View Full Version : Rev 5 - Splats 2D Platformer
01-24-2010, 08:33 PM
Hey, This is my project I've been making to learn the UDK and mostly unreal script.
Here is the progress thus far with the newest at the top.
The latest contains a new lava shader I made + some .ASE static mesh imports (The walkway over the lava at the end).
The bots are made in max and use script to control the animation of the guns.
You will see there is still a lot I have got to learn (Like making the bots die nicely). one step at a time :)
PS: should watch them in order from the last to the first to note how the development has progressed
01-25-2010, 12:51 AM
This is very nice work.
Please look in your PM, I've wrote you something
01-25-2010, 07:31 AM
looks nice ;]
01-25-2010, 08:15 AM
Looking great, you're doing it just to learn or are you planning on making a full game out of it?
01-25-2010, 08:59 AM
Thanks Guys! :)
@Chess: I dont know, I dont really have a plan per se. Im just checking out the technology for now and sorta documenting my progress. I also was playing with the RTS hybrid style game and I stopped cause I needed to work out how to import static meshes with animation. So... I might just spend a week or 2 playing with that again.
I do intend making something official at some point, but I really wouldn't want to attempt a huge "commercial" project all by me lonesome :(
Anyhow there is still so much to learn and Im really just skimming over alot of stuff and not really making it super detailed. Infact if you notice the changes from one "journal" to the next you'll see just what I learned to do in between.
Most important of all, this is just awesome fun (I havnt even spent any time playing games at all since I dl'd the UDK :S)
01-26-2010, 01:40 PM
That looks great, very well done.
Just a quick (hopefully) question
Hey how did you do the 2-D shooting? Ive been trying to make a side scrolling game but can never get the shooting to work properly, always end up shooting at the back wall even though the player is facing forward. Did you do it with the animTree animnodeaimoffset? Been trying to figure out how to implement it into my game.
01-26-2010, 03:03 PM
Sure man and good luck with your game
use this to get the angles for where your pawn is looking
function rotator GetAdjustedAimFor(Weapon W, vector StartFireLoc)
02-01-2010, 08:26 PM
Added some meat to the level
02-01-2010, 09:03 PM
did you use the leaf particle system in the content browser?
if so i'd change the material if i were you. [it will make it more original,i recognized it as soon as i saw the video.]
02-02-2010, 12:40 AM
Looking splatastic ;) Nice work man.
02-02-2010, 01:43 AM
I like it :), keep the good work.
02-02-2010, 06:07 AM
Nice work dude, good to see your project coming along so well, everytime you post it looks better and better !
02-02-2010, 06:34 AM
Looking great dude.
Is there anyway to fix the camera though? So its just constantly Side on without rolling or wobbling at all?
02-02-2010, 10:47 AM
Very nice you got somthing there. If you could figure out how to make him "lock to a move path" and bind bad guys to a "movement volume" you can then have levels that turn and twist and he will allways be locked on the floor and via a line. Link your side camera and your code to that and you could do level that invert, spiral, turn corners and scale up walls.
Play with the perspective and give the player somthing somthing new to see.
02-02-2010, 03:30 PM
Guys thanks for the feedback! some good Ideas there! yeah, can have player walking through the world at any angle and constrain the camera to a spline that follows to keep the platformer 2d, hmm could create some nice effects like swapping the side from which the action is being viewed.
I kinda like the damping effect on the cam but it might need some tweeking so that the effect is more gentle, way more gentle.
Thanks guys, some great ideas!
02-02-2010, 03:36 PM
how the great cheese good you the cool particle efects? and that cool bot?
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