UE4 Sidecsroller Character [WIP]

Not all animations are in yet, so that accounts for the wonkiness in some places.

Took the base sample project for a platformer in UE4 and added a bunch of features:
Double Jump
Wall Jump
Dash (8-directional)
Binary Facing Direction (instead of the default lerp)
Dash Effects (a la Infamous:SS)
C++ to Blueprint Events for relevant features
Custom AnimInstance (not seen)

Upcoming additions are:
Combat
Ledge Hang/Climb
Grab
Wall Cling/Run
Wall Dash

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LM Tomorrow

Here is a video for a project I worked on a few years back. Just stumbled upon it recently.

Get it on the app store 

Early Subvert Prototype

sbvproto

In later versions, we moved on to a modified version of an OTS FPS package on the asset store, but early on, all the character controls were handled by our own code. Here’s a peek at a demo scene we put together for the (unreleased) Armory Demo.

Art was done by a few team members, with all the programming and post-processing effects done by me.

Check it out below:

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JSON De/Serialization Using Unity and JsonFx

Difficulty: Medium

My previous JSON tutorial was a while ago, and it never covered actually deserializing data (but is still useful on it’s own), so rather than doing the second half on its own, this tutorial will cover all the steps from the beginning using  JsonFx.

∗ This guide is tested as of Unity 4.3.4f

 

Purpose

The purpose of serializing data is so that it can be stored or shared across different systems, or even applications. It creates a common data template that can be converted back and forth (serialized and deserialized) even when the source data is not one that is understood by the receiving system or application natively. There are various common formats that can be used (i.e XML, CSV,  Binary, or in our case, JSON), to serialize data into.

In our example, we’re going to create a class that lives within our application; a Sandwich. When we create an instance of it, it will exist in memory until we destroy it or the app is stopped. Once we turn off play mode in the unity editor (or close our window in a build), that data is gone. By serializing it, in this case to a text file using JSON, not only can we store it to the file system, but we can edit it offline and see the changes reflected in our application when we load it up again. This is all sort of odd-sounding without seeing it in action, so let’s get to it.

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New Blog Look and Content

Been a long time since I updated this blog.

I’m still trying to decide exactly what I could fill it with that would be of any value to ya’ll. More info coming soon.

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