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We’re so back

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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 

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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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Tweaking AI Behavior

I did some work on the SBV State Machine today. I’m making it as open-ended as possible, to allow for easy integration with our custom mission system.

Sadly, there is not enough time in a day!

 

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Unity 3.5 NavMesh Feature

I’ve been playing a lot with the Unity NavMesh feature lately and I gotta say, it’s a really fun feature. There have been several third party solutions to pathfinding for Unity, and I’ve used a few of them myself, but Unity’s just has that je ne sais quoi. The API is very user-friendly, and  building new NavMeshes is as easy as clicking a button.

The only (major) drawback I can think of is that it’s exclusive to the Pro version. While this makes the Pro version more appealing (as if it needed to be), it leaves out a very important feature that Unity’s competitors have had for a long time.

We’ll see how far I can push this system before I break it!

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