Uhhhgggg, I know this is a better approach because its more WYSIWYG in unreal and I’ll be doing less messing around but it’s definitely re-doing work. I have to keep believing that physical hit reactions and IK will be worth it. Walking is still the hardest IMO, everything after that should be easy as pie […]
Behold…IK
Took the bot body and made IK in unreal. Turns out the big tower of blueprint blocks I was talking about is 100% what you’re supposed to do (meaning I see it replicated in every tutorial I see). Right after making the last picture I deleted 100% of my work for the last 3 hours… […]
UE Control rigs and Custom Numpad setup
I kept looking at the last video I posted and got really annoyed at how bad the animations of the patrol bot looked. This drove me to remake the animation rig for the patrol bot (to be much, much simpler) and I started making a control rig in unreal to push the animations there (see […]
Flashy Stuff feat. Loop
Flashbangs are working. I have the patrol bots hooked up to throw them based upon an enumeration (Which I dont like, I’d rather a subclass but I shot myself in the foot earlier on). I just hijacked the reload animation and basically said “if you’re a grenade bot, reload, and instead of throwing a mag […]
I Built A TF2 Mod (Built meaning compiled)
I have tried to build a source engine mod probably 5-6 times since I started programming in late 2000s early 2010s and I’m finally ahead of the curve and I was able to get a mod built before valve did something that wasn’t in the public c++ repos that broke everything! (See https://github.com/ValveSoftware/source-sdk-2013/tree/master) This is […]
Unreal Stuffs
I’ve been playing too much xcom and I felt like my c++ skills were waning so I thought it would be a fun quick project to quickly spin up a turn based squad commander system. The camera First thing that is distinctive about xcom is that it’s an isometric game, therefore the camera is fixed […]
Gadot Bro a.k.a. Wonder Wonder Woman game engine a.k.a. Side project to a side project
I started messing with Gadot (https://godotengine.org/) to fulfill the free-form open source activist in me (also I have a friend making stuff in Gadot). So I started messing with the 3d side but the goal is for a more metroidvania type game. So I moved into understanding the 2d asset pipelines a bit better. The […]
Leaning Updates
(Writing as I’m doing this fyi) I wanted to re-write the leaning in the game. Right now the movement is all very snap, which has some skewing to it but i wanted a more gradual lean in. (Normally I would use https://blueprintue.com, but wordpress is weird about iframes) Now you can see here the process […]
Chaos Physics 1…me 0
Spent a bunch (like 1-2ish hours) of time trying to get the chaos physics working with the tree and… It kinda works but the issue comes into the in game interaction. The damage levels seem to be weirdly arbitrary and aren’t assigned to a root bone but the pieces themselves Also the definition of “damage” […]
Tree part 3
Recording myself modeling another tree. Then I realized I probably shouldn’t be posting videos with copyrighted music, so I made a song to go along with the tree recording (I used some of the pre-canned abelton clips for bass and vocals which feels like cheating but I wanted something kinda alright and fast, the drums […]