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  • #16
    Originally posted by Stormrage256 View Post
    But in the meantime, you can add it to your level by adding a collision component within your player pawn. Then create a new object channel like saw 'PlayerPawn' & set this collision component to that type. Now add collision boxes outside the boundaries & set it's collision settings to block the 'PlayerPawn' objects.
    I'm having trouble doing this, I've done similar things before but for some reason the playerpawn continually goes over the boundary.

    Any ETA on the first update?

    Comment


    • #17
      Originally posted by tanka2d View Post
      I'm having trouble doing this, I've done similar things before but for some reason the playerpawn continually goes over the boundary.

      Any ETA on the first update?
      I'll check it out & post the bounding box solution in a couple of hours. As for the update, if all goes well, I hope to submit it sometime before Friday next week. Hopefully, Unreal Engine v4.11 would be released before that so that I can test it out on the new version.
      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


      • #18
        Originally posted by tanka2d View Post
        I'm having trouble doing this, I've done similar things before but for some reason the playerpawn continually goes over the boundary.

        Any ETA on the first update?
        Alright, figured it out. First of all, I would like to ask you to make sure that you have ticked on the 'Sweep' parameter for 'Add Local Offset' in the Player Pawn. It's one of the things that I forgot when I first worked on bounding boxes for RTS Cameras.

        Click image for larger version

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        Next we would have to create a new Object channel for our blocking volume from Project Settings >> Collision >> New Object Channel. I'm going to name it BlockingVolume & set it's default response to 'Block'.

        Click image for larger version

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        Now we can add blocking volumes on the 4 different sides of the map, just a bit outside all the floor meshes. Now from the details panel, change their collision properties to:
        Generate Overlap Events = False;
        Collision Presets = Custom;
        ObjectType = Blocking Volume;
        Can Ever Affect Navigation = False;

        Click image for larger version

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        Next we're going to replace the root component of the player pawn from the default scene to a box collision component. I'm just going to name it Root Collision & change it's properties to:
        Enable Gravity = False;
        Generate Overlap Events = False;
        Collision Presets =Custom;
        Collision Enabled =Physics Only;
        Object Type = Pawn;
        Can Ever Affect Navigation = False;

        As for it's collision responses, we can set BlockingVolume to Block & everything else to ignore.

        Click image for larger version

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        Now if you try going outside the boundaries, you player pawn should be blocked by the blocking volume. Let me know if you have any doubts about that.
        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


        • #19
          Thanks! That worked a treat!

          I think the only step I was missing was the sweep.

          Comment


          • #20
            Hi, great toolkit! It would be nice to see something like mission select system with progress save in future updates. What you think?

            Comment


            • #21
              Originally posted by tanka2d View Post
              Thanks! That worked a treat!

              I think the only step I was missing was the sweep.
              Good to know. I wasted a lot of time when I first ran into that issue 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


              • #22
                Originally posted by doc.f View Post
                Hi, great toolkit! It would be nice to see something like mission select system with progress save in future updates. What you think?
                Thanks for your feedback doc.f. Yes that could be added in the future updates. Probably not in the first update, because having mission select screen would require a main menu screen of some sort, as well as all the menu transition logic, which would considerably delay the update. But yea, it will be added in the second update.
                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


                • #23
                  I've been working on the first update for the Tower Defense Starter Kit for a while now. Apart from new features like the Tower Selection Menu, this update is mainly intended to improve the existing code based on what I've learned since the toolkit was submitted to the Marketplace team in January. A major part of this endeavor has been focused on improving the code modularity & general code standardization/optimizations in an attempt to make it easier to expand upon the base toolkit.

                  Among the new features, the Tower Selection Menu at level start [optional] enables players to select from a list of towers specified by the designer. The menu system is almost completely dynamic & is created at runtime based on what the designer specifies in the new Tower Data Array for each level.

                  Alongside the Tower Selection Menu, changes have been made to the in-game HUD system as well. The default version of the toolkit employs two hand made 3D widgets to handle the tower build/function UI systems. The new update will make this system entirely dynamic. Based on the towers selected by the player & the list of tower functions, the in-game HUD will be automatically created, right down to the position & function of the buttons, thus freeing designers from making unnecessary redundant changes to the HUD systems for every new tower or ability that are added on top of the existing available options. I'm currently working on optimizing this part of the update. Once that's done, the one remaining feature is to add a new mining/resource tower. Further additions if any, will depend on when Unreal Engine v4.11 gets released.

                  Since this update will bring about a lot of changes to the existing system, I'm planning to release it for v4.11 only. This would ensure that anyone who wants to use features from the base version, like say the static 3D widgets, can get the v4.10 project files.
                  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


                  • #24
                    Hi, I will not have access to my computer until this coming Monday & hence will not be available in the forums. However I will have access to my mail. So if anyone has any queries regarding the toolkit, you can reach me at: rohitmohan.k@outlook.com
                    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


                    • #25
                      v1.1 Update Dev Log #1:

                      The upcoming v1.1 update for Tower Defense Starter Kit features a new dynamic Tower Selection Menu that enables players to select towers at level start. Using this new system, the designers can also specify the available towers as well as maximum number of selectable tower types for every level.

                      The in-game Tower Construction/Upgrade menus have also been revamped with a new modular & dynamic data driven approach that automatically calculates & adjusts the size, position, number of child widgets, etc at runtime & thus prevents the need to make HUD changes everytime new towers are added into the project.

                      Preview Video:

                      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


                      • #26
                        Great asset!

                        Comment


                        • #27
                          Originally posted by Stormrage256 View Post
                          v1.1 Update Dev Log #1:

                          The upcoming v1.1 update for Tower Defense Starter Kit features a new dynamic Tower Selection Menu that enables players to select towers at level start. Using this new system, the designers can also specify the available towers as well as maximum number of selectable tower types for every level.

                          The in-game Tower Construction/Upgrade menus have also been revamped with a new modular & dynamic data driven approach that automatically calculates & adjusts the size, position, number of child widgets, etc at runtime & thus prevents the need to make HUD changes everytime new towers are added into the project.

                          Preview Video:

                          Preview looks great! Looking forward to seeing these updates. Keep up the good work!

                          Comment


                          • #28
                            Originally posted by SumFX View Post
                            Great asset!
                            Thanks SumFX. Will definitely be adding some cool features in the upcoming updates. If you have any suggestions, please do let me know.

                            Originally posted by Reubitron View Post
                            Preview looks great! Looking forward to seeing these updates. Keep up the good work!
                            Thanks Reubitron. Planning to submit it sometime towards the end of this week. Have a couple of small feature requests & then 4.11 testing bits left.
                            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


                            • #29
                              Thanks for making and selling this amazing asset, the code is great and easy to work with, and works very well as the base for my project; a bullfrog inspired tower defense/sandbox/ micromanaging game Cant wait for the 4.11 update so I can start development on parts of the game that will need more extensive modification..

                              preview of my AI build queue:
                              Last edited by 2sneaky; 04-04-2016, 10:50 PM.

                              Comment


                              • #30
                                Originally posted by 2sneaky View Post
                                Thanks for making and selling this amazing asset, the code is great and easy to work with, and works very well as the base for my project; a bullfrog inspired tower defense/sandbox/ micromanaging game Cant wait for the 4.11 update so I can start development on parts of the game that will need more extensive modification..

                                preview of my AI build queue:
                                Thank you for the feedback, 2sneaky. Glad to hear that you're enjoying working on it. I just went through all your videos on Tower Defense games. It's really great to see what you've done, especially the lightning towers & the core effects in the first person TD game & pushing up to 1000 units in the other one. And I never anticipated the UI based tower spawns to be linked with normal RTS building constructions. And I must say that the FPS TD version looks quite good. My mind has been stuck with seeing the default toolkit template all this time and I really couldn't picture how cool it would look with some custom meshes & effects. So thanks for that & keep up the good work.

                                I've finished implementing all the features for the first update, just have some testing remaining. I'm currently stuck with this stupid Code 0 download error that prevents the Unreal Engine from getting downloaded without some random manual tinkering every half an hr. Hoping to get it over with soon, but yea the update will bring a lot of new features especially on the HUD front. There's a new mining tower & improvements for Tower Spawn & Upgrade logic. Basically in a manner of speaking, everything is going to be much more dynamic & modular, which does make the code more complicated compared to the vanilla version, but suitable for projects focused on customizing & adding new features. The 4.10 version will still be available just in case people want to use the base version.
                                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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