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ryan20fun

Member Since 06 Oct 2010
Offline Last Active Today, 01:46 PM

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 153

Posted ryan20fun on 14 April 2016 - 11:55 AM

Hello again, And welcome to this week's Journal entry. Stuff done this week:
[100%] Build a random pickup spawner(Energy, Energy regen rate, Energy regen cap increase) - I had a spawn volume that can do this already
[100%] Create a C++ (base) class to handle the CubeKey gameplay event handling
[~12%] Improving the responsiveness of the controls...

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 125

Posted ryan20fun on 18 March 2016 - 02:40 PM

Hello again, And welcome to this week's Journal entry. I have added a CubeKey type to open door(s) like in "Commander Keen"

So what you do is collect them and the door will open once all ID's for the event have had there criteria done.
I have called this a "Gameplay Event", You register ID's with required and current states along with references to...

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 118

Posted ryan20fun on 11 March 2016 - 02:03 PM

Hello again, And welcome to this week's Journal entry. I have created a new cube (100x100x10 cm) with the pivot in the centre to make using the
"Lerp Platform"(linearly interpolates between two transforms) easier.
The reason that it is easier is that the mesh it was using had its pivot on the corner meaning that all
transforms had to be offset slight...

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 111

Posted ryan20fun on 04 March 2016 - 02:08 PM

Hello again, And welcome to this week's Journal entry. I have been looking into the Substance and Quixel software suits, And I have downloaded the trial of Substance and plan on trying it out this weekend. This weeks UE4 issue (of note):
Skeletal meshes authored Blender and non-uniformly scaled have tiny collision volumes of ~10cm in height(The...

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 104

Posted ryan20fun on 26 February 2016 - 02:19 PM

Hello again, And welcome to this week's Journal entry. Some more UI work has been done:
The options menu can now be dismissed with the Escape key.
Now Have a Widget that can display text over an Actor with a offset.

I have added a objective list and a pop-up message list.
So now there can be a list of objectives displayed on the...

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 97

Posted ryan20fun on 19 February 2016 - 02:15 PM

Hello again, And welcome to this week's Journal entry. Editor Crash & Burn:
Last Saturday(13) I got the editor to Crash & Burn, It happened after I made most of the
variables of my C++ player pawn exposed to BluePrints for reading/writing and adding functionality to have
the player reflect off surfaces after impact by applying the...

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 92

Posted ryan20fun on 12 February 2016 - 02:44 PM

Hello again. I haven't spent as much time as I would like on ToyMission.
I have been working on the main menu since the last Journal entry. I spent a lot of time trying different ways of laying out the graphics options menu.
Vertical boxes, Multi tab groups.
I ended up using Horizontal boxes in Vertical boxes for the layout of the items so that...

ryan20fun's Journal of Rasterisation > Toy on a Mission UE4 Remix - Day 85

Posted ryan20fun on 05 February 2016 - 01:41 PM

Hello everyone. First journal entry about the UE4 Remix of "Toy on a Mission" from the "Weak Of Awesome II" 85 days after project start.
It is very similar to the original, There have been some improvements. Taking Uncle Eck's Advice : I have been kinda lazy, I have missed two deadlines( features implemented, Levels built, testing ).
I was...

ryan20fun's Journal of Rasterisation > The Week of Awesome III:Day 7

Posted ryan20fun on 16 August 2015 - 08:58 AM

Hello fellow game developers.

Not the end of the day for me, But I don't know if there is anything else I need to change or do.

Today went smoothly, There was not much to do tho.
I mostly applied a little polish to the game.
I prebuilt all the graphics command buffers for the entities, So that improved performance a bit.
Added some bounding planes to ke...

ryan20fun's Journal of Rasterisation > The Week of Awesome III:Day 6

Posted ryan20fun on 15 August 2015 - 02:56 PM

Hello again http://public.gamedev5.net//public/style_emoticons/default/smile.png

Today was a great day.
I've added some powerups to the game: Immunity, Extra sub players, Energy
I've added a second splash screen after the compititions one that just says my name and extra API's/libaries used.
The game now spawns a new wave of enemies when there are no mo...

ryan20fun's Journal of Rasterisation > The Week of Awesome III:Day 5

Posted ryan20fun on 14 August 2015 - 02:22 PM

Greetings and salutations.

Today as been a good day.

So I managed to get most of the textures done, Just one or two more to do.
Replaced a lot of the __debugbreak calls with some error logging
Various internal changes to make it easier to change something if needed.

Todays accomplishments:
I have level loading completed, So you can move to a new level....

ryan20fun's Journal of Rasterisation > The Week of Awesome III:Day 4

Posted ryan20fun on 13 August 2015 - 01:16 PM

Hello one and all :)

I've now got the Mine enemy type working, He will roll towards you when you get within range and affects you.
I want to make the mine do some kind of explosion by scaling it up for a quarter second or something.
Oh, And you can destroy the mine by shooting it.

If time permits or I get too frustrated with something or other I might t...

ryan20fun's Journal of Rasterisation > The Week of Awesome III:Day 3

Posted ryan20fun on 12 August 2015 - 01:53 PM

Attempted to sort out my sloppy GPU resource handling by releasing
them on exit by properly using my material helper structure.
Then everything went black and I found out that I was not binding any samplers or textures to the pipeline.
So 5 minutes later I discover that I accidentally assigned the pixel shader resources to the vertex shader
in the materia...

ryan20fun's Journal of Rasterisation > The Week of Awesome III:Day 2

Posted ryan20fun on 11 August 2015 - 02:11 PM

Hello again.

Today I managed to get get the basics of the theme in, By "dying" you gain a helper (you can get up to 4 currently) which you use to defeat the opponets.
You can rejoin back to one if you have enough energy, Still need to work on that mechanic.

You and each helper you have can fire off a projectile that you will use to elminate the oponents...

ryan20fun's Journal of Rasterisation > The Week of Awesome III:Day 1

Posted ryan20fun on 10 August 2015 - 02:14 PM

I've got a plan together so I think I can get something done that is theme related.

I have got a dummy terrain and sphere for player rolling about with a camera that follows you.

Completed:
Terrain.
Player sphere.
Physics integration.

Issues encounted:
I spent ~2 Hrs trying to work out why Bullet physics rigid body would disapear shortly after testi...



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