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Unreal Development Kit released to everyone
Posts
This is based on an Epic tutorial from the UDN, with quite a few extensions to the code to work with the UDK, as the core engine API has changed quite a bit since the original tutorial was written.
My next goal is to have picking implemented, and some kind of decal drawing below the selected Pawn.
- if you inherit from PlayerInput, you can declare your own variables that you can then manipulate through the binding file by declaring them as "var input." Only works with floats and bytes.. one example that exists by default are "float aBaseX" and "aBaseY" which catch walking & mouse movement
- to map a button to a new input variable, you have to specify it as an Axis (for floats) or a Button (for bytes)
- bytes will be 1 when pressed, 0 otherwise
- when you update DefaultInput.ini and then delete UTInput.ini, it will re-create a standard binding file and leave your bindings out of it for some reason, or stick them way at the bottom of the file and ignore them in lieu of the normal UT bindings. So you need to add your bindings directly to UTInput for it to work, and then delete the UT ones you don't use anymore
- if you have declared new input variables, for them to work you need to also create a new PlayerController class and set the InputClass to your new input class in the new PlayerController class's DefaultProperties
- it is up to you to catch buttons presses if you are assigning them to byte variables instead of exec functions
I need to catch button releases, combinations of buttons, held buttons, etc. so I've written pretty much a whole new input routine for everything so now stick movement, button presses, etc. can all be interpreted in a way useful to me. All things considered, UDK made it easy :lol:
I'm working on getting a more natural camera for a 3rd person melee type game. I want to finish it before working on the melee system. It's been pretty easy so far, I just need to figure out when to limit rotation of the camera.
This past weekend I was just reading all the engine classes (Pawn, PlayerController, etc.) and it looks like the melee system will actually be easier than I thought. Making a GOOD melee system will still be a challenge though.
You'll notice when I calculate the mouse velocity delta in my blog, I do:
my next step is setting up the camera as well.. then after that, getting a character in there and setting up movement and the like. Then I have to start coding attacks and the prospect of that is pretty daunting :lol:
Next step: Setup a crosshair that is placed 200 units out of the pawn's view.
Getting the location to put the crosshair will be very easy, however I'm not sure if I should translate that to a 2d crosshair or actually create a crosshair that exists in 3D space.
Suggestions? It's going to be a simple line, maybe a 'slash' mark. Essentially depending on what type of directional attack you use different parts of it will light up.
There is also some good stuff in the player controller about querying multiple nearby objects, so that can be used for a possible lock-on system.
Man this is fun.
Blog | Impromptu Games | twitter
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What are you !? EA!? Tryin' to steal the awesome indie developer?!?
I don't even like Jobs anyways!
(Just kiddin'. I don't think I could give you the consistency of time that you'd like - and I'm a noob programmer.)
Edit: I'm also happy I found out what the hell deltatime was referring to.
It's the count of time since the last frame! DUH! They teach you that in fucking preschool.
write our conversation system, man
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
http://www.youtube.com/watch?v=EGG6KukhLwY
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
edit: that walk cycle is pure gold.
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vote for my video game on Greenlight
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
I can't wait for the game's dialogue to come out.
I have a function written:
it performs some vector work and returns me a vector...I also passed out the returning value to the out parameter out_CrossLoc.
In another function I want to assign the value that GetCrosshairLocation returns, so I wrote:
This gives me errors about parameters and I've tried entering it a number of ways. Obviously I'm approaching this incorrectly; do I need to pass the value back to an out parameter or can I just take the return value (which is the same thing)? What is the proper practice for this kind of thing?
Any help would be monstrously appreciated.
Now I have a crosshair being drawn in 3d space. New problem - it's not real time, the thing stays in its original location. I'm extending the HUD.uc class...
I think I might just extend the UTHUD class and play with that.
Hrm.
Edit: Actually, could I just extend object since I'm not calling any particular HUD class functions to draw my crosshair?
I'm not sure what I should do.
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
Guy that made Too Human using UE3 and sued Epic for providing shit support. Epic counter sued.
[tiny]Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.[/tiny]
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
edit: Anyone have any word on where the lawsuit sits?
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
Awesome stuff.
Then it's onto the sword and melee stuff.
Yay.
CARPOOLING CONFIRMED?!?!
[Achievement]
Everyday the raptor must battle for shotgun, without killing anyone.
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
I feel it would add greatly to the experience
White FC: 0819 3350 1787
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
Another option would be two raptor icons.
One with a hat, one not, captioned "Not Raptor" and "Raptor"
White FC: 0819 3350 1787
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
I like the idea though.
I'M A TWITTER SHITTER