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Welcome to this special entry,
[Monday] I have tried compiling UE4 from GitHub, But I am getting (semi) random ICE errors.
Right now, When I see an ICE; I go Argggg
This is really frustrating!
I have also run into more then 6 BSOD's (PFN_LIST_CORRUPT, MEMORY_MANAGEMENT x2, NTFS_FILE_SYSTEM, CRITICAL_S…
Hello again, And welcome to this week's Journal entry.
Stuff done this week:
- [100%] Build a random pickup spawner(Energy, Energy regen rate, Energy regen cap increase) - I had a spawn volume that can do this already
- [100%] Create a C++ (base) class to handle the CubeKey gameplay event handling
- [~12%] …
Hello again, And welcome to this week's Journal entry.
I have not made much time for development, So I have not done much <_<
But I have done the (simple) task of changing the players jump height and exposed a option to set the height.
I just need to see if there is a C++ method/function to ge…
Hello again, And welcome to this week's Journal entry.
I kinda forgot about doing one last Thursday <_<
So, Onto what I have done since the last update.
I did manage to block out a level using Tiled, But it turns out I did not pay proper attention to the tile size and the players jump height.…
Hello again, And welcome to this week's Journal entry.
I have created a new cube (100x100x10 cm) with the pivot in the centre to make using the
"Lerp Platform"(linearly interpolates between two transforms) easier.
The reason that it is easier is that the mesh it was using had its pivot on the corner …
Hello again, And welcome to this week's Journal entry.
I have been looking into the Substance and Quixel software suits, And I have downloaded the trial of Substance and plan on trying it out this weekend.
This weeks UE4 issue (of note):
[indent=1]Skeletal meshes authored Blender and non-uniformly s…
Hello again, And welcome to this week's Journal entry.
Some more UI work has been done:
The options menu can now be dismissed with the Escape key.
Now Have a Widget that can display text over an Actor with a offset.
I have added a objective list and a pop-up message list.
So now the…
Hello again, And welcome to this week's Journal entry.
Editor Crash & Burn:
Last Saturday(13) I got the editor to Crash & Burn, It happened after I made most of the
variables of my C++ player pawn exposed to BluePrints for reading/writing and adding functionality to have
the player…
Hello again.
I haven't spent as much time as I would like on ToyMission.
I have been working on the main menu since the last Journal entry.
I spent a lot of time trying different ways of laying out the graphics options menu.
Vertical boxes, Multi tab groups.
I ended up using Horizontal boxes in Vertic…
Hello everyone.
First journal entry about the UE4 Remix of "Toy on a Mission" from the "Weak Of Awesome II"
85 days after project start.
It is very similar to the original, There have been some improvements.
Taking Uncle Eck's Advice: I have been kinda lazy, I have missed two deadlines( features imp…
Not the end of the day for me, But I don't know if there is anything else I need to change or do.
Today went smoothly, There was not much to do tho.
I mostly applied a little polish to the game.
I prebuilt all the graphics command buffers for the entities, So that improved…
Today was a great day.
I've added some powerups to the game: Immunity, Extra sub players, Energy
I've added a second splash screen after the compititions one that just says my name and extra API's/libaries used.
The game now spawns a new wave of enemies when there are no more left, The amo…
Today as been a good day.
So I managed to get most of the textures done, Just one or two more to do.
Replaced a lot of the __debugbreak calls with some error logging
Various internal changes to make it easier to change something if needed.
Todays accomplishments:
- I have level l…
I've now got the Mine enemy type working, He will roll towards you when you get within range and affects you.
I want to make the mine do some kind of explosion by scaling it up for a quarter second or something.
Oh, And you can destroy the mine by shooting it.
If time permits or I …
them on exit by properly using my material helper structure.
Then everything went black and I found out that I was not binding any samplers or textures to the pipeline.
So 5 minutes later I discover that I accidentally assigned the pix…
Today I managed to get get the basics of the theme in, By "dying" you gain a helper (you can get up to 4 currently) which you use to defeat the opponets.
You can rejoin back to one if you have enough energy, Still need to work on that mechanic.
You and each helper you have can fire off a …
I have got a dummy terrain and sphere for player rolling about with a camera that follows you.
Completed:
- Terrain.
- Player sphere.
- Physics integration.
Issues encounted:- I spent ~2 Hrs trying to work out why Bullet physics …
My postmorten.
What went (mostly) right:
- Art style
- Level layout
- Level loading system
- Bullet physics integration
- Brief planning
- Improvisation on the spot
- Getting something on the screen early
- Useful configuration format that was used to create the levels
What went (mostly) left:- Time management …
I have been quite productive today, Wierd.
So I have got two levels into the game with a menu/getting acquainted one as well.
I will make a set of (more) psychedelic textures tomorrow and upload them, May be able to get a texture swap-out implemented at the same time.
There are instructions…
Today has been quite good for me.
I have fully integrated Bullet physics
I've got half a level completed so far, And toned down the psychedelic colours a bit
Any feedback on the colour scheme?
Maybe I should create a seperete set of psychedelic textures that can be used.
So a…
So today I have managed to integrate Bullet physics into the game( and my code base ).
So I have the player as a ball that roll's around on the heightmap.
Tomorrows plan:
- Add some collision planes on the z axis to stop you from going off course (too much).
- Add some obsticals…
I have not been able to get much done today( Thanks to my custom "broken" mesh compiler , It will only work for simple shapes or one object, Strange... ).
But I have managed to get started on the integration of the Bullet physics library as i decided I will need to use it in order to…
I've managed to make some progress with the level loading and some background object handing.
I've got a setup where i can have a list of objects be randomly placed in the level with a random scale and rotation.
But I've run into a problem with my mesh converter, It seams to not put a…
Progress update:
I have the basic setup of the game going, A little behind schedule...
Day 3:
- I plan on getting a play controller setup and working.
- Add some default enemies to battle.
- Fix my matrix rotation math so that the objects don't get squwerd when they are rotated.
- Game states( Menu, Id…
I've entered the The Week of Awesome II community contest
What I am going to use:
[indent=1]Language: C++.
[indent=1]SDK/Engine: My own With a D3D11 renderer backend (for now, D3D9 work not started yet).
[indent=1]Graphics: Free texture libraries like the nVidia TTVol one supplim…