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[SUPPORT] Advanced Turn Based Tile Toolkit

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    Hello grizfb75. After migrating you will need to copy the config files (Unreal Projects\[Project Name]\Config) from the project you created with ATBTT to your new C++ project. The config files contain input and my custom trace channels among other things.
    The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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      Would it be possible to use the Advanced Turn Based Tile Toolkit in Unity, too?

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        No, sorry, but it is Unreal Engine only. Unity has a somewhat similar toolkit called the Turn Based Toolkit, though: https://www.assetstore.unity3d.com/en/#!/content/10686

        It lacks some of the features of ATBTT, such as support for very large or multi-layer grids, but ot has other features, such as a built-in ability system. The guy who makes it seems to provide great support as well.
        The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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          No problem. I was just curious.

          I think it would be fair to sell further upgrades of your toolkit as dlc, because your toolkit and especially your support are amazing.

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            Originally posted by Monokkel View Post
            That is very strange. It works fine on my end. Can you post screenshots of all three locations of Get Edge Cost from Z difference in Add Viewport Terrain To Arrays so I can see if everything is hooked up correctly?
            Sorry for the delay, I'm moving in my new house hand I had no internet for a few weeks. I'll do that as soon as I can

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              Originally posted by Wizard1200 View Post
              No problem. I was just curious.

              I think it would be fair to sell further upgrades of your toolkit as dlc, because your toolkit and especially your support are amazing.
              I have had others suggest that before, and I have briefly considered it. However, I think it is better for users to know that when they buy the toolkit they buy the entire thing, and can expect all future updates to work for them. It also makes it easier for me to provide support if there are not multiple different versions being used.

              Originally posted by Bounit View Post
              Sorry for the delay, I'm moving in my new house hand I had no internet for a few weeks. I'll do that as soon as I can
              I will do my best to answer, in that case. However, know that I am away on my honeymoon and will not have access to my computer with UE4 until I'm back in three weeks time, so I will not be able to test things out myself or paste screenshots of blueprints until then.
              The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                Originally posted by Monokkel View Post
                I will do my best to answer, in that case. However, know that I am away on my honeymoon and will not have access to my computer with UE4 until I'm back in three weeks time, so I will not be able to test things out myself or paste screenshots of blueprints until then.
                No worries, I'll try to restart my project from start, I'll figure myself what I did wrong. Congrats for your wedding then and enjoy your honeymoon !

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                  Feel free to ask me questions here nonetheless. I might be able to answer even without being able to consult the toolkit itself.
                  The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                    Hey Monokkel. Love the toolkit so far. Quick question though. You've got a game mode set up but I was wondering if it would be possible to use the ATBTT to create a board game in a first person game without changing game modes out of the first person game mode. Thank you for your help!

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                      Hiya there I realise this maybe already asked but its really hard to really check, I mean this is post 970 xD

                      I'd like to ask about implementing a few different mechanics, I'll bullet point them and hopefully ones that have already been asked you can direct me to or whatever

                      -Fog of war. Ideally I'd like it that the squares outside of a units range would be dark or non viewable?

                      -Doors. I'd like to better control where players can move and I think doors would so this however implementing that with unit interaction etc I imagine would be difficult?

                      -Camera blocking. I'd like to limit where the camera can move so that players cannot move the camera off the map however when I tried doing this, I cannot stop the camera from moving away from the grid.

                      -Wizards or custom units. I realise that you've done a video on both importing your own units and destructible pawns, this is great as it is one of the mechanics that a unit I plan to bring into my game. however I would also like them to have the ability to heal or defend other units, is this a possibility? or will it be very difficult to implement?

                      -Objectives. I would like to make objectives in levels so the win conditions are not simply kill all the enemy. For example steal/loot/pick up this thing, save/capture/help this unit, kill this particular unit. how could I do this?

                      -One team progressing through levels. So the idea of my current game is that I am going to be doing a campaign of a series of levels that the player has to take their team through. Meaning that players will have to choose their team at the start of the campaign or perhaps at the beginning of certain levels eg choose how many melee, ranged and wizard units you want in your team. This also means that teams have to progress through the levels so the game has to bring them from level 1 to level 2 which I am not sure how to do.

                      Thanks in advance! I realise this is a lot to ask so I apologise about that and completely understand it may take a while or not be possible to do everything, but these are things I'd like to do and if its possible that would be great =D

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                        Actually Monokkel, I got everything working within our framework.

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                          I'm back from the honeymoon and ready to keep on improving the toolkit as a married man. 4.13 preview is out and ATBTT does work with it. However, there are a couple of small issues that have popped up with the new update which must be fixed so that BP_GridManager can compile. I will not send a new update to Epic until the final version of 4.13 is out, but until then, here is what to do if you're impatient:

                          There are two collapsed blueprint graphs in BP_GridManager that need to be fixed in the Get Indexes in Range (Checking Range Array) function. These are the two topmost "Correction to keep hexagonal pattern if close to west edge_2" collapsed graphs. No idea why this is, since there are many identical, working collapsed graphs in the toolkit, but ut us thankfully quite easy to fix. For both of these remove their input nodes and add new identical ones. Then connect them up again the same way they are connected if you look at a version of ATBTT opened in UE4.12.

                          You will need to change one more thing if you want to nativize your blueprints when packaging. Epic have fixed the issue in 4.12 where projects containing child animation blueprints could not be nativized (thanks Epic!). However, there is still an issue where arrays of structs will be populated with random variables when resized in a nativized, packaged project. To fix this, change the Reset pathfinding arrays and clear meshes function in BP_GridManager so that it is resized manually through a forloop instead of using the resize node. Like so:

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                          If you do this and package your project using the experimental Nativize Blueprint option you will see an absolutely massive performance increase in pathfinding and visibility checks. I'm talking 50 times as fast as PIE. Epic have said that C++, when coded well, can be 10 times as fast as blueprint, which is the highest performance increase I was reasonably hoping for. I'm guessing that nativization is especially beneficial for array manipulation. I'm happy to see that the way I have made my blueprints to be as performant as possible seems to cross over well to C++, and a performance increase of this magnitude will allow myself and users to be even more ambitious in what can be done with ATBTT.
                          The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                            Just to let everyone know, the toolkit is currently 30% off as part of Epic's marketplace summer sale! It will remain 30% off all through this week. I hope this might convince people who have been on the fence to get the toolkit and start developing some awesome TBS games
                            Last edited by Monokkel; 08-15-2016, 10:04 AM.
                            The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                              A new tutorial is up! This one covers the 2D game example Hydras Lair, which is included in the toolkit. Enjoy!

                              The Advanced Turn Based Tile Toolkit (Marketplace page - Feedback thread)

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                                Just wanted to pop in and congratulate you on your marriage, hope the honeymoon was great and welcome you back here! Been looking forward to seeing the next update after that juicy cover post you made!

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