• UE4 Development
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if you're keeping the super bright ball light, I'd say the playing field could benefit from being a dark (75%?) grey, the ball light is mixing painfully against the neon green various obstacle colors as for gameplay elements, I'm wondering if it would be a bit more user friendly to have a visual indicator of the force directly in front of you, hovering over the ball, or even as a decal stretching forward along the ground. neat work with it thus far
Thanks for your comment! The ball is temporary. There was an ugly seam on my old golf ball model (caused by the normal map) which I couldn't fix. Also I wanted an indicator of the state of the ball so you see when you're ready to shoot. Lara Croft and the temple of Osiris had this movable boulder which has a lot of holes and casts pretty shadows onto the ground. That's what I tried to copy. The game pulled it off better, I admit. I'm going to put the state of the player into the HUD somehow. As for the force indicator there were two things I had in mind. One is a ghost ball which gets shot multiple times while the player is aiming to see where it goes. The problem here is the physics of each ball might differ from the rest so it's far from accurate. The other thing I wanted to implement was an indicator at the power bar that shows you how much power is at least needed to reach the hole if you look directly at it on a flat surface. The decal is a good idea, I'm going to try that very soon!
I like the music :D
Trying out low poly stuff for a thing I'm doing, [URL="http://smallheartgame.wordpress.com/2014/12/31/different-look/"]thoughts?[/URL]
Also, trying to build lighting, I have 300+ items that need to be built, is there a way to do some of them individually? Doing them all in one run crashes my client.
I'm trying to get a particle system to emit while the mouse is held down. So far I've made it so that a particle system emitter is spawned on the gun whenever i click. Flamethrowers are hard.
[QUOTE=Smallheart;46830943]Also, trying to build lighting, I have 300+ items that need to be built, is there a way to do some of them individually? Doing them all in one run crashes my client.[/QUOTE] How much RAM do you have? I started working on the surrounding of the first course (simply called "Classic") in my minigolf game. It doesn't look right to me but I can't put my finger on it: [t]http://i.imgur.com/1VKzuQK.jpg[/t] I wanted to make it look like a partly modern, partly old-fashioned cinema lobby.
[QUOTE=DasMatze;46834327]How much RAM do you have? I started working on the surrounding of the first course (simply called "Classic") in my minigolf game. It doesn't look right to me but I can't put my finger on it: I wanted to make it look like a partly modern, partly old-fashioned cinema lobby.[/QUOTE] Some ideas: I think you should turn the intensity of the lights down a little bit and maybe add some more orangeish yellow to the color of the light. The concrete / stone parts should be more reflective. Desaturate the color of the rug and maybe add [URL="http://www.bowtiecinemas.com/wp-content/uploads/2012/06/about-today-criterion-lobby.jpg"]some kind of a[/URL] [URL="http://travelconditions.biz/wp-content/uploads/2014/09/hotel-lobby-with-people.jpg"]pattern[/URL] to it.
[QUOTE=DasMatze;46834327]How much RAM do you have? I started working on the surrounding of the first course (simply called "Classic") in my minigolf game. It doesn't look right to me but I can't put my finger on it: [t]http://i.imgur.com/1VKzuQK.jpg[/t] I wanted to make it look like a partly modern, partly old-fashioned cinema lobby.[/QUOTE] 8gb. I'm upgrading to 16 soon, ordering it on Friday. [editline]1st January 2015[/editline] Your game is coming along very nicely btw :) I like it.
Thank you, Simspelaaja, it looks much better now: [t]http://i.imgur.com/74Of8w0.jpg[/t][t]http://i.imgur.com/EkU5tbq.jpg[/t] (Screenshots are from the editor, the bloom is much less intense ingame) I will keep this project in a separate thread from now on if no one minds me starting one once I have more to show.
[QUOTE=DasMatze;46836656]Thank you, Simspelaaja, it looks much better now: [t]http://i.imgur.com/74Of8w0.jpg[/t][t]http://i.imgur.com/EkU5tbq.jpg[/t] (Screenshots are from the editor, the bloom is much less intense ingame) I will keep this project in a separate thread from now on if no one minds me starting one once I have more to show.[/QUOTE] Unless the area around it is playable (and usually reached in a normal game), it would probably be good to focus the lights a bit more onto the course, too.
Is there any disadvantage to building a level out of tiles, like in the tutorial?
[QUOTE=Ott;46837934]Is there any disadvantage to building a level out of tiles, like in the tutorial?[/QUOTE] Do you mean tileable pieces?
[QUOTE=Grindigo;46838000]Do you mean tileable pieces?[/QUOTE] [img]http://i.imgur.com/o54v3L5.jpg[/img]
There is no disadvantage really, the only one you can count is probably the amount of pieces you will have to create with variations to make things more interesting and you need to make sure it doesn't look too artificial by using clutter, there is plenty of advantages however, biggest one being optimization and ability to swap and experiment, the ease of testing gameplay and changing things on the run, there is also the case where you can build entire pre-made corridors or buildings and use it for random generation, stuff like that basically.
If you use meshes as tiles, there will be problems when building lighting: [url]https://answers.unrealengine.com/questions/27677/modular-pieces-and-lightmass-problems-what-is-the-1.html[/url] This still hasn't been fixed.
How do I align my materials to the world? Using starter content ATM.
I am trying to create a scoreboard, when the player scores a goal it will go from 0 to 1 but it won't go from 1 to 2(3 etc..) Can you check my blueprints and see what the problem is? [img]http://i.imgur.com/0A5hufQ.png[/img] [img]http://i.imgur.com/DVr7nMJ.png[/img] [img]http://i.imgur.com/HU9KcOv.png[/img]
[QUOTE=mantis007;46849672]I am trying to create a scoreboard, when the player scores a goal it will go from 0 to 1 but it won't go from 1 to 2(3 etc..) Can you check my blueprints and see what the problem is?[/QUOTE] Doesn't look like you ever update the value of "Score", just the text on the scoreboard. In the "AddOne" function you should set "Score" to be the result of "Score" + 1 before ending the function. That being said I think the way you're going about making your scoreboard is a bit flawed. I think it would be better to hold the player's score in a PlayerState object and let the scoreboard simply reference and display that value.
[IMG]http://i.imgur.com/ItQU3hN.jpg[/IMG] Gamedev stuff, I love it when i see new content uploaded in the game server
[QUOTE=mantis007;46849672]I am trying to create a scoreboard, when the player scores a goal it will go from 0 to 1 but it won't go from 1 to 2(3 etc..) Can you check my blueprints and see what the problem is? [/QUOTE] No where in this bp are you setting the value of score after incrementing it.
I've been working on this loot system for the past 3-4 weeks. Holy crap was it difficult - it was nested loops with a huge amount of UI work (dragging, dropping, setting up slots + populating them from arrays, multiple containers on one screen with scaling). But its done! Now I just need to pick a setting/time period because it's all just random stuff at this point. [video=youtube;H4WvTXRzOcg]http://www.youtube.com/watch?v=H4WvTXRzOcg[/video]
I plan on picking up UE and working with it soon but my only concern is with blueprint. Is it completely realistic to create something from the ground up with blueprint? I know nothing of Cpp's syntax so if I were to use UE I'm assuming it'd be more logical to learn that before I try anything ambitious?
[QUOTE=jrj996;46853534]I plan on picking up UE and working with it soon but my only concern is with blueprint. Is it completely realistic to create something from the ground up with blueprint? I know nothing of Cpp's syntax so if I were to use UE I'm assuming it'd be more logical to learn that before I try anything ambitious?[/QUOTE] You can pretty much do anything with it, but for larger projects you'd want to use C++ since some things can get pretty compilcated.
Hello, I think, the view of JLea is very useful and interesting.:eng101:
Another question, I'm assuming I don't get how this works because of my knowledge of Cpp or languages similar, when you create a variable, let's say a money integer how do you keep that number specific to a player so if I were to give another entity the ability to carry money I could grab either one and let's say compare the two? I mean all of this in BP.
very much yeah, As long the value is stored in your Player Character or Pawn blueprint you can compare the value against another Character instance / reference Talking about UI... does anyone know a way to Update the children on a vertical box widget? for testing purposes im adding A text block widget based on the information on a array inside the player class, While it adds the widget fine and displays the info i cant find a way to Update the children of the vertical box
Anyone knows why the event I created in C++ shows up (in the child classes as well) in Blueprint, but cannot be called? I can place it in my Blueprint alright, but I can't call it like I would a normal, BP created custom event. Code looks like this: [code]UFUNCTION(BlueprintImplementableEvent, Category = Events) void test_Event(float a, float b, class APlayerController* player, UPrimitiveComponent* component);[/code] Again shows up fine in Blueprint, but it's not much use unless I can call it.
[QUOTE=acds;46855442]Anyone knows why the event I created in C++ shows up (in the child classes as well) in Blueprint, but cannot be called? I can place it in my Blueprint alright, but I can't call it like I would a normal, BP created custom event. Code looks like this: [code]UFUNCTION(BlueprintImplementableEvent, Category = Events) void test_Event(float a, float b, class APlayerController* player, UPrimitiveComponent* component);[/code] Again shows up fine in Blueprint, but it's not much use unless I can call it.[/QUOTE] Try a BlueprintNativeEvent instead?
[QUOTE=SteveUK;46855722]Try a BlueprintNativeEvent instead?[/QUOTE] Tried that now, now it's gone completely. Can't find the node anywhere. Just made it into a Implementable then added the _Implementation in the .cpp file. No luck. [editline]4th January 2015[/editline] Nevermind after restarting UE4 and recompiling it appeared. The problem persists however, it can not be called from other blueprints (or the BP itself, for that matter). I am casting it to the correct class, and custom events made in BP show up no problem.
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