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  • #46
    Update II (v1.2) has gone live on the Unreal Engine Marketplace. This is a v4.11 exclusive update & can hence be obtained by downloading the v4.11 project files from the Marketplace. Listed below is a brief overview of the code changes in the update:

    - Level Selection menu added to the toolkit. Supports unlocking of levels through player progression & maintains persistent level data across multiple instances of the game through backup save files. A minimalist main menu & loading screen included in the update as well. For more details, check out the official dev log: https://unrealpossibilities.blogspot...update_11.html

    - New Tower: Artillery Tower. Supports both constant impact time as well as constant launch angle based projectile pathing systems. For more details, check out the official dev log: https://unrealpossibilities.blogspot...12-update.html


    All changes within the blueprints are marked with the boolean variable 'Version1.2' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:

    [Image moved to attachment view]

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

    Changes in the Content Browser:

    - New enums: EProjectilePathConstraints.

    - Member name changes/additions in the enum EHUDState.

    - New actor blueprints: BP_Projectiles & BP_ArtilleryProjectiles.

    - New structs: Struct_LevelData.

    - New towers: BP_ArtilleryTower.

    - New default game instance class: BP_GameInstance.

    - Removed BP_PlayerHUD blueprint.

    - New save game class: BP_SaveGame.

    - New widgets: Widget_LevelInformation, Widget_LevelListBox, Widget_LevelSelectionButton, Widget_LevelSelectionMenu, Widget_LoadingScreen & Widget_MainMenu.
    Attached Files
    Last edited by Stormrage256; 09-29-2016, 01:27 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


    • #47
      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?
      Hey doc.f, thanks for your suggestion. The new v1.2 update features a Level Selection menu with persistent player progression across multiple game instances based on backup saves.
      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


      • #48
        The new v1.3 update for Unreal Engine v4.12 has been submitted to the marketplace.
        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


        • #49
          How difficult would it be to make this work on mobile? Any idea? Thanks! Looks great.

          Comment


          • #50
            Originally posted by itsalwayssummer View Post
            How difficult would it be to make this work on mobile? Any idea? Thanks! Looks great.
            I have not yet tried working on mobile projects. But I could try deploying it in my mobile devices & let you know in a couple of days. In any case, I'm assuming that all the core features except perhaps the UI placement should work once you change the input settings to reflect a mobile game. So some parts of the UI, especially the target stats on the upper end of the screen might have to be altered, perhaps using icons instead of complete text, like they do in Kingdom Rush, in order to save space & increase readability.

            Apart from that, performance on mobile devices is not something that I'm particularly sure of. You would probably have to add object pooling, if you intend to make a map with a lots of projectile based towers & creeps. While I cannot promise mobile compatibility for the toolkit anytime soon, there are definite plans to add features like pooling in the near future, that would certainly make it easier to do the transition.
            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


            • #51
              Originally posted by itsalwayssummer View Post
              How difficult would it be to make this work on mobile? Any idea? Thanks! Looks great.
              Sorry for the delay, I got caught up working on the updates for v4.12 & didn't get a chance to try it out. I just tried deploying it on my android device & the AI waves seem to be working fine, but it was not possible to interact with the 3D Tower Constructor widget for building towers. I haven't worked on mobile projects before, so I'm not entirely sure if 3D widgets are supported on mobiles or not, or if it's something else to do with the way controls & UI interaction are set up. I'll try going though it again sometime this week, & see if there's any solution to it.

              Edit: Alright, the Tower construction aspect is working when I removed the default on screen joystick from the project input settings.
              Last edited by Stormrage256; 07-04-2016, 12:22 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


              • #52
                Originally posted by Stormrage256 View Post
                Sorry for the delay, I got caught up working on the updates for v4.12 & didn't get a chance to try it out. I just tried deploying it on my android device & the AI waves seem to be working fine, but it was not possible to interact with the 3D Tower Constructor widget for building towers. I haven't worked on mobile projects before, so I'm not entirely sure if 3D widgets are supported on mobiles or not, or if it's something else to do with the way controls & UI interaction are set up. I'll try going though it again sometime this week, & see if there's any solution to it.

                Edit: Alright, the Tower construction aspect is working when I removed the default on screen joystick from the project input settings.
                It's okay, I'm glad to hear it! Is there anything that still doesn't work on mobile? Thanks for testing it!

                Comment


                • #53
                  Originally posted by itsalwayssummer View Post
                  It's okay, I'm glad to hear it! Is there anything that still doesn't work on mobile? Thanks for testing it!
                  I will have to run a few more tests & see if all the inputs & level selection aspects are working. I'll let you know how it goes.
                  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


                  • #54
                    Originally posted by itsalwayssummer View Post
                    It's okay, I'm glad to hear it! Is there anything that still doesn't work on mobile? Thanks for testing it!
                    After some more changes, the toolkit was running fine on my Moto G3. The controls still need polishing, but there isn't a lot to change for deploying & running a packaged game in an android device. So I will add those extra bits of logic in the next update so that it will make it easier to test out the product on android devices.

                    However I'm not officially adding support for mobile devices, as I'm not entirely sure if I can provide satisfactory support with my current level of experience working on Unreal mobile projects. Plus there are a lot of other new features that I want to implement before focusing on mobile support. So I could share the installer file for the packaged android demo with you before submitting the next update to the marketplace. You can try it out & make your decision based on 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


                    • #55
                      Originally posted by Stormrage256 View Post
                      After some more changes, the toolkit was running fine on my Moto G3. The controls still need polishing, but there isn't a lot to change for deploying & running a packaged game in an android device. So I will add those extra bits of logic in the next update so that it will make it easier to test out the product on android devices.

                      However I'm not officially adding support for mobile devices, as I'm not entirely sure if I can provide satisfactory support with my current level of experience working on Unreal mobile projects. Plus there are a lot of other new features that I want to implement before focusing on mobile support. So I could share the installer file for the packaged android demo with you before submitting the next update to the marketplace. You can try it out & make your decision based on that.
                      Thank you so much for testing it, I would love to try it out before I decide on purchasing it.

                      Comment


                      • #56
                        The Tower Defense Starter Kit v1.4 update has been submitted to the Marketplace. The primary focus of this update is the introduction of Tower Abilities & Global Abilities. Other changes include structural improvements to code as well as bug fixes. More details will be made available as soon as the update gets published on the marketplace. Meanwhile a gameplay demo of the v1.4 Tower Defense Starter Kit (Windows) can be downloaded from:
                        https://www.dropbox.com/s/cgw1oqz994...20Demo.7z?dl=0

                        Input Controls for Demo:
                        - WASD & Edge Scrolling >> Camera movement
                        - Left Mouse button >> Tower/Creep selection, Grid Cell interaction, & Global Ability deployment
                        - Mouse Wheel Up/Down >> Zoom In/Out
                        - Enter >> Manually triggers new wave
                        - F >> Set Full Screen
                        Last edited by Stormrage256; 09-22-2016, 09:07 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


                        • #57
                          Cheers for the demo! It convinced me to purchase it. I'm going to test it on mobile now!

                          Comment


                          • #58
                            Originally posted by itsalwayssummer View Post
                            Cheers for the demo! It convinced me to purchase it. I'm going to test it on mobile now!
                            Glad to hear that. The demo is a Windows executable file. As for mobiles, I've made some changes so that the functionality that previously was implemented for mouse clicks will now allow single touch based input as well. So you should be able to use all the core toolkit functionalities like tower placement, upgrades & tower abilities, unit stats display, global abilities, etc. I've not added movement and zoom functionality because I was not satisfied with the smoothness of the logic that I had written. So the map has been zoomed out enough by default thus facilitating tower placements in all three maps. However, if you want the movement controls for the same, just let me know. I'll mail you a screenshot. It should work, but I think that there is a better way to do it.

                            Apart from that, there are some features like mouse cursor movement based grid cell highlights and global ability targeting reticule updates which would still function in the background if you are running it on mobiles. It's not necessary as you only need to react to player touch input. So let me know if you can't find out how to disable them.

                            Edit: Oh and btw the update is not published on the marketplace yet. It was only submitted yesterday. So it should be available in a week's time.
                            Last edited by Stormrage256; 08-15-2016, 01:15 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


                            • #59
                              Update 4 (v1.4) has gone live on the Unreal Engine Marketplace. Listed below are the main code changes introduced in this update:

                              1. Added a new function library BPFL_GetterFunctions to easily retrieve references to all the core gameplay actors. As a result, getting a reference to the Tower Manager or the Tower Data Array is now as easy as getting the player controller or the game mode.

                              Preview Screenshot:

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                              For more details about the implementation, check out the dev log at: Tower Defense Starter Kit v1.4 Dev Log #1: Getter Function Library

                              2. The Towers now have access to special Tower Abilities which can enhance their capabilities for a short duration of time. The implementation basically expands upon the same system that drives the Tower Upgrade/Recycle functions, but uses a composition based approach to make sure that the abilities remain as independent modules that can be attached to actors. The two new Tower Abilities introduced in this update are Overdrive [amplifies the tower's output per cycle for a set duration] & Repair [regenerates the tower's armor over set period of time].

                              Preview Screenshots:

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                              More abilities will be added in the future updates. For more details about the implementation, check out the dev log at: Tower Defense Starter Kit v1.4 Dev Log #2: Tower Abilities

                              3. The toolkit is now equipped with a new Global Ability System, which makes it easy to add new abilities that can be activated anywhere on the map. This update introduces the first of these abilities: Airstrike [unleashes a series of explosive strikes at the targeted location].

                              Preview Screenshot:

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                              Preview Video: [My video creation/editing abilities are really bad, but I think it will atleast serve to demonstrate the working of Global Abilities. Feel free to check out the free playable demo (download link listed below the features section), if you want to try it out yourself]



                              More abilities will be added in the future updates. For more details about the implementation, check out the dev log at: Tower Defense Starter Kit v1.4 Dev Log #3: Global Abilities

                              4. The BP_PlayerController class now manages all low level HUD requests [updating independent UI elements like tower points, selected actor stats, etc within the In Game HUD] thus acting as a single conduit through which all updates pass through.

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                              5. Added a new Grid Manager class to handle default grid properties & updates to the Grid Data Array.

                              6. The BP_GameMode now handles initialization of all core gameplay actors from a single central location using a well designed workflow instead of the actors having to rely on Begin Play events or initializing each other. This ensures improved code clarity from the get go as shown in the screenshot below:

                              Preview Screenshot:

                              Click image for larger version

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                              7. The Tower Data Array & Tower Functions Array have been moved from the Tower Manager class to the BP_GameInstance class. This ensures that implementing tower unlocks & any other sort of modifications to the Tower/Tower Function attributes will be as easy as editing this single instance of the Tower Data Array without having to worry about the instances of the Tower Managers within every single level.

                              8. Fixed a bug that causes creeps to switch lanes immediately upon spawn [creating a flicker effect for less than a second] when using multi lane spline paths.

                              9. Removed unnecessary collision/trace channel checks for Towers & Creeps.

                              10. Removed Grid Snapping for towers when placed in the editor as the logic had conflicts with the new more data driven approach to Tower management. May be added back as an actor component in the future, if there are feature requests for the same.

                              11. Fixed a bug introduced in the last update which caused creeps destroyed at Exit Point to add Tower Points.

                              12. Other changes include improvements in code structure & modularity across most blueprints in the toolkit.


                              Gameplay demo of the v1.4 Tower Defense Starter Kit (Windows): https://www.dropbox.com/s/dch4utn15e...20Demo.7z?dl=0


                              All changes within the blueprints are marked with the boolean variable 'Version1.4' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:

                              Click image for larger version

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

                              Changes in the Content Browser:

                              - SoundWave asset FirstPerson_WeaponFire renamed to SW_Explosion.

                              - Added new SoundWave asset: SW_BulletFire.

                              - Added new HUD blueprint: BP_PlayerHUD.

                              - Enum EFocusedActorType renamed to ESelectedActorType.

                              - Overdrive & Repair entries added to enum ETowerFunctions.

                              - Removed enum: EHUDStatsType.

                              - Added new enums: EDynamicHUDStats, EGlobalAbilities, & EStaticHUDStats.

                              - Added new actor blueprints: BP_GlobalAbilityDeployer, BP_GridManager, & BP_TargetingReticule.

                              - Removed Interface: BPI_TowerFunctions.

                              - Added new Interface: BPI_TowerAbilities.

                              - Added new projectile: BP_AirstrikeProjectile.

                              - Added new Struct: Struct_GlobalAbilityData.

                              - Added new members AbilityComponentClass & AbilityCost to Struct_TowerFunctions.

                              - Added new material: M_TargetingReticule.

                              - Added new static meshes: SM_AbilityTargetingReticule, SM_FoundationMesh, & SM_Projectile.

                              - Added new texture: T_TargetingReticule.

                              - Widgets Widget_HealthBar, Widget_TowerListBox & WidgetBP_EndGameHUD renamed to Widget_3DStatsBar, Widget_HorizontalSelectionList, & Widget_MissionSummary respectively.

                              - Added new widgets: Widget_StatusEffect & Widget_GlobalAbilitesButton.
                              Last edited by Stormrage256; 08-18-2016, 01:59 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


                              • #60
                                The v1.4.1 update is now live on the Marketplace. This is a v4.12 exclusive update & fixes a bug that arises due to event access conflict, when multiple groups of the same creep class are spawned from different enemy spawn points within the same time frame.

                                I haven't yet released the v4.13 update because of a new engine bug that interrupts the wave generator workflow under certain conditions. I'm assuming that it's caused by the registered bug 'UE-35609', which should be fixed in the v4.13.1 engine release. So once that's taken care of, the toolkit will receive the official v4.13 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

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