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  1. #1
    MSgt. Shooter Person

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    Default Tutorial: An entire (very basic) UDK game

    http://www.toltecstudios.com/theball/tutorialudk.htm

    # How to set up the folders for your game.
    # What to add to source control (SVN and others).
    # Setting up and compiling Unrealscript.
    # Creating a super basic third person game.
    # How to configure the ini files.
    # How to build a super basic level.
    # How to make a super basic menu with a button and a label.
    # How to add basic localization support.
    # How to cook the game.
    # How to package and distribute the game.

    I wrote the entire thing in one long session, it was a bit of a long day and I may have missed some things here or there. Let me know if you stumble onto something.

    This is not a development tutorial per-se. The focus is mainly on how to quickly set everything up for your own game and give you a basic introduction to all the elements involved in making a UDK game. The UDN has dozens of great tutorials for more in-depth information.

    The tutorial has been written with people in mind who know pretty much nothing about Unreal, and can't program. It is basic.
    Last edited by Hourences; 12-28-2009 at 06:15 PM.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  2. #2
    Prisoner 849
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    Good work Hourences, I bet a lot will find this useful.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

    Demoreel: Website
    TUTORIAL: Character - Maya to UDK Livestream
    CHARACTER: UDK Character / First Person Animation Rig
    SCRIPTS: Axtended Animation Manager (FBX Animation Batch Exporter) | T3D Exporter

  3. #3
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    Default

    The link to the zip file with the scripts only links back to the tutorial page.

  4. #4
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    Default

    Quote Originally Posted by DragonSpawn View Post
    The link to the zip file with the scripts only links back to the tutorial page.
    Fixed it, thanks. Forgot a = behind a href
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  5. #5
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    as one of our team members so aptly put it this morning,

    You're So Awesome We Hate You

    nice work man, thanks!

  6. #6
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    Default

    Thats an awesome tut Hourences, thanks for that Its definatly helped

  7. #7

    Default

    This thread needs a sticky.

    I'm totally new to Unreal and this info took me ages to find, understand and build something similar to what this tutorial covers in minutes.

    Love your website and the rest of your tutorials there (my artist friend has been going though them a lot!). Keep them up!

  8. #8
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    I did exactly everything that you said, but still when I try to build it on PC, or launch it by UDK- game I'm getting an UT3 style of game, and not mine.

  9. #9
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    You have the right prefix, the compiled U file, and the gametype change in the ini file? Verify for typos and such.

    The game in the tutorial is still UT3, but it is third person. If you have a third person game you did it correctly.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  10. #10
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    Having a problem when i click the button. It dosent open the next level. It gets stuck on the loading screen.
    Programming is a way of life.

  11. #11
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    Aye, verified it several times before I submitted post here. And yes, the problem is that I'm still getting a FP view.

  12. #12
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    Dang Hourences, thanks for the tutorial!

  13. #13
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    Quote Originally Posted by wildicv View Post
    Having a problem when i click the button. It dosent open the next level. It gets stuck on the loading screen.
    Make sure the level is in the right directory. Make sure you typed the name right in console command. Make sure the level has a unique name and contains no spaces or non standard characters.

    Read the log file to find out what it is doing while it hangs on the loading screen. I will add that log file mention to the tutorial.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  14. #14
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    Quote Originally Posted by Kaldrick View Post
    Aye, verified it several times before I submitted post here. And yes, the problem is that I'm still getting a FP view.
    MG-yourlevelname?

    Did the gametype show up correctly in a Play In Editor session?

    If you editted a ini file while the game or editor were running it will not take your changes into account. Make sure you did not forgot to delete the UTGame.ini either.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  15. #15

    Default

    Great work Hourences! I'll be trying this one later.

    - Jared

  16. #16

    Default

    It works with Play In Editor and launching the map with the frontend. But Play on PC has the First person view.

  17. #17

    Default

    Linked to BeyondUnreal Wiki.

  18. #18
    MSgt. Shooter Person

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    Default

    UTGame\Config\UTGame.ini

    [Engine.GameInfo]
    DefaultGame=MyGame.MyGameInfo

    Make sure you have that. Verify.
    Also check if you don't have that line twice.

    The menu level will show up as first person. That is normal and ok. The actual playable level should be third person.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  19. #19
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    I've verified all of that and still I've got first person view. Maybe it's another bug within UDK?

  20. #20
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    Hello Hourences ive figured out you cant change levels using the open command with kismet if you arnt using the scripts you provided. I have my main script which extends GameInfo and when i try to go to a simple level it locks up saying. "Accessed None ' AccessControl' Main TestBed.TheWorld:PersistenLevel.Main_0 Function Engine.GameInfo:Login:0358" No clue what it means. I was also curious if you knwo the legality of distributing a commercial game if you extend the UT Scripts.

    So is it legal to extend the UT Scripts for use in a commercial game?
    Programming is a way of life.

  21. #21
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    No it must be something simple somewhere. This kind of stuff doesn't break.

    Feel free to email me (me@hourences.com), or post here, the log file after having ran the game, entered the menu, and loaded the level.

    UTGame\Log\Launch.log

    you cant change levels using the open command with kismet if you arnt using the scripts you provided.
    The Open command should always work as far as I am aware, it's nothing fancy.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  22. #22
    Skaarj
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    Just a little typo here, no big deal,
    Under Unrealscript and the .ini files subheading:
    Next up, we are going to make the game uses our new gametype and pawn as the default ones.
    I'm assuming you mean "make sure the game uses our new gametype...."

  23. #23
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    Here is the launch.log http://pastebin.com/f376df083
    Here is the launch_2.log http://pastebin.com/f23212b3b
    Programming is a way of life.

  24. #24
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    Default

    Thanks Advoc.

    wildicv is your menu level called Testbed2, and your playable level Testbed? Because that one has no MG- prefix.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  25. #25
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    Yes TestBed2 is my menu and TestBed is my map. As i mentioned above im attempting to not use your scripts. My only script is my main which looks like this.

    Code:
    class main extends GameInfo;
    DefaultProperties
    {
    
    }
    I have also tried modifying the open command as follows

    Code:
    open TestBed.udk?game=DeathTouch.main
    Programming is a way of life.

  26. #26

    Default

    If you look at Hourences' game info script, the default properties specify map prefixes, which control is used for the player, etc. You might just try adding in the prefix information into your script and see if that helps? I know you have removed all the UT scripts but if you still have them around, you could try deriving from UTDeathMatch and see if that helps as well. Just for a test.

    - Jared

  27. #27
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    Code:
    class MyGameInfo extends UTDeathmatch;
    
    defaultproperties
    {
    	Acronym="MG"	
    
    	MapPrefixes.Empty
    	MapPrefixes(0)="MG"
    
    	DefaultMapPrefixes.Empty
    	DefaultMapPrefixes(0)=(Prefix="MG",GameType="MyGame.MyGameInfo")
    
    	PlayerControllerClass=class'MyPlayerController'
    	DefaultPawnClass=class'MyPawn'
    
    	Name="Default__MyGameInfo"
    }
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  28. #28
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    Yes I do have the UT scripts still on my computer. But I'm trying to get the same results without extending any UT script. if I extend the UT script it works flawlessly but trying to so the same without UT scripts.
    Programming is a way of life.

  29. #29

    Question Error

    Hi!
    When I try to make the full compile thing I get an error. Here is my log:

    Code:
    [COMMANDLET 'UDK.exe make -full' STARTED IN ''] marraskuu 12, 5:38 
    
    Init: Version: 5860
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Oct 30 2009 13:16:54
    Init: Command line:  -full -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK.ini
    Init: Base directory: C:\UDK\UDK-2009-11\Binaries\Win32\
    Init: Character set: Unicode
    Log: Executing Class UnrealEd.MakeCommandlet
    --------------------Core - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\Core.u'
    --------------------Engine - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\Engine.u'
    --------------------GameFramework - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\GameFramework.u'
    --------------------UnrealEd - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\UnrealEd.u'
    --------------------UnrealScriptTest - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\UnrealScriptTest.u'
    --------------------IpDrv - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\UDK-2009-11\Binaries\Win32\..\..\UTGame\Script\IpDrv.u'
    --------------------Virgonix - Release--------------------
    Analyzing...
    Error, Superclass UTDeathmatch of class VirgonixInfo not found
    Error, Superclass UTPawn of class VirgonixPawn not found
    Error, Superclass UTPlayerController of class VirgonixPlayerController not found
    Compile aborted due to errors.
    
    Warning/Error Summary
    ---------------------
    Error, Superclass UTDeathmatch of class VirgonixInfo not found
    Error, Superclass UTPawn of class VirgonixPawn not found
    Error, Superclass UTPlayerController of class VirgonixPlayerController not found
    
    Failure - 3 error(s), 0 warning(s)
    Execution of commandlet took:  11.98 seconds
    
    [COMMANDLET 'UDK.exe make -full' FAILED] marraskuu 12, 5:39
    Here is my path to the classes folder:
    Code:
    C:\UDK\UDK-2009-11\Development\Src\Virgonix\Classes
    And here are the scripts:

    VirgonixInfo.uc
    Code:
    class VirgonixInfo extends UTDeathmatch;
    
    defaultproperties
    {
    	Acronym="MG"	
    
    	MapPrefixes.Empty
    	MapPrefixes(0)="MG"
    
    	DefaultMapPrefixes.Empty
    	DefaultMapPrefixes(0)=(Prefix="MG",GameType="Virgonix.VirgonixInfo")
    
    	PlayerControllerClass=class'VirgonixPlayerController'
    	DefaultPawnClass=class'VirgonixPawn'
    
    	Name="Default__VirgonixInfo"
    }
    VirgonixPawn.uc
    Code:
    class VirgonixPawn extends UTPawn;
    	
    simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
    {
    	local vector start, end, hl, hn;
    	local actor a;
    	
    	start = Location;
    	
    	if (Controller != none)
    	{
    		end = Location - Vector(Controller.Rotation) * 192.f;
    	}
    	else
    	{
    		end = Location - Vector(Rotation) * 192.f;
    	}
    	
    	a = Trace(hl, hn, end, start, false);
    	
    	if (a != none)
    	{
    		out_CamLoc = hl;
    	}
    	else
    	{
    		out_CamLoc = end;
    	}
    	
    	out_CamRot = Rotator(Location - out_CamLoc);
    	return true;
    }
    
    defaultproperties
    {
    	Begin Object Name=WPawnSkeletalMeshComponent
    		bOwnerNoSee=false
    	End Object
    	Name="Default__VirgonixPawn"
    }
    VirgonixPlayerController.uc
    Code:
    class VirgonixPlayerController extends UTPlayerController;
    	
    event Possess(Pawn inPawn, bool bVehicleTransition)
    {
    	Super.Possess(inPawn, bVehicleTransition);
    	SetBehindView(true);	
    }
    
    defaultproperties
    {
    	Name="Default__VirgonixPlayerController"
    }
    And yes, I have added the +EditPackages into the DefaultEngine.ini
    Code:
    [UnrealEd.EditorEngine]
    EditPackagesOutPath=..\..\UTGame\Script
    FRScriptOutputPath=..\..\UTGame\ScriptFinalRelease
    +EditPackages=Virgonix
    +EditPackages=OnlineSubsystemLive
    +EditPackages=OnlineSubsystemPC
    +EditPackages=UTGame
    +EditPackages=UTEditor
    +EditPackages=UTGameContent
    ;ModEditPackages=MyMod
    AutoSaveDir=..\..\UTGame\Autosaves
    InEditorGameURLOptions=?quickstart=1?numplay=1
    And the UTGame.ini Engine.GameInfo looks like this:
    Code:
    [Engine.GameInfo]
    DefaultGame=Virgonix.VirgonixInfo
    DefaultServerGame=Virgonix.VirgonixInfo
    bAdminCanPause=false
    MaxPlayers=32
    GameDifficulty=+1.0
    bChangeLevels=True
    MaxSpectators=2
    MaxIdleTime=+0.0
    MaxTimeMargin=+0.0
    TimeMarginSlack=+1.35
    MinTimeMargin=-1.0
    TotalNetBandwidth=32000
    MaxDynamicBandwidth=7000
    MinDynamicBandwidth=4000
    PlayerControllerClassName=UTGame.UTPlayerController
    As long as I'm aware, there is no errors in the filenames.

    Help me please, what have I done wrong?

  30. #30

  31. #31
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    Mischa_Silden stripped version? It dies because the Mygame code is dependent on UTGame, and you don't seem to have that?

    Kaldrick: "EtR-Level1", did you change the prefix in the gametype uc file? If you haven't, then ERT means nothing to the engine and it falls back on UT Deathmatch.
    Tutorials/Textures/Jobs/Kismet Snippets - http://www.Hourences.com
    The Ball - An Action/Puzzle Game http://www.theballthegame.com/

  32. #32

    Default

    Quote Originally Posted by EyeKon View Post
    It works with Play In Editor and launching the map with the unrealfrontend.exe. But "Play on PC" has the First person view.
    I got it to work using "Play on PC" button by actually creating the menu. I didn't do that part of the tutorial because I wasn't at a stage were I needed a menu.

    I wonder why trying to run the level through "Play on PC" without the menu didn't work?
    Last edited by EyeKon; 11-12-2009 at 01:50 PM.

  33. #33
    MSgt. Shooter Person
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    Mistch what is the error
    Programming is a way of life.

  34. #34
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    Quote Originally Posted by Hourences View Post
    Mischa_Silden stripped version? It dies because the Mygame code is dependent on UTGame, and you don't seem to have that?

    Kaldrick: "EtR-Level1", did you change the prefix in the gametype uc file? If you haven't, then ERT means nothing to the engine and it falls back on UT Deathmatch.
    I'm not that dumb ;P

  35. #35

    Default

    Hourences, no, I don't use the stripped version.
    I did a fresh UDK install before I started working along with your tutorial.
    I double checked, the UTDeathmatch and all the other stuff are still intact in the "C:\UDK\UDK-2009-11\Development\Src\UTGame\Classes" folder

    EDIT:
    I got it working by moving the "+EditPackages=Virgonix" under the "+EditPackages=UTGameContent" line in the "DefaultEngine.ini"
    (It was above the "+EditPackages=OnlineSubsystemLive" line before.)
    Last edited by Mischa_Silden; 11-12-2009 at 11:50 AM.

  36. #36
    Skaarj
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    Default

    Hourences, you rock! thanks for this outstanding tutorial!
    --------------------------------------------------------------------------------------
    | I would love to change the world, but they won't give me the source code. |
    --------------------------------------------------------------------------------------

  37. #37

    Default

    In your tutorial you say this:

    Now hook this event into your level. Open the Level Kismet (green K in the top toolbar), and somewhere in the empty space add New Action - UI SceneS - Open Scene. Hook it up to Level Startup (New Event - Level Startup). And add the UI Scene you made to the properties of the Open Scene.
    But how am I supposed to do that "And add the UI Scene you made to the properties of the Open Scene."?
    The tutorial doesn't say that :/

    EDIT
    Never mind, I already found out.
    Last edited by Mischa_Silden; 11-12-2009 at 12:54 PM.

  38. #38
    MSgt. Shooter Person
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    Noob question: how do you open unrealscript?

  39. #39
    MSgt. Shooter Person
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    Open With a texteditor.

  40. #40
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    Thumbs up

    thanks for this post man


 
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