
      Survival Game Dev Blog

      Comment


        I used to get an error (not sure what it was), but now it just says unreal crashed unexpectedly and closes the program. It no longer tells me the error because it crashes 5 seconds after I try to open it.

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          Originally posted by phantom530 View Post
          I used to get an error (not sure what it was), but now it just says unreal crashed unexpectedly and closes the program. It no longer tells me the error because it crashes 5 seconds after I try to open it.
          The log files in /Saved/Logs should have some information on what is happening.
          Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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            Hello, i read these codes about Section-2,and have a function cant understand, want help. eg

            FVector ASWeapon::GetCameraDamageStartLocation(const FVector& AimDir) const
            {
            ASPlayerController* PC = MyPawn ? Cast<ASPlayerController>(MyPawn->Controller) : nullptr;
            FVector OutStartTrace = FVector::ZeroVector;

            if (PC)
            {
            FRotator dummyRot;
            PC->GetPlayerViewPoint(OutStartTrace, dummyRot);

            // Adjust trace so there is nothing blocking the ray between the camera and the pawn, and calculate distance from adjusted start
            // TODO: Break down into easy to understand code (copied from ShooterGame)
            OutStartTrace = OutStartTrace + AimDir * ((Instigator->GetActorLocation() - OutStartTrace) | AimDir);
            }

            return OutStartTrace;
            }

            i read this like that get a location with Camera View as Trace start, but i dont know why do this code ,

            OutStartTrace = OutStartTrace + AimDir * ((Instigator->GetActorLocation() - OutStartTrace) | AimDir);

            why not direct to get camera location :

            like this :

            PC->GetPlayerViewPoint(CamLoc, CamRot);

            use CamLoc as Trace start

            Comment


              Thats a great work !
              Did you think about some melee actions ? For example killing zombies / players by axe ?

              Comment


                With the last section 6 i don't see nothing about:
                - Prone
                - Weapon start selection
                - Big Map with AI manager
                ...
                Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                Hevedy - Image Tools: https://hevedy.itch.io/imagetools

                Comment


                  Hi AlphaWerewolf,

                  I adjusted the code later on to work better for third person games where the damage ray should come from the weapon muzzle and not the camera view point. The code I was using was for first person from ShooterGame and was adding an adjustment when the trace would be interfered with by a close to camera wall. I recommend checking out the source from the later sections for an updated and hopefully clearer implementation.



                  Originally posted by Hevedy View Post
                  With the last section 6 i don't see nothing about:
                  - Prone
                  - Weapon start selection
                  - Big Map with AI manager
                  ...
                  Not ALL features can be included in a sample game. Because it's just that, a sample. I hope it's still useful as it does have a lot of other features to get you started. Big map AI was something I wanted to include but didn't have enough time to fit in.
                  Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                  Comment


                    For who is interested i'm working on the implementation of "no weapon equipped" animation, at the moment i merged the standard third person idle and walk/run animation with the idle and walk/run animation from Animation Starter Pack, in this way when you start without weapons (or you drop all your weapons) the character have a more natural pose of the arms. Is a very simple stuff to do, in the next days (when i wil have time) i will post here how i have achivied here.

                    Here the video of the result.



                    Audio is out of sync because i used the wrong settings in Dxtory and discovered only now the issue
                    Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

                    Comment


                      Hi!

                      Being a developer with previous gamedev experience (lately in Unity), I'm starting to learn UE4 the C++ route and later move in to Blueprints. Projects like this are an awesome way to learn a new tool, in a "real life" scenario. Congrats for pulling it off, it's a tremendous work and well done!

                      From what I've seen unfortunately, this is more for people that already have experience with the engine and might want to learn things that they haven't already covered, ie, it isn't for absolute beginers to the tool itself. More specifically, I think the tutorials need a more step by step approach that can be found in the official programming guides and the Shooting Game tutorial.

                      This comes from simple things like:
                      - Ok, I've programmer the input in a SCharacter, how should I go to test this?
                      - Should I just drag and drop it in the scene?
                      - Am I supposed to have that humanoid UE model already?
                      - Since I don't, I reckon I can import feature packs from the Third Person template for instance, should I import that? But if I do, it should already have this sort of stuff done, I want to start fresh to learn everything.

                      What I suggest is, keeping the organization as is for more experienced users who might not need this hand holding but, have some sort of collapsible area in each topic with step by step instructions with images. Furthermore, specify context things like "Create an empty project" at the beginning of section 1. With improved documentation this can easily be THE c++ UE4 tutorial (specially because from what I've seen, this is the only one that is updated to the last version)!

                      To workaround this I'm getting up to speed with some basic stuff from the programming guide and this 3rd Person Game with Blueprints (v4.8) video tutorials initial part.

                      Hope that helped, thanks for your work @Tom Looman!

                      Comment


                        Hi vvolkgang,

                        What I think would be a great approach is to not try an pack it all into a single tutorial, but perhaps use a modular "tracks" approach that likes like Digital Tutors use to give you a track of individual tutorials to follow (this series would come after setting up a project, learning C++ 101 and editor basics) If I had to do this step-by-step, there wouldn't be nearly as many features to learn from (simply because of the time available to build and release this project) and a lot would still be considered too complex for absolute beginners (wrapping your head around replication while still learning C++ syntax isn't easy for example)

                        I hope you can still follow along and learn from it, perhaps after reading up on the other available resources that introduce C++ and the editor itself.

                        - Tom
                        Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                        Comment


                          Hi Tom, I am trying to change the in game time per real time relation. The longer day i can have is 1 real second = 1 minute in game, (with TimeScale = 1.0f). If i just make TimeScale < 1 the time get stuck. I am trying to understand why is this happen.
                          Any help is welcome.
                          Thanks!

                          Alex.-
                          pd: Excuse my English.

                          Comment


                            Originally posted by Alexarg View Post
                            Hi Tom, I am trying to change the in game time per real time relation. The longer day i can have is 1 real second = 1 minute in game, (with TimeScale = 1.0f). If i just make TimeScale < 1 the time get stuck. I am trying to understand why is this happen.
                            Any help is welcome.
                            Thanks!

                            Alex.-
                            That is because the minutes are stored as rounded numbers (int32) in SGameState.

                            int32 ElapsedGameMinutes;

                            You can change this to a float.

                            - Tom
                            Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                            Comment


                              Hello Tom, thanks to your tutorial series I learned a lot of things which I had no clue how to do before. I feel 70% comfortable with using networked code due to your explanations as well as BP networking series on YouTube. The remaining 30% is my confusing regarding the online subsystem. Although ClientTravel works pretty well it lacks some of the advanced features one could implement through said system. I've tried various methods of getting it to work through code, but I can never get FindSessions to return anything but 0 even though my CreateSessions always complete on the host. I feel like my problem may be related to the presence aspect as initially I just set that to false because I thought it was related to VR for some reason, but then I read on a post from Rama that the HostSession and OnCreatePresenceSessionComplete functions in ShooterGame are were people need to look. I just really don't understand it though. What is presence?

                              I was hoping you could just walk me through the steps.

                              Edit: Thanks for your reply Tom.
                              Last edited by MaxL; 07-23-2015, 11:37 AM.

                              Comment


                                I made my first animation with Maya A.R.T. tool for when character is using the flashlight, is a simple idle animation, give me some feedback!

                                Last edited by ZioYuri78; 07-23-2015, 05:10 AM.
                                Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

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