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FPS Tower Defense Toolkit

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  • #31
    Third Person mode preview screenshot [Moved to attachment view]:
    Attached Files
    Last edited by Stormrage256; 09-29-2016, 01:18 AM.
    Dev blog: Unreal Possibilities
    Youtube channel
    FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
    Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
    Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

    Comment


    • #32
      Update 3 (v1.3) now available on the Marketplace. Here are the major list of changes:

      - The new Grid Generator class can create grid structures in any angular direction in a 3D space. This allows complete 360 degree rotation freedom, thus vastly increasing the scope of level design over the previous versions of the toolkit.

      - Towers and Tower Bases can now leverage the new Grid Generators to allow placement on both normal and inclined surfaces. [Default logic works best up to an inclination of 30 degrees; but can be easily extended to work at any angle]

      - Traps have been completely integrated into the new Grid Generation system to allow dynamic placements based on the angle of the underlying grid surface. This upgrade facilitates placement of traps on walls, ceilings and other inclined surfaces.

      - A limited Third Person Camera mode has been added to the toolkit with all the default functionalities along with a new and more accurate aiming system for both FPS/TPS modes. Strafing animations for the Third Person mode are not included within the toolkit.

      - Other changes include optimizations for the Tower Spawn & Grid Snapping systems.

      ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

      Documentation for the same at: https://forums.unrealengine.com/show...l=1#post349197
      Last edited by Stormrage256; 12-08-2015, 12:32 AM.
      Dev blog: Unreal Possibilities
      Youtube channel
      FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
      Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
      Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

      Comment


      • #33
        I bought this with intentions to use in 4.8 but the map and blueprints no longer seem to be compatible. Is there any way to get a working 4.8 version? On the purchase page it says its 4.8 compatible which is false.

        Comment


        • #34
          Originally posted by killian22 View Post
          I bought this with intentions to use in 4.8 but the map and blueprints no longer seem to be compatible. Is there any way to get a working 4.8 version? On the purchase page it says its 4.8 compatible which is false.
          Hi killian22, I've sent this information to the Marketplace team to see how best to handle this situation. I had assumed that there would be an old v4.8 copy in their servers [based on the download file size, which is twice the size of the actual toolkit], but it seems that either that's not the case, or that some files might have gotten replaced in the server. I will get back to you as soon as I get a reply from the Marketplace team. Thanks for bringing this to my notice.

          For now, if you require the project files immediately, you could message me your invoice number. I'll have it verified with Epic and send you the v4.8 project files. However I'd like to point out that the v4.8 files will not have the new features that were added in the newer version updates.
          Last edited by Stormrage256; 10-23-2015, 01:24 AM.
          Dev blog: Unreal Possibilities
          Youtube channel
          FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
          Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
          Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

          Comment


          • #35
            Update 3 just went live today. The new features are listed here: https://forums.unrealengine.com/show...l=1#post394143
            Dev blog: Unreal Possibilities
            Youtube channel
            FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
            Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
            Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

            Comment


            • #36
              Is the order ID the same as the invoice number?

              A1510220854253325

              Also wanting to know if the Tower AI can work as a turret without needing any sort of grid component? Not looking to make a tower defense game per se but I could really use more AI/tower defense AI in my game.

              Comment


              • #37
                Originally posted by killian22 View Post
                Is the order ID the same as the invoice number?

                A1510220854253325

                Also wanting to know if the Tower AI can work as a turret without needing any sort of grid component? Not looking to make a tower defense game per se but I could really use more AI/tower defense AI in my game.
                Yes that would be it. I've sent a mail to the team to get the confirmation for the same.

                As for the towers, yes they will work irrespective of whether you have any sort of grid system or not. The tower AI is a completely independent system and as a result not dependent on the tower spawning system. For optimization reasons, you could delete some of the unnecessary variables that hold the grid data as well as the entire construction script as it is used for grid snapping.

                Apart from that, you could just change the type of actor that the tower targets directly from the blueprint. So say, if you want it to target your player character, just replace the check for AI characters to instead check for the player. It would be as simple as changing the 'Cast to' functions. Then accordingly change the type of array holding targets in range as well.
                Dev blog: Unreal Possibilities
                Youtube channel
                FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                Comment


                • #38
                  Thanks for your help, please let me know.

                  Comment


                  • #39
                    Hey guys,
                    Do you find documentation for this product useful, what you would like to be added for it? I just check other people documentations to get an idea how should i build mine.
                    Thanks.

                    Comment


                    • #40
                      Originally posted by killian22 View Post
                      Thanks for your help, please let me know.
                      Thanks for your patience. I apologize for the delay. I will get back to you as soon as I get a reply from the Marketplace team.
                      Dev blog: Unreal Possibilities
                      Youtube channel
                      FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                      Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                      Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                      Comment


                      • #41
                        Originally posted by CriErr View Post
                        Hey guys,
                        Do you find documentation for this product useful, what you would like to be added for it? I just check other people documentations to get an idea how should i build mine.
                        Thanks.
                        As a matter of fact, I would like to know about that as well. Haven't received any feedback regarding that matter yet.
                        Last edited by Stormrage256; 10-23-2015, 02:49 PM.
                        Dev blog: Unreal Possibilities
                        Youtube channel
                        FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                        Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                        Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                        Comment


                        • #42
                          I've e-mailed Unreal 4's billing team for a refund, really lazy on whoever's part for not checking if the assets are compatible as advertised which has been a problem for me in the past with graphical assets I bought from other artists on the UE4 marketplace.

                          I've been using up a lot of time updating my game to different engine versions and sticking with 4.8 until I can start on a new project. One of the worst things about UE4 is asset compatibility and packaging a project that somehow fails time and time again because of an asset that wasn't properly compatible.

                          Comment


                          • #43
                            Originally posted by killian22 View Post
                            I've e-mailed Unreal 4's billing team for a refund, really lazy on whoever's part for not checking if the assets are compatible as advertised which has been a problem for me in the past with graphical assets I bought from other artists on the UE4 marketplace.

                            I've been using up a lot of time updating my game to different engine versions and sticking with 4.8 until I can start on a new project. One of the worst things about UE4 is asset compatibility and packaging a project that somehow fails time and time again because of an asset that wasn't properly compatible.
                            Thanks for the feedback killian22. I'm trying to get this issue fixed with the Marketplace team.
                            Dev blog: Unreal Possibilities
                            Youtube channel
                            FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                            Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                            Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                            Comment


                            • #44
                              Fixed the forward compatibility issue mentioned by killian22. Now both v4.8 as well as v4.9 project files can be downloaded and used separately from the Marketplace. Ofcourse the 4.8 version of the toolkit will only contain the features added up to the first update. The 4.9 version contains all the features that have been added in all the 3 updates.

                              Apart from that, I've started working on the 4th update. This update will add new and different types of wave generators as well as improvements for the existing wave handling system in the toolkit.
                              Dev blog: Unreal Possibilities
                              Youtube channel
                              FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                              Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                              Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                              Comment


                              • #45
                                Update 4 (v1.4) [Compatible with v4.9 & v4.10 of Unreal Engine] now available on the Marketplace. This is the biggest update so far and includes many new features as well as code optimizations and bug fixes. Here are the major list of changes:

                                - The Wave Handler now supports up to three different types of wave generation systems: a Unit Based generator that provides complete control over the waves by specifying the wave data on a unit-by-unit basis; a Group Based generator that facilitates grouping of AI bots to enable more automated design; and a Threat Based generator that can pick and spawn from a specified set of enemy types based on the Threat level for the corresponding wave.

                                All three types of wave generators now support multiple repeating wave cycles that increase the strength of AI bots with each new cycle. Endless wave mode supported as well.

                                - The threat detection for AI bots have been completely revamped with an improved and more accurate system.

                                - The Detour Crowd based collision avoidance system has been discarded in favor of a new system which focuses on randomizing the approach vector of AI bots from spawn points to the Core. Inter AI collision was removed as the Detour crowds could not handle the increased amount of AI traffic, owing to the new wave generator systems.

                                - The Enemy Spawn Points are now equipped with spawning volumes to generate randomized spawning locations within the volume. Supports both runtime generation as well as pregenerated spawn locations.

                                - Added a new Core regeneration mechanic so that the player can heal the Core between waves using tower points.

                                - The Widgets have all been optimized to run completely on event driven updates instead of relying on the previous implementation of continuous binding functions.

                                - The Wave Handler now supports Timed Waves that work in conjunction with the default system of manual activation of waves by the player.

                                - Other changes include v4.10 support, general code optimizations and bug fixes.

                                Preview Video:



                                ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

                                Documentation for the changes at: https://forums.unrealengine.com/show...l=1#post349197
                                Last edited by Stormrage256; 12-08-2015, 08:26 AM.
                                Dev blog: Unreal Possibilities
                                Youtube channel
                                FPS Tower Defense Toolkit Support Thread: https://forums.unrealengine.com/show...efense-Toolkit
                                Top Down Stealth Toolkit Support Thread: https://forums.unrealengine.com/show...tealth-Toolkit
                                Tower Defense Starter Kit Support Thread: https://forums.unrealengine.com/show...Support-Thread

                                Comment

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