Page 2 of 2 FirstFirst 12
Results 41 to 52 of 52
  1. #41

    Default

    Thanks for sharing this code and updating it. Works amazingly!

  2. #42
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,892

    Default

    long time no post. here's an update where I describe and show a video of my latest improvements in my character code, including more advanced character-world collisions, advanced foot placement, usage of SkelControlRecoil to procedurally animate sword parry rebounds and sword hits, and Pawn pushing which includes usage of SkelControlLimb on the hands to procedurally animate the pushing motions.

    you might also notice the animations have been improved all around since the last videos

    here's the video, make sure to watch it in HD


    and here's a more detailed explanation on what's going on
    http://www.sanzpont.com/chosker/elium/?p=372

    next up I'm going to park this and dedicate myself to the mobile version of this project until UE4 becomes available

  3. #43
    Redeemer
    Join Date
    May 2012
    Location
    Barcelona
    Posts
    1,559

    Default

    the parry system looks so realistic! Nice amazing features!
    Recruiting People For projects

    GOTA -> http://forums.epicgames.com/threads/...highlight=GOTA
    AncientBattles->
    AMGC ->

    Work In progress

    GOTA"H&S" -> http://forums.epicgames.com/threads/...rogress-Thread
    AncientBattles "RPG" ->
    AMGC "FPS" ->

    Programmer , Lead Concept Designer and former of the creative Oven studios.

  4. #44

    Default

    Character movement and interaction is impressive.
    Look forward to seeing more.
    Thanks!
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  5. #45
    Palace Guard

    Join Date
    Jul 2006
    Location
    WorldInfo_61
    Posts
    3,542
    Gamer IDs

    Gamertag: KickedWhoCares

    Default

    Yeah this is very cool, keep up the great work
    Got UnrealScript skills?

    BeyondUnreal Wiki
    There's no formula for fun

  6. #46
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,892

    Default

    thanks guys, glad you like it

    Kris: unfortunately you won't be seeing more for a while. Like I said at the bottom of my last post I'm now dedicating to a (much simpler) mobile version of the game. As much as I'd like to keep working on the PC version I don't want to aventually end up obsolete using UE3 (remember my game is also meant to work as a base for my next game and so on), and I don't want to work on new features if I know I'll have to port/redo them on UE4 either. Working on the PC version seems like a waste of time now unless I worked exclusively on the art side, but it wouldn't motivate me much to leave code behind for many months or maybe even a couple years.

    The mobile game is in motion now, and here's the first thing to show about it: the main character. more info is also given if you click its link.

  7. #47
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,892

    Default

    hey there, it's me again.

    a few weeks ago I realized Elium Dungeon Escape (PC), doesn't need that much to be done so I decided to park the mobile game and get back to the PC game again.
    as I've mentioned before the game is about escaping a prison which is made up of a randomly generated dungeon.

    here's a new screenshot with an updated version of the character (as a prisoner) and a prototype of the starting prison cell

  8. #48
    Redeemer
    Join Date
    Nov 2009
    Location
    Crete
    Posts
    1,038

    Default

    Great job Chosker! You have some nice piece of code running behinds those toons.
    It's pretty impressive that you work on your own (Believe me I know how it is as I've been doing the same thing until recently).
    The best of luck and keep us informed.

    -John.

  9. #49
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,892

    Default

    thanks ThePriest!

    here's an update of the prison cell. I took out the torch which makes a much darker and dramatic room (yes it might seem too dark but it's much more visible with the game running on full screen). I've also reworked the textures of the stairs, the ceiling supports and the outer floor.


    all that's left of texture work are the cage bars and the corner columns, and then I need to add some objects (the door lock, a haystack for a bed and a couple of metal pots)

    now I've decided to make the 'escaping the cell' a puzzle of sorts: there should be multiple ways of getting out the cell and they will randomly work or not every time you start the game. however I'm short of ideas about those ways to get out of the cell. the current ones are as follows:
    - take out a loose rock off the wall and a rat bone, producing a bone lockpick you can use to open the door lock
    - make noise to attract a guard, use belt as rope to lasso his neck through the cell bars, killing him. loot key from dead body
    - make the cell have a window to the neighbor cell, and devise a plan to help the other guy escape first and then open the door for you to get out (but I still need a way for him to actually get out)
    - have a guard sleeping in a chair by a torch nearby, use belt as rope to lasso the torch and throw it onto the guard. hope he falls unconscious/dead by the door and loot the key.
    - for the case where the player isn't able to find a way out, if a lot of game time passes a physician will come do a check on you accompanied by a guard, which you should attack when they open the door

    so I need some new ideas

  10. #50
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,892

    Default

    hey guys, I'm back at this. I just released a video showing the intro for my game, which is all an in-game matinee
    here it is: [link]

  11. #51
    MSgt. Shooter Person
    Join Date
    Jun 2012
    Location
    Italy
    Posts
    204

    Default

    Chosker, I suppose that the additional collision besides the cylinder is made using the PhysicsAssets of the pawn, isn't it?
    Could you explain very quickly how you did that, assuming to already have PhysicsAssets in your skeletalmeshcomponent and all the other stuff?

  12. #52
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,892

    Default

    no, the Physics Asset isn't used for Pawn-to-World collisions. that's only used for when the Pawn collides with other rigid bodies which is the regular behavior
    as I said I give a more thorough description of it all on my [blog entry], but basically it's done via traces and altering the Pawn's velocity and/or acceleration


 
Page 2 of 2 FirstFirst 12

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.