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    Originally posted by lostcosmonaut View Post
    I'm still familiarizing myself with UE4. How hard would this be to port to C++? I feel really uncomfortable programming visually.

    Have you considered making this code open source? I would love to contribute to the base library because I too love this genre and think it would be great to help speed up development so others can make great games.

    I have built similar toolkits for other engines but I'm starting with UE4 now so my options are to find existing projects to contribute to are start from scratch.
    Its open source if you can read Blueprints, which is C++ wrapped in nodes. I'm not a fan of Blueprints either and would buy it again if someone did a C++ port. Your other option is SkookumScript. It can call into Blueprints seamlessly and would be a lot faster to work with than C++.
    Last edited by Ariegos; 04-19-2016, 09:36 AM.

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      Hello all, sorry for the late reply. For some reason I have not received e-mail notifications of the last four replies, so I did not see them until now. Thanks for answering in my absence, Ariegos. I have cleared these questions up for lostcosmonaut by e-mail since he contacted me there as well, but here is a summary for the rest of you:

      The toolkit is already "open" in that everything is made in blueprint, all of which is available for anyone who purchases the toolkit, so there is no black box with inaccessible C++ code or something. I do not, however, plan to release the toolkit for free. I am unsure about how difficult it would be to convert the toolkit to C++ since I am not that great at C++. For me it would certainly be difficult, and I suspect it would be more trouble than it is worth for most people. Also, C++ projects cannot normally be submitted to the marketplace even though Epic is experimenting with allowing plugins. Working with a combination of C++ and blueprints would probably be a better idea if you want to use both C++ and this toolkit. If you want to work purely in C++ I would recommend starting your own project from scratch, though my forum threads and tutorial videos will hopefully still be of use to you.

      @Serit: In the newest version there are already nodes set up to end the game if the last unit of a faction has been destroyed. Take a look in the event graph of Unit_Parent in the part connected to the custom event "destroy unit". This should be easy to modify so that the game ends when a particular unit has been destroyed.
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        Originally posted by Monokkel View Post
        @Serit: In the newest version there are already nodes set up to end the game if the last unit of a faction has been destroyed. Take a look in the event graph of Unit_Parent in the part connected to the custom event "destroy unit". This should be easy to modify so that the game ends when a particular unit has been destroyed.
        Alright, thanks! I'm pretty new to UE4, but I'm enjoying learning with your toolkit.

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          Hey [MENTION=4318]Monokkel[/MENTION] -

          Got some feedback for you about how this kit can be improved.

          Defects that can be fixed -

          1. Use behavior trees and Blackboard. This would greatly cut down on time needed to build AI for this kit.
          2. Some form of example HUD (Heads Up display) with various functions hooked up. Such as End turn, Attack, etc.

          Ehancements -

          1. Written Docs - The video tutorials are great! But for people like myself who want to get specific information about the Toolkit or just look a function or somthing. This would be invaluable
          Example requests -

          1. Example: Run Time based Grid Snapping for Units that are not on the grid. - Example Fallout 1 Style Movement to Combat.
          2. An example Area of Effect attack and/or Buff that can effect multiple tiles.

          Have a great day,

          HeadClot
          Last edited by Mr_SquarePeg; 04-22-2016, 07:35 AM.

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            Hi Monokkel,

            Your toolkit is very impressiv, i want to know if the toolkit work with a 2D isometric Diamond Grid tile map ?

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              @serit: Good luck and have fun

              @HeadClot: Thanks for the input. Here are my thoughts:

              Originally posted by HeadClot View Post
              1. Use behavior trees and Blackboard. This would greatly cut down on time needed to build AI for this kit.
              I have considered this before, and I might consider doing this in the future. Personally I find regular event graphs to be easier to work with for turn based games so I have not made this a priority.

              Originally posted by HeadClot View Post
              2. Some form of example HUD (Heads Up display) with various functions hooked up. Such as End turn, Attack, etc.
              I intend to include example HUD in my next example map, though I want to keep this separate from the default toolkit functionality as UI varies greatly between TBS games.

              Originally posted by HeadClot View Post
              1. Written Docs - The video tutorials are great! But for people like myself who want to get specific information about the Toolkit or just look a function or somthing. This would be invaluable
              I can see how this would be useful, though it would take a lot of time for me to make a documentation that covers everything in sufficient detail. I greatly prefer to make video tutorials, and since most users seem happy with this I have no current plans to spend a lot of time making a written documentation when I could spend the same time adding new features. I'll consider writing a shorter documentation covering some aspects of the toolkit's functionality, though. Could you give me concrete examples of the sorts of things you would want the most to be covered in a written documentation?

              Originally posted by HeadClot View Post
              1. Example: Run Time based Grid Snapping for Units that are not on the grid. - Example Fallout 1 Style Movement to Combat.
              I'm not sure if I understand this one. Do you mean where you have a real time game where you can transition into turn based gameplay at which point all units smoothly snap onto the closest tile? I think units in Fallout 1 are actually always on the grid. They just don't display the grid when not in combat and allow movement over arbitrarily long distances.

              Originally posted by HeadClot View Post
              2. An example Area of Effect attack and/or Buff that can effect multiple tiles.
              I have done one such example in one of my vide tutorials. I also intend to include such an example in my next example map. This is fairly easy to do if you need such an effect now. Just use the Get Units In Range function and apply whatever effect you want to all units found.
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                Hi. Just bought the toolkit.

                How would I go about giving the players moves like chesspieces instead of the movesystem they currently have? I want to make something more like a boardgame. How can I make a pawn move like a queen or a knight from chess?

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                  Hi!

                  First of all, thank you for this fantastic toolkit. Do you have a development plan and timeline for what you are working on adding and when you hope to release?

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                    [MENTION=94285]Marius Irgens[/MENTION]: I actually spent some hours trying to implement chess style movement for the toolkit after reading your question and found it to be more tricky than I anticipated. You will need to make some pretty major adjustments to get this working well. I will see if I get more time to look into it later, but the general idea is to get all tiles in move range from a unit (perhaps using the Get Indexes in Range function).

                    Then, using the outputted array from this function you would loop through it and remove anything that does not fit your criteria. E.g. not being on a straight or diagonal line from your unit if it is a queen by comparing tile indexes, not being allowed to move to tiles behind another unit by doing a trace from that tile to the current unit using a channel blocked by the collision of the unit in between etc. It will take some pretty heavy modification so I would recommend you attempt this first when you have a really good grasp of the toolkit.

                    [MENTION=370115]stormhierta[/MENTION]: Hello! I do not really have an exact development plan or timeline. I did make a list of planned features that is in the original post, but it is pretty outdated at this point (I should probably update this soon). I'm also very bad at estimating how long something takes, but I'll tell you what I'm currently working on.

                    My next update is planned to include a game example that is pretty close to XCOM. It will include things like accuracy, cover, skills you can choose from a HUD (including area attacks, overwatch etc.) and more. I will also be using many creative common assets to make this example look and feel closer to an actual game, including weapon meshes with particle effects etc. I have also recently gotten my HTC Vive so the next update may even include VR-support. I'm having a blast playing with UE4 and VR and already have a preliminary working demo of a VR enabled toolkit.

                    This is the initial plan, at least. Things may change as I go forward.
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                      I have a project that needs meshes created in a grid but I don't need any of the game functionality or the camera. How easy is it to re-purpose your toolkit to only create grids?

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                        Should be very easy if all you need is a grid of instanced static meshes. You just keep the relevant parts of the blueprint BP_GridManager's construction script that spawns the actual meshes and remove the parts you don't need. Nothing of the gameplay nodes should fire as long as you don't change the game mode to ATBTT_GameMode so that is really all you need to do. If you don't want to buy the entire toolkit just for spawning a mesh grid I can walk you through the steps to make one for scratch, though.
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                          Hi [MENTION=4318]Monokkel[/MENTION]!

                          Thanks for the quick reply! I'm really excited about what you're working on and look forward to it. Maybe you could throw a little update into the first post every time you release a new version, just so people know what's coming?

                          I'd love to know the timeline a little better, but I quite understand that it might not be viable for you to assess at this stage.

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                            Hi again, I have updated the first post, which was long overdue. Many of the features on my planned features list were a bit misleading, as they are plans pretty far into the future and might cause people to buy the toolkit assuming they are right around the corner. Now the first post only contains the features I have planned for the next major update. I have also changed most of what was written in the first post, as it was better suited for when the toolkit was brand new. Thanks for giving me the push I needed to update it, as I had been putting it off for a while.
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                              Hey Monokkel,
                              Do you think its possible to load a huge image into the game and lay your tile map on top of that? I was thinking of using a 2D map making program like Campaign Cartographer to create big map images and make a computer board game sim. Don't know if it's possible to load big images into UE4 though.

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                                Originally posted by Monokkel View Post
                                The condition in your branch is set to always be false so your attack will always miss (or to be more specific it will end without printing "missed" 50% of the time in the CompareInt or reach the always false branch the other 50%). If what you want is a 50/50 chance of hitting you could remove the branch, connect the ">" on your CompareInt to Set Current Health and the "==" to the Print String. From how I understand your blueprint this should work.

                                Edit: After I got home I threw together another way of doing this. The nodes below are inserted into the Attack Unit part of Unit_Parent's event graph since I feel it makes more sense to calculate miss chance as part of the attack instead of when receiving damage. Here I have added two new public floats to Unit_Parent called Accuracy and Dodge. To hit chance is calculated by subtracting the dodge of the target from the accuracy of the attacker. An attacker with an accuracy of 0.9 attacking a target with a dodge of 0.3 would have 0.9 - 0.3 = 60% change to hit. Hope you find this solution satisfactory. If not I think it is a good starting point for many other ways of calculating hit chance.

                                [ATTACH=CONFIG]86909[/ATTACH]
                                I am trying to replicate this and have got mostly everything apart from the two floats setup, is there any chance you can go through this step by step? or possibly let me know where I am going wrong?

                                Below is what I've got so far.

                                Click image for larger version

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