Search results for "8dfb13b6b836785e93f503aa899c3bfa" in md5 (8)

/v/ - Gamedev Thread
Anonymous No.717800068
>>717797545
Lol oh it has been about 1 year now but sure. Gamepad functionality. I had to make specific functions to pass information on an item through a few systems in order to equip it. The items in my game are class based and can be picked up by many client players. The inventory array holds the item. And the inventory slot passes the information it knows on the subject to a corresponding equipment slot. Then it calls a function to the actor component that controls the skeletal mesh swapping and depending on what is getting equipped it changes the base mesh or mesh with another one.
It was a fun challenge but now it is fully integrated so you can pick up and controller and play unhindered.
/v/ - Gamedev Thread
Anonymous No.717800068
>>717797545
Lol oh it has been about 1 year now but sure. Gamepad functionality. I had to make specific functions to pass information on an item through a few systems in order to equip it. The items in my game are class based and can be picked up by many client players. The inventory array holds the item. And the inventory slot passes the information it knows on the subject to a corresponding equipment slot. Then it calls a function to the actor component that controls the skeletal mesh swapping and depending on what is getting equipped it changes the base mesh or mesh with another one.
It was a fun challenge but now it is fully integrated so you can pick up and controller and play unhindered.
/v/ - Gamedev Thread
Anonymous No.717800068
>>717797545
Lol oh it has been about 1 year now but sure. Gamepad functionality. I had to make specific functions to pass information on an item through a few systems in order to equip it. The items in my game are class based and can be picked up by many client players. The inventory array holds the item. And the inventory slot passes the information it knows on the subject to a corresponding equipment slot. Then it calls a function to the actor component that controls the skeletal mesh swapping and depending on what is getting equipped it changes the base mesh or mesh with another one.
It was a fun challenge but now it is fully integrated so you can pick up and controller and play unhindered.
/v/ - Gamedev Thread
Anonymous No.717800068
>>717797545
Lol oh it has been about 1 year now but sure. Gamepad functionality. I had to make specific functions to pass information on an item through a few systems in order to equip it. The items in my game are class based and can be picked up by many client players. The inventory array holds the item. And the inventory slot passes the information it knows on the subject to a corresponding equipment slot. Then it calls a function to the actor component that controls the skeletal mesh swapping and depending on what is getting equipped it changes the base mesh or mesh with another one.
It was a fun challenge but now it is fully integrated so you can pick up and controller and play unhindered.
/g/ - /gedg/ - Game and Engine Development General #295
Anonymous No.106174693
>>106174565
Works well for me, I try to figure it out before asking the agent but it helped me build a competent save and load function.
/vg/ - /agdg/ - Amateur Game Development General
Anonymous No.534294820
I also made a save and load function, the camera position is also saved aside from the character and level information. Still a wip.
/v/ - GameDev Thread
Anonymous No.717020831
Reposting from the previous thread referencing save position from load
---->save and load function and ui
>Big update: Added a delete button to the save menu slot. Deleting actively updates save slots and replaces with an empty save placeholder. All menu animations related to delete button had to be overhauled to update animations and widget focus accordingly.
>saving now updates player transform and camera control correctly. Loading a save will match saved transform and camera control data to face the character the same way and same for the camera.
>main menu once all saves are deleted will actively gray out the load button and will fade out the continue button in real time, then canceling the selection menu will land you on the new game button by default. The load button becomes non hit testable and you skip it between new game and option buttons when in this state.
>if you have a save file and cancel the save selection menu the continue button highlights first.
---->Potions
>Potion quickslot now updates when dropping or destroying them from the inventory
---->AI
>AI updates player sense if they're out of bounds of the nav mesh they stop attacking and go back to their wander/idle tasks.

Next updates
>adding two new armor sets, 3 new swords.
>adding more attack animations and new line traces for delta, critical, and special damage.
>continue with more ai polish
/v/ - GameDev Thread
Anonymous No.717020831
Reposting from the previous thread referencing save position from load
---->save and load function and ui
>Big update: Added a delete button to the save menu slot. Deleting actively updates save slots and replaces with an empty save placeholder. All menu animations related to delete button had to be overhauled to update animations and widget focus accordingly.
>saving now updates player transform and camera control correctly. Loading a save will match saved transform and camera control data to face the character the same way and same for the camera.
>main menu once all saves are deleted will actively gray out the load button and will fade out the continue button in real time, then canceling the selection menu will land you on the new game button by default. The load button becomes non hit testable and you skip it between new game and option buttons when in this state.
>if you have a save file and cancel the save selection menu the continue button highlights first.
---->Potions
>Potion quickslot now updates when dropping or destroying them from the inventory
---->AI
>AI updates player sense if they're out of bounds of the nav mesh they stop attacking and go back to their wander/idle tasks.

Next updates
>adding two new armor sets, 3 new swords.
>adding more attack animations and new line traces for delta, critical, and special damage.
>continue with more ai polish