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Submitted on
April 7, 2011
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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 7, 2011
@01:56Too bad((
I did ask, even on youtube(in my videos description), but no one didn't answer yet..(( Everyone are just saying : "Cool! Nice! Good job!"..

I don't know, maybe you could make a video tutorial special for me, plz?;)
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:iconougaming:
ougaming Featured By Owner May 14, 2011
@00:50This came out beautifully.
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:iconsammeryoshi:
Sammeryoshi Featured By Owner Apr 24, 2011  Hobbyist General Artist
@00:32Pretty colors.
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Remember when I said I would return to my codetestlevel again?

I lied :iconteheplz:

Anyways, new footage with the following added features!

-I have added the entire basic moveset
-I have added the entire basic attackset
-Placeholder animations for everything
-Basic savesystem I still need to test
-Fire skill basic implementation
-Ice skill visual implementation
-Depth swapping can now handle more complex transitions
-Camera now smoothly follows player and can also be animated / told to act differently with, for instance, depth changing
-Explosions!
-Damage dealing and receiving (as well as immunities to certain elements, thus giving birth to things like bomb holes)

I will now aim for the following elements;
-Complete implementation of at least the fire weapon
-Position changing (as preperation for level or even room swapping)
-The first "active skills" (more information on that later)
-All basic or at least visual implementations of skills

There are still some bugs regarding movement and the visual implementation of the HUB seems to cause some annoyances (for me anyways; it constantly fills the log with warnings, making logging other elements a pain in the arse). The HUB is something I hope to fix soon. Need to as well, I have damage functionality after all; need to make it show on the HUD as well!

But that aside, it is going fantastic! I am still not ready to start betatesting though, but if I can keep this pace up, that might change very quickly :la:
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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 4, 2011
@01:56Nice work!
I'm working on some platformer too, but I don't know how to block mouse movement. I wanna do something like Shadow Complex, but because of the camera I can't really continue my work((

My project - [link]
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Jun 5, 2011
@01:56Hmm, when you say mouse movement, do you mean the aiming bit? Because that is something you have to override in your playercontroller (I thought it was called UpdateRotation or something); just paste in the code in your controller and make sure to remove anything that would normally handle the rotation.
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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 6, 2011
@01:56Amm.. I'm not so good with all that scripting stuff, so could just give me a link with a tutorial or something like that?
I've tried to do something in that player control, but I had no success((
P.S. Maybe you can just send to me all your controls files?))
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Jun 6, 2011
@01:56Sorry, I cannot send you all my control files, as it feels for me that that would be the same as giving the PSDs to my visual work ;)

Besides, these things are better asked at the UDK forums (the unrealscript section). I know from experience that just copying and pasting stuff will only lead to problems when you need to implement more complex bits of code (as you never get to actually write it yourself). Unrealscript itself is not extremely difficult, but hard to get into, because you have that entire backlog of code to worry about. The forums however do answer a whole lot; there are quite a few knowledgeable people active there. Something else that is helpful is to download the sourcecode of wizzle and dungeon defence from the UDK website (quite informative) and to download the UncodeX program, so that you can easily look up certain functions in the Unreal classes and find out what they do.
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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 7, 2011
@01:56Too bad((
I did ask, even on youtube(in my videos description), but no one didn't answer yet..(( Everyone are just saying : "Cool! Nice! Good job!"..

I don't know, maybe you could make a video tutorial special for me, plz?;)
Reply
:iconairon-t:
Airon-T Featured By Owner Jun 1, 2011  Professional Digital Artist
Looks cool! But you know.. sometime walk and attack animation looks a little slowly, attack especially.
And fire sword, fire effect looks very slight. Try to make particles a little bigger, or increace their density.
Sword trail looks very cool!
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Jun 2, 2011
The animations are all still placeholders ;) The rig of the main character is not exactly exceptional, so I decided to just make sure I had all the necessary animations to work with, rather than make them look good. It will be addressed though, but at that time I might be tempted to hire a more professional animator instead. My animation skills are not that good yet after all :)

The fire on the sword is a good one! I am thinking of animating the entire flame along the blade (using particles as support for the embers) instead of using particles for everything. As you said, the effect isn't anything major which seems like a waste for something like a specific skill and so far the particles weren't giving me the density I wanted. I also remember seeing someone use cloth physics to simulate flames; I am going to look into that one to see whether I can make a visually appealing flame out of it.

Thanks, your advice is much appreciated!
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:iconougaming:
ougaming Featured By Owner May 14, 2011
@00:50This came out beautifully.
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:icondementorrain:
dementorrain Featured By Owner May 14, 2011
wow! Looks great!
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:iconhyakkidour4n:
HyaKkiDouR4n Featured By Owner Apr 24, 2011  Hobbyist Digital Artist
You now officially are one of my gods. Amazing stuff. And this comes from someone who actually knows how hard video games are to actually do.
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