This seems potentially very powerful. Complex state machines to manage AI behaviors was something that immediately came to mind. I thought, as someone already mentioned, an animation controller. This could manage a text adventure game. So many possibilities. I look forward to see what others come up with. Thanks for the awesome video!
I'm not going to lie it a little complex. With practice this is a very advance tool that can change our approach to layout between maps, boss logic, animation logic and NPC dialogue.
I only got to watch about 5 minutes of this ill definitely watch later so it might be covered but a good use would quest markers between multiple frames/maps the marker could point to the nearest exit to get you to the next are that links to the final destination
Flow charts for boss behavior would be so nice. I have a real bitch of a time going back and debugging my boss code several months after I've moved on to something else in the game. A flowchart would help greatly to keep track of all the phases and variables, from the code-salad my boss code is.
Interesting, thanks for sharing. I'm thinking of some advanced use cases, I can see it transform into a animation controller for example. But then the speed must be at least as fast as the normal control blocks. Any knowledge about that already? Cheers
I had a Similar idea as it reminded me off Godot's animation controller. You could then have when an animation finishes to go back to previous node. It on my list to play around with.
Not 100% sure what you asking but easiest method would be add the sine behaviour and set the property from horizontal to size and set the magnitude around 10.
Hey Reilly, do you have any videos up (or could you explain) about making level transition animations using timelines? i tried figuring it out on my own with no success, and your videos are usually a big help. thanks in advance!
I have done a basic fade to black video ua-cam.com/video/IVze3a1-_OQ/v-deo.htmlsi=tLZsNelJPtujvG9I But not with the timeline. Need to spend more time looking at the timeline in general but feels a little clunky. If I come up with anything useful will let you know.
Hi, I’m not sure if this’ll help and I don’t have a video for it but I like to do a loony toons type deal where I have a transition layer with an invisible black object that covers the whole layout and a circle that is as big if not bigger than the viewport with destination out. Then I open a timeline and add the circle to it. Then take away the x and y values to replace them with either scale or height and width I don’t remember if there is scale or not. Then I use the keyframes to shrink the circle size down to roughly my player size and keep it that size for like a second or so before quickly so that it feels snappy. I like to use the like the thing that lets it play in reverse so that it animates your character back in and it looks pretty good. On the event sheet side just whenever you need to transition you just set the circles position to your player, make the black object visible, and play the timeline. Then when you get to your new layout or wherever you put your player then set the circle to your player make sure that the black object is visible then play your timeline in reverse! I’m pretty sure you can do that after the timeline is done playing you make the black object invisible and voila a loony toons transition. It’ll take a lot of adjusting for your project but it’s a really fun looking transition. Hope that helps!
Thank you. C3 continues to surprise us with great updates!
Excited to see what you could do with it. Any ideas on how you could incorporate this into your own game? Idea I have so far is a tech tree
This looks so exciting to use! Thanks for the video!
Helped a lot! Thank you so much.
Thank you ! Cool tutorial 👌
This seems potentially very powerful. Complex state machines to manage AI behaviors was something that immediately came to mind. I thought, as someone already mentioned, an animation controller. This could manage a text adventure game. So many possibilities. I look forward to see what others come up with. Thanks for the awesome video!
It's great to have such a big feature like this. Never thought of ai, will have a play around.
thanks for making this. ❤🔥❤🔥
Of course!!
This makes things complicated instead of simplyfying.
I'm not going to lie it a little complex. With practice this is a very advance tool that can change our approach to layout between maps, boss logic, animation logic and NPC dialogue.
I only got to watch about 5 minutes of this ill definitely watch later so it might be covered but a good use would quest markers between multiple frames/maps the marker could point to the nearest exit to get you to the next are that links to the final destination
I love all the ideas that everyone has come up with already. Excited to see what everyone does with this.
Flow charts for boss behavior would be so nice. I have a real bitch of a time going back and debugging my boss code several months after I've moved on to something else in the game. A flowchart would help greatly to keep track of all the phases and variables, from the code-salad my boss code is.
Interesting, thanks for sharing. I'm thinking of some advanced use cases, I can see it transform into a animation controller for example. But then the speed must be at least as fast as the normal control blocks. Any knowledge about that already? Cheers
I had a Similar idea as it reminded me off Godot's animation controller. You could then have when an animation finishes to go back to previous node. It on my list to play around with.
Can you please tell me how to make an object pulsate? Thank you in advance
Not 100% sure what you asking but easiest method would be add the sine behaviour and set the property from horizontal to size and set the magnitude around 10.
@@gamedesignwithreilly Thanks. You are the best
Hey Reilly, do you have any videos up (or could you explain) about making level transition animations using timelines? i tried figuring it out on my own with no success, and your videos are usually a big help. thanks in advance!
I have done a basic fade to black video ua-cam.com/video/IVze3a1-_OQ/v-deo.htmlsi=tLZsNelJPtujvG9I
But not with the timeline. Need to spend more time looking at the timeline in general but feels a little clunky. If I come up with anything useful will let you know.
Hi, I’m not sure if this’ll help and I don’t have a video for it but I like to do a loony toons type deal where I have a transition layer with an invisible black object that covers the whole layout and a circle that is as big if not bigger than the viewport with destination out. Then I open a timeline and add the circle to it. Then take away the x and y values to replace them with either scale or height and width I don’t remember if there is scale or not. Then I use the keyframes to shrink the circle size down to roughly my player size and keep it that size for like a second or so before quickly so that it feels snappy. I like to use the like the thing that lets it play in reverse so that it animates your character back in and it looks pretty good. On the event sheet side just whenever you need to transition you just set the circles position to your player, make the black object visible, and play the timeline. Then when you get to your new layout or wherever you put your player then set the circle to your player make sure that the black object is visible then play your timeline in reverse! I’m pretty sure you can do that after the timeline is done playing you make the black object invisible and voila a loony toons transition. It’ll take a lot of adjusting for your project but it’s a really fun looking transition. Hope that helps!
Could this be used as a GOAP?
Possibly, it's nice to have a feature this big, I have so many ideas to play around with and try, can't wait to see what others do with it.
@@gamedesignwithreilly Definitely. I looks very promising. Merry Christmas Reilly. 🎄
blueprints....hmmmm
Hmm? Maybe
Flowcharts remind me 001 Game creator event editor, but 001 game engine have this system much easier