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OCTAHEDRON
United States
Приєднався 3 вер 2020
Solo game dev posting videos focused on game development in Unreal Engine 4, aimed at beginner to intermediate skill levels.
CONTINUUM - Early Access Trailer
Hey everyone!
A very sincere apology for the long hiatus from the channel, this is what I've been working on in the interim! I'm very excited to announce that my roguelike arcade shooter CONTINUUM launches in Early Access today! If you enjoy my content and are looking for a way to support the channel, consider grabbing a copy of the game. Looking forward to hearing your feedback and hope you have fun playing! As always, thanks for watching :)
Steam Store Page:
store.steampowered.com/app/2779150/CONTINUUM/
A very sincere apology for the long hiatus from the channel, this is what I've been working on in the interim! I'm very excited to announce that my roguelike arcade shooter CONTINUUM launches in Early Access today! If you enjoy my content and are looking for a way to support the channel, consider grabbing a copy of the game. Looking forward to hearing your feedback and hope you have fun playing! As always, thanks for watching :)
Steam Store Page:
store.steampowered.com/app/2779150/CONTINUUM/
Переглядів: 1 001
Відео
UE4/UE5 Tutorial: First Person Game Feel - Part 6: Sprint, Slide, & Double Jump (Movement Mechanics)
Переглядів 11 тис.Рік тому
How's it going everyone! In this episode, we'll be working on additional movement mechanics for our player character. Inspired by games like Destiny and Halo, this video covers sprinting, sliding, and double jumping. We'll likely return to this topic in the future with more refinements and features, but for now this episode lays the foundation for discrete movement modes and switching between t...
UE4/UE5 Tutorial: First Person Game Feel - Part 5: Aim Down Sights
Переглядів 19 тис.Рік тому
*UPDATE* It's recently come to my attention that Jack has removed his video on setting up a separate viewmodel FOV, so I've gone ahead and uploaded a copy of the material function to BlueprintUE. If you need any extra help getting it working don't hesitate to reach out via Discord or email. Cheers! First Person Viewmodel Material Function blueprintue.com/blueprint/p5kins_r/ How's it going every...
UE4/UE5 Tutorial: First Person Game Feel - Part 4: Procedural Camera Animation
Переглядів 14 тис.Рік тому
How's it going everyone! In this episode, we'll be building a system to generate procedural camera animations for a first person shooter. Using motion from the viewmodel's dominant hand, we'll create a function that dynamically adds offsets to the camera using an Animation Blueprint. Over the course of the series, we'll be covering topics such as weapon sway, first-person camera animation, thir...
UE4/UE5 Tutorial: First Person Game Feel - Part 3: Procedural Weapon Sway/Look Pointing
Переглядів 22 тис.Рік тому
How's it going everyone! In this episode, we'll be building a system to generate procedural weapon sway for first person games, taking inspiration from titles like Destiny and Halo. We'll also be creating and implementing sound cues for walking, jumping, and landing, as well as adding another layer of procedural animation for aerial movement. Over the course of the series, we'll be covering top...
UE4/UE5 Tutorial: First Person Game Feel - Part 2: Procedural Animation
Переглядів 31 тис.2 роки тому
How's it going everyone! In this episode, we'll be expanding on the work we started by adding essential features like smooth crouching and coyote time, as well as establishing a system for procedurally animating our first-person mesh. Over the course of the series, we'll be covering topics such as weapon sway, first-person camera animation, third person meshes, reactive HUD elements, and more! ...
UE4/UE5 Tutorial: First Person Game Feel - Part 1: Getting Started
Переглядів 24 тис.2 роки тому
. How's it going everyone! This video marks the start of a tutorial series made with the intent to explain how to create a smooth first-person player controller in Unreal Engine 4, inspired by games like Halo, Destiny, and Splitgate. Over the course of the series, we'll be covering topics such as weapon sway, first-person camera animation, third person meshes, reactive HUD elements, and more! I...
*OUTDATED* UE4 Tutorial: First Person Game Feel - Using Look Pointing/Blendspaces and Spring Arms
Переглядів 44 тис.4 роки тому
This tutorial is very old and not representative of an expandable, reliable system for weapon sway/look pointing! Please refer to my new tutorial series for the most up-to-date information and techniques on creating great game feel for your first person shooter! Thanks for watching. How's it going everyone! The goal of this tutorial is to show you how to implement a simple look pointing/first p...
Hi is there any chance to continue game feel series soon? Awsome game
Hi, Sir is it coming soon another tutorial game feel.
This tutorial is amazing, but one question. Where should the Walking TL be played? I've got it so that there's nothing connected in the Play/Play From Start node, so where should it be connected?
For anyone wanting to make a nice smooth crouch for a multiplayer game; It's more reliable to use Event Tick than it is to use a timeline. 3 float variables; CapsuleHalfHeightStanding, CapsuleHalfHeightCrouched, TargetCapsuleHalfHeight. The standing and crouched variables are static and read-only. On the crouch input, the Target variable gets set to the crouched height, and on release, it gets set to the standing one. On tick, you use an FInterpTo node, get the capsule component's current scaled half height, plug the target into the target pin, use the tick for delta time, and create a variable for interp speed that you can adjust how you see fit. I have my standing set to 88, crouched set to 44, and lerp speed set to 15. Timelines can get out of sync, and also have a chance to be interrupted and have the character bug into floors or fly.
Are Your Tutorial Assets and these animations are free like can i use them in my game which i will publish to play store do they have commercial use allowed
Please continue it!
Бро , это выглядит очень интересно, я бы поиграл в эту игру!
Hey man, I know its a bit late but will you continue your series? You are really great at explaining your stuff and I want to learn from you
why did you stop creating tuts :(
it's a diamond
Do you still plan to continue the series OCTAHEDRON? It's such a high quality content, I'd love to see more. Also - another venue of the first person game feel would be melee combat.
Thank you so much for providing us with these awesome tutorials, genuinely exactly what i was looking for! :)
Wow this looks incredible!
looks great!! game has a doom vibe. well done. waiting for it...
Movement mechanics should be in the movement component, not just anywhere, bad game software architecture...
is there any particular reason we use a scene component (FP_Root) for the setup at 4:20? Ive never watched a tutorial that set it up this way which is why im curious
alpha channel of colormap texture is broken
Hey man this looks great! Your tutorials are by far the best I have found for both game feel and understanding how the systems work. I was really hoping you'd continue with the mantling project, as that is one of the single most requested features in most fps games. Just thought I'd throw my 2 cents in, thank you very much for your tutorials so far. When I have some munnies I will scoop your game :) It looks really good. In the meantime I will wishlist it to help it on steam!
Looks really fluid bro 👍
Glad you to comeback.First of all I wish you success and hope you reach where you want.It's really looks like awesome and showing action.I want to ask you about FPS tutorials.Are you keep going and finish the tutorial series or not brother?With all my good wish.
Looks great!
I've never even heard of this but ngl it looks good, ima be lookin at this game now lol
nice
looks cool
Looks great! One thing I'd include in future trailers is a bit of in-game audio, it is a bit jarring to only have the music without sound effects from what I can tell
you’re 100% right, I’ll keep it in mind going forward!
Yes! That's exactly what i was thinking. But otherwise it looks pretty good👍
looks rad!
Best of luck! Huge fan of the tutorials and this looks dope!
fireee
Metroid meets Halo! I love it!!!
🔥
Hell yeah! Big fan of the FPS tutorials you've made, helped me in my own projects immensely. Game looks sick, I picked it up!
Glad I could help you out 😁 and thank you for the support!
@@octagamedevwill you ever touch on the other parts of your tutorials? they sort of ended abruptly
Dope asf
looks amazing! definately going to my steam library
Thanks so much, hope you have fun with it!
sick
Is that ue4?
screwed all that up at 2:42 local nodes i didnt hear that when building it early in the tut
!!To anyone who's Sprint Animation looks too fast!! On Event graph, Head over to the Timeline Walking Animation in the (Get Alpha of Walking "Intensity") section, add a clamp Float from the (Normalize to range) node and plug it into the (B) of the Select Float. He forgot to add that in the video. :)
Been loving the series! Can't wait for Part 7! One issue I came across is that the sprinting animation appears to be really fast compared to yours in the tutorial.. I double checked a few times but everything appears to be set the same as you've outlined.. 🤷♂
Hey! On Event graph, Head over to the Timeline Walking Animation in the (Get Alpha of Walking "Intensity") section, add a clamp Float from the (Normalize to range) node and plug it into the (B) of the Select Float. He forgot to add that in the video. :)
@@MIST3HH You rock!!
For anyone else struggling with the reload anim not showing... In the Camera_AnimBP, use "CamOffsetCurrent" not "CamOffset"... In the video he shows CamOffset but says CamOffsetCurrent. @2:52
Weapon animation works. Why isn't the character's hand animation working for me?
Pleasw finish the series this year, lol 😆 😂 i love it but wanna see it at the final stage
I agree this opened my mind following the series to how fps is actually done correctly this is one way to do that. Great job!
I don't even need this particular info, but the presentation and content is the most efficient/professional stuff I've ever seen on UA-cam. Hope you stopped making tutorials because you're making big bank at some AAA company, cheers man!
dam this is basically impossible to follow
AT 10:01, where does the "Draw debug" nodes come from? I'm getting an error on the connected "select" node because I cant find it
hey quick question what plugs into the walking timeline i must have missed it lol
I was wondering too, but realised that he selected 'AutoPlay' in the timeline settings
this work only for 1 scope, how can i use it for different scopes and different weapons?
Hey there, we’ll cover adding more weapons/scopes in a future video but you can use this setup for pretty much any weapon! If you have more specific questions feel free to reach out on Discord and I’ll do my best to help you out
In case anyone is experiencing stretching during the animation preview in the character's hands for the UE5 First Person Arms, I'd recommend following this video: ua-cam.com/video/IaGiebx43FI/v-deo.html Just add the TPP template, and retarget the animations from the UE4 Mannequin to the FPArms. Must've something to do with how the UE5 rig is set up in comparison to the classic UE4 one.
is it the arm put down ? but my folder dont have mannequin ue4 folder
@@LEUNGPeter-i7w Hi, it's been a while since I worked on the project, and fixed the issue. However, from what I understand, you're missing the UE4 mannequin. To add it to your project, just Right Click on the Content Browser > Add Feature or Content Pack > Third Person. It will add to your projects all the folders you would expect from the third person template, and will merge some files with already existing folders of the same name. You should be able to find the UE4 mannequin in there
@@MKSTV-A thank you so much bro,i cant make it hand go back to,i think i will set down ue4 to do the series
@@MKSTV-A i get you bro,thank you so much,very nice
@@LEUNGPeter-i7w Hope I could be of some help. Good luck with the tutorial!
the fingers for all the animations are all spread out unnaturally wide. Also when I look at the animation in the BP_firstpersonCharacter the fingers are fixed, but every other joint on the character is slightly off. Any ideas for fixes?
This is the first I’m hearing about this type of issue, feel free to DM me on Discord and we can try to get it sorted!
what if the character is X forward? what happens to all the procedural animations?
Hey there, this setup should still work with a different forward axis it’ll just take some tweaking. If you need help working through the specifics feel free to reach out on Discord!