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
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
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:
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 […]
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.