Thank you! I have to say I watched your videos a lot whilst making my own, and your god of war project download was really useful as well, I really appreciate you sharing it !
Hy, i have a question:but to rig spider man, did you recreate the unreal engine skeleton or did you use another method? I love our videos , can you do : how to create game like uncharted
I recreated it in blender yeah, just copied the bone names, hierarchy and positions. Thanks ! I will be doing something unchartered related this year for sure, most likely the climbing system.
You should show us how to do the cool catapult over wall move he does when wall running over the edge of a wall/building on button press;) Skip to 0:26 of this video to see what I mean. Any updates on a release window? Can’t wait to jump into the code and see the ins and outs of everything up close! :)
I will consider it as I have already thought about how to achieve that ! Release window's dropped back a bit because of family and xmas but will be coming in a week or two for sure
So after all this time I have successfully used your wall run system to achieve my goal of having my character run up any geometry building. However, now his rotation is locked to the X and Y forward vector intstead of normal rotation when he jumps off the wall. Any idea where I went wrong? Is movement locked the culprit perhaps?
Good stuff ! Its hard to say what the problem is exactly without more information. Do you mean that he doesnt rotate back to normal when exiting a wall run ? Like he stays oriented towards the wall ? I think you might need to add a tick function for regular rotation, then when not in wall run mode this will lerp his rotation back to 0 on X and Y
@@LewisFiford Thank you for a speedy response! So if you looked at my recent update video you noticed the camera forces the character movement to strafe instead of going forward backward on x and y axis. This is my current problem when the wall run exits. I will look into the interpolation tick function. Thanks again!
You are awesome, thank you so much for giving this project. You are so talented, cant wait for new tutorial. Much more people should hear about your channel. I will share all your tutorials. Very imressed of your thinking and problem solving.
Question I’m working on a comic where making character can wall run but I’m trying to determine weather how the placement of the feet touch the wall like is it the full pad foot touching the wall and the body at an angle or the body straight and the foot is only touching the outside edge of the foot to the wall. How would the correct way to portray it when I’m drawing the character.
With these kinds of fantasy moves you can decided what the best way to do this is. But I think you'd struggle to make the full foot touch the wall without over bending the ankle 2bh
How do you get this to even work? I copied pretty much everything done here and looked at the way the project itself was set up and I can't get it to do anything at all. I mean sometimes something will actually register and I just get stuck unable to move at position 0,0,0 of the map. I wanted to change a couple things here, so if you press a certain button he'll follow the wall and will hop off once you either hit the end of the wall or input the jump command, but I can't even do that because the dude wont even get on a wall in the first place. I'm not trying to make any spiderman stuff, I'm just trying to use and modify this method so I can make a wallride mechanic for skateboarding, if you have any idea what I can do please lemme know.
That doesnt sound too tricky I'm sure you can do it :) my advice is to take it in small steps and keep testing at every point. Debug everything, print strings, traces etc. There are a lot of subtleties to this sort of thing as UE's CMC isnt really designed with this in mind so we are fighting against it almost. If you are still struggling after debugging in small steps try and run through the character settings and CMC settings in my project file. I can't remember changing anything fundamental in any of the settings but its possible something there is causing you trouble.
hey lewis, this system is super janky sometimes and really hard to recreate, can you maybe please make an in depth tutorial about it but without all the spiderman code? like an empty project just for this? thanks :)
I know I am late haha but I have to commend you man, this is incredible work and you are super talented. You deserve so many more views for the amount of work you have put into this series
wow this is 4 years old and i found it now in 2024 :)) ...as starter may i ask how can i use only the wall running in a separate project :D (i know there is the project to download but there so much things inside that anything i change i miss up the hole thing :))))
This is amazing! the one thing i would suggest is making a new run cycle for spidey when he's running up the wall because i don't think he would be able to keep himself on the wall running at that speed. I suggest making a faster run cycle and make him occasionally spin webs at the wall to keep him on
Thank you :) Perhaps not this method exactly but you could definitely use something very similar. I actually considered doing BOTW climbing myself recently and I think I'd use a similar approach. The line trace here is quite weak at dealing with bumpy collisions though, so would maybe replace that with a sphere/capsule trace or 'get closest point on collision'
@@LewisFiford okay thanks for the tips. I'll keep watching in case you put out a tutorial. I have been searching and it is a huge mystery I don't think anyone has covered. Probably because of the complexity. Keep up the awesome work!
Idk how many time i watch this video to get a acceptable result, this is hell of a work u did there man! GJ i want to perform a "Prototype/Spiderman" like system and this help me so much, but, damn, it's hard to understand whats you did by watching this short video and reading the project's code x) The result i want is not quite there but its near, i guess i missed somethings ^^
Thank you ! You'll get there with it im sure, but does take a lot of patience. I do still plan on doing some more in depth stuff on this in the future so will try and come back to it when I have the time :)
@@LewisFiford no thank YOU! I probably never would figure this out without your help. Be Sure that the bell is ticked and i'll will be there when it happen :) (sorry if my english is a little bad ^^)
@@LewisFiford the lean system don't work for me, i guess i've to dive a bit more in it ^^ Btw when i stop moving on a wall, my character continu the movement for a bit (its really frustrating ^^) an idea of what a have missed? I don't want to bother u but im almost a newbie and an algebra allergic ^^
@@Rystaal Its not an easy project to get your head around for a newbie :) so good effort for getting this far. Hard to say 2bh I havent looked at this project in a while. Should be something executing off of MoveForward/MoveRight - or could be something in the CharMovementComponent - 'braking Deceleration falling' maybe or something like that. As for the lean, I used a similar method to ALS - which is free from the UE4 store, might be worth checking out that, but its complicated too :)
did you experiment with different approaches to the wall running i think maybe there is better ways to avoid the confusion the character stumble in sometimes when reach a corner or the camera changes angles..
Oh baby, I've been looking for something like this forever! Thank you so fucking much man! (also this is the best like to dislike ratio I've ever seen!) Is there a way to give you money? Because third person wall running is one of the biggest issues I've had with implementing the type of movement that I wanted in my game!
You're very welcome ! Really glad you like the video. I may well do a Patreon or something in the future when I'm releasing more videos but for now, if you'd like to get the project files on Gumroad you can give a donation there if you like :)
Hate to necropost, ...is this necroposting? Anyway, a sub had asked me how I did this myself for the most part and this is what I told them since lot of you have wondered how to get this system going. For the technically inclined, go ahead and reconstruct the physics behind rotation and wall normal vectors determining speed (such as how fast is the player approaching the wall) as you would if you were theorizing in college. For those of us that just want a working build, you use animation retargeting so you can mimic the animations Lewis' Spiderman has, and recreate the animation blueprint then copy/paste the character blueprint into the project. I am in the middle of both spectrums so I understood the math needed to get it to work, but ultimately copied the blueprint nearly identical to Lewis' project. This allows my player to simulate what spiderman is doing without all of the spider poses and then just delete the web code in the player blueprint since my character simply runs up the wall instead of swinging to points of geometry. Then add a switch in the anim blueprint so animation notifies but nothing actually executes. Hope this helps a lot of you and good luck. To Lewis, great job on the system and I can't wait to see more content from you!
Could you try to make the stun effect, from the stun grenades, of the game? It's one of the best I've ever seen, I'm really curious on how it would be made.
When following this tutorial and using the free template download, I have an Issue when trying to add this to Advanced Locomotion System (v4). The character transitions to the wall, then immediately comes back down onto the ground as if he ends the wall run.
hmmm, sounds strange. How did you 'add' this to ALS v4 ? Its not really designed as an add on system, so I'd imagine there will be lots of things that need to be changed to merge with ALS
@@LewisFiford I tried both copying from the final template and following this video, creating everything as you explained it. If you could add the wallrun to ALSv4 (which is free) id be willing to pay for your time
Is it possible to follow the instructions in this video to recreate it yourself, or are there things not shown in their entirety? I tried to download and use the completed project but my shitty lil laptop is having a hell of a time trying to run it.
Or at least, how hard do you think it would be to just copy and paste the wallrunning blueprints into a new project? Did you start from scratch or build off of the 3rd Person base?
That depends on your level of experience... and patience :) I didnt leave anything major out of the video but I didnt intend it as a step by step guide. Copy and pasting should be fine if you take it slowly and debug your steps. It was from scratch but works like the TP template pretty much, no cpp needed
@@LewisFiford ok cool, I appreciate it. I'm more experienced with Unity and Godot so I've gotta practice a bit with Unreal but hopefully I'm able to wrap my head around it fairly quickly.
The previous two videos have automatic subtitles, but this one doesn't. I'm not good at English, so the automatic subtitles are helpful. I'd appreciate it if you could change the settings so that subtitles are generated.
Bro this is so cool, I was looking for something like this for a long time, its hard to follow along as some of the nodes you used are unfamiliar to me, but ill try
Thanks! You can download the example project from here so this should be helpful to figure out exactly whats going on ua-cam.com/video/3SFu3uoFQIM/v-deo.html
Thanks ! There are a few ways you could go about this. The simplest would be to perform a check while the wall run traces are ticking, to see if either the sprint button is still held down, or if the characters velocity is < some value. (Or even if its less than it was last tick - you'd need to store the current velocity after that check in this case) then if the check finds that its true, then close the tick gates and execute the exit wall run code
@@djshiro82 it says for business enquiries - view email address - not sure why you can't see it. I have checked using different youtube account and had a few emails from people who found it that way
Damn man I found your channel! omg I iwsh I had found it sooner, you have a amazing sense of creativity!!!! keep up the phenomenal work!!!!! I will support you 100% your talent is AMAZING!!!!
Is there anyway you could share the blueprints you made with this for following along? Im a beginner and the video is a little fast for me. Edit Oh I just saw where you said youd be giving it away for free soon lol.
For sure. As mentioned in the video and description I will be sharing the project files soon with my next video, once I have tidied up the project a bit and got rid of some bugs
@@LewisFiford I was about to ask you that. Batman Arkham series, as we know, was created using Unreal Engine (3) so I always wondered how did they create some of very the very interesting mechanics in the game using the engine.
@@furrybproductions Right gotchya ! No i wouldnt reccomend it, this set up is designed specifically for going on walls and upside down. The built in character movement component would be able to handle going prone much better. Would be good indea to decrease capsule half height for this too
woah amazing better than spider man ps4 really 100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000/10 but mod selfie gonna by avaible pleaze answer
Please! Do a tutorial about: -how to make spider-man spider-cence. -how to make a normal city, i mean the cars and the people. -how to make spider atacks, web balls and defence. -how to make a spider-cense atack
So basically you want the guy to teach us how to make na entire Spider-Man type game, right? The point of these vídeos is to show you how he approached using his own solutions. Nobody works for free, in the game industry if you are a programmer you have to figure out how to make these systems pretty much by yourself. I'd say study hard like Lewis did and you may figure out how to make everything that you asked him to do.
@@zagolin12 actually, i was talking about examples, his videos are like examples, and because im going to graduate and enter a university. I just want to know more about the progaming about videogames for the future xD
-Spider-sense: If you mean kinda like the "counter" or "parry" from the game, just like the batman arkham series and the mordor series, you probably would just have and animation notify, and if the player pressed the counter button on the right time, during the anim notify, the counter would happen, if there's a counter to happen (Look into Unreal Engine animation notify) (You can also look on how to make a parry/counter system and see other options) -City: There's a lot into that, but you usually uses splines to set a predetermined path for the people and the cars to move along, if anything "out of normal" happens, like collision with other people or even the player itself, it would try to get back to it's path has soon has possible. In the PS4 Spider Man game, cars seems to stop when you are standing in their way, and just get back to moving when you are out, and people usually stop to cheer or to curse spider man. (Look into Unreal Engine spline based movement) (You can also look on how to make a living city with cars and people and see other options) -Spider attacks: Don't know exactly what you mean here, spider man attacks? robot spider attacks? real spider attacks? any way, that is usually just an animation played when the player press the attack button, or when something has to attack, be it AI controlled characters or anything else, and there would also be some sort of collision detection, be it on the character hands or feet, in order to detect if the attack actually hit something, and if it did what was hit in order to deal damage to it. The same goes to defence, an animation is played, probably on loop, while the player holds the defend button, likely it's state will be changed to defending and any interaction in the context will know it is on defence stance and act accordingly, be it to deal no damage at all, reduced damage, and reduce player stamina for each hit, if it's the case. Web balls, are you talking about web grenades or the quickly shooting webs? Or something else? Either way, it will also play basically the same way, play an animation, spawn the web or the web grenade from the spider man mesh hand, in the case of web shooting make it go forward and stop when it collides with something, doing what it must do, stun the enemy, if it goes until it's max range without triggering any collision, or collide with a wall, static mesh or anything that is not an enemy, just disappear. In the case of web grenade the same thing basically but it will explode no matter what and deal damage or stun in it's range area. (Look into character attacking and defending, skills/abilities and grenades) -Spider-sense attack: Would that be just the parry/counter counter attack? That would just be to attack the enemy you parried if you managed to do so on the right time, also just using animations and animation notify. (Look into counter/parry attack) Unreal is the engine used in this video, and the one I can talk to you about, and probably the one with most tutorials out there, but is not the only one, there a a lot of others out there but I recommend you start learning Unreal Engine first so if you are going to dig up on all this stuff look for it on unreal engine. This are just my guesses, so I can be wrong, and anyone is welcome to correct me or come with different ways to do the same thing. There is a lot more to every single one of this subjects, nothing is has simple has it looks, this is just a resume about how the things you are asking for would be done.
Can you tell me where the controller blueprints are? I'm trying to find them in the project download and have looked for 30 minutes and can't find them. Just the animation blueprints are found. I can't figure out where all of the controls are programmed like you are showing us.
Incredible work so far. Can't wait for the next project.
Well. That project is well made ... it needs some materiels for buildings and a lot of work but the spiderman was the greatest thing ! Excellent !!!
You're making some really great content!
Thank you! I have to say I watched your videos a lot whilst making my own, and your god of war project download was really useful as well, I really appreciate you sharing it !
returns with the videos and this project, it's really good
Hy, i have a question:but to rig spider man, did you recreate the unreal engine skeleton or did you use another method? I love our videos , can you do : how to create game like uncharted
I recreated it in blender yeah, just copied the bone names, hierarchy and positions. Thanks ! I will be doing something unchartered related this year for sure, most likely the climbing system.
You should show us how to do the cool catapult over wall move he does when wall running over the edge of a wall/building on button press;)
Skip to 0:26 of this video to see what I mean.
Any updates on a release window? Can’t wait to jump into the code and see the ins and outs of everything up close! :)
I will consider it as I have already thought about how to achieve that ! Release window's dropped back a bit because of family and xmas but will be coming in a week or two for sure
Lewis Fiford
Awesome! Can’t wait! :)
So after all this time I have successfully used your wall run system to achieve my goal of having my character run up any geometry building. However, now his rotation is locked to the X and Y forward vector intstead of normal rotation when he jumps off the wall. Any idea where I went wrong? Is movement locked the culprit perhaps?
Good stuff ! Its hard to say what the problem is exactly without more information. Do you mean that he doesnt rotate back to normal when exiting a wall run ? Like he stays oriented towards the wall ? I think you might need to add a tick function for regular rotation, then when not in wall run mode this will lerp his rotation back to 0 on X and Y
@@LewisFiford Thank you for a speedy response! So if you looked at my recent update video you noticed the camera forces the character movement to strafe instead of going forward backward on x and y axis. This is my current problem when the wall run exits. I will look into the interpolation tick function. Thanks again!
Awesome Work! You are genius!
I do not understand why you are not in ubisoft. But do you do the animations? If yes with what?
Hi synix you are my idol😊, why are you here?
greet me please, my name is Luke😁
Ti prego scrivimi ti adoro. Sei il mio youtuber preferito
give Lewis a medal he deserves it
give Lewis a medal he deserves it
Thank you for the kind words :) some of the basic animations are from mixamo.com but most of them I made using a combination of blender and UE4
Superb stuff. I do C++ for a living and I think what you are doing with blueprints is more complicated than most of the code I write :)
Thank you very much for great videos. We miss you :)
You're very welcome ! I really hope to return to making videos soon, I miss being active on youtube :(
@@LewisFiford make a comeback video. I'm sure you have a lot of great ideas for a new tutorial :)
You are awesome, thank you so much for giving this project. You are so talented, cant wait for new tutorial. Much more people should hear about your channel. I will share all your tutorials. Very imressed of your thinking and problem solving.
VR Media many thanks :)
Question I’m working on a comic where making character can wall run but I’m trying to determine weather how the placement of the feet touch the wall like is it the full pad foot touching the wall and the body at an angle or the body straight and the foot is only touching the outside edge of the foot to the wall. How would the correct way to portray it when I’m drawing the character.
With these kinds of fantasy moves you can decided what the best way to do this is. But I think you'd struggle to make the full foot touch the wall without over bending the ankle 2bh
How do you get this to even work? I copied pretty much everything done here and looked at the way the project itself was set up and I can't get it to do anything at all. I mean sometimes something will actually register and I just get stuck unable to move at position 0,0,0 of the map. I wanted to change a couple things here, so if you press a certain button he'll follow the wall and will hop off once you either hit the end of the wall or input the jump command, but I can't even do that because the dude wont even get on a wall in the first place. I'm not trying to make any spiderman stuff, I'm just trying to use and modify this method so I can make a wallride mechanic for skateboarding, if you have any idea what I can do please lemme know.
That doesnt sound too tricky I'm sure you can do it :) my advice is to take it in small steps and keep testing at every point. Debug everything, print strings, traces etc. There are a lot of subtleties to this sort of thing as UE's CMC isnt really designed with this in mind so we are fighting against it almost. If you are still struggling after debugging in small steps try and run through the character settings and CMC settings in my project file. I can't remember changing anything fundamental in any of the settings but its possible something there is causing you trouble.
hey lewis, this system is super janky sometimes and really hard to recreate, can you maybe please make an in depth tutorial about it but without all the spiderman code? like an empty project just for this? thanks :)
Amazing work! Would love to watch live streams of your work.
Woah so cool good job +1 subscriber but when the game be downloable plz answer
I will be sharing the project files in a couple of weeks, just have to polish things up a bit first
@@LewisFiford photo mod gonna .be avaible
U would be perfect for a vr spiderman game. would love to see it one day, keep up the good work!
I know I am late haha but I have to commend you man, this is incredible work and you are super talented. You deserve so many more views for the amount of work you have put into this series
Thank you for the kind words ! I hope to come back to this series full time soon, when work and personal life allows for it
wow this is 4 years old and i found it now in 2024 :)) ...as starter may i ask how can i use only the wall running in a separate project :D (i know there is the project to download but there so much things inside that anything i change i miss up the hole thing :))))
This is amazing! the one thing i would suggest is making a new run cycle for spidey when he's running up the wall because i don't think he would be able to keep himself on the wall running at that speed. I suggest making a faster run cycle and make him occasionally spin webs at the wall to keep him on
Great work! Would this method work for a Zelda BOTW wall climb? Just swapping out the animations and movement speed on wall detection?
Thank you :)
Perhaps not this method exactly but you could definitely use something very similar. I actually considered doing BOTW climbing myself recently and I think I'd use a similar approach. The line trace here is quite weak at dealing with bumpy collisions though, so would maybe replace that with a sphere/capsule trace or 'get closest point on collision'
@@LewisFiford okay thanks for the tips. I'll keep watching in case you put out a tutorial. I have been searching and it is a huge mystery I don't think anyone has covered. Probably because of the complexity. Keep up the awesome work!
Idk how many time i watch this video to get a acceptable result, this is hell of a work u did there man! GJ
i want to perform a "Prototype/Spiderman" like system and this help me so much, but, damn, it's hard to understand whats you did by watching this short video and reading the project's code x)
The result i want is not quite there but its near, i guess i missed somethings ^^
Thank you ! You'll get there with it im sure, but does take a lot of patience. I do still plan on doing some more in depth stuff on this in the future so will try and come back to it when I have the time :)
@@LewisFiford no thank YOU! I probably never would figure this out without your help. Be Sure that the bell is ticked and i'll will be there when it happen :)
(sorry if my english is a little bad ^^)
@@Rystaal No worries at all :) you're very welcome !
@@LewisFiford the lean system don't work for me, i guess i've to dive a bit more in it ^^
Btw when i stop moving on a wall, my character continu the movement for a bit (its really frustrating ^^) an idea of what a have missed?
I don't want to bother u but im almost a newbie and an algebra allergic ^^
@@Rystaal Its not an easy project to get your head around for a newbie :) so good effort for getting this far. Hard to say 2bh I havent looked at this project in a while. Should be something executing off of MoveForward/MoveRight - or could be something in the CharMovementComponent - 'braking Deceleration falling' maybe or something like that. As for the lean, I used a similar method to ALS - which is free from the UE4 store, might be worth checking out that, but its complicated too :)
did you experiment with different approaches to the wall running i think maybe there is better ways to avoid the confusion the character stumble in sometimes when reach a corner or the camera changes angles..
Oh baby, I've been looking for something like this forever! Thank you so fucking much man! (also this is the best like to dislike ratio I've ever seen!)
Is there a way to give you money? Because third person wall running is one of the biggest issues I've had with implementing the type of movement that I wanted in my game!
You're very welcome ! Really glad you like the video. I may well do a Patreon or something in the future when I'm releasing more videos but for now, if you'd like to get the project files on Gumroad you can give a donation there if you like :)
This is AWESOME! Thank You!
Hate to necropost, ...is this necroposting? Anyway, a sub had asked me how I did this myself for the most part and this is what I told them since lot of you have wondered how to get this system going. For the technically inclined, go ahead and reconstruct the physics behind rotation and wall normal vectors determining speed (such as how fast is the player approaching the wall) as you would if you were theorizing in college. For those of us that just want a working build, you use animation retargeting so you can mimic the animations Lewis' Spiderman has, and recreate the animation blueprint then copy/paste the character blueprint into the project. I am in the middle of both spectrums so I understood the math needed to get it to work, but ultimately copied the blueprint nearly identical to Lewis' project. This allows my player to simulate what spiderman is doing without all of the spider poses and then just delete the web code in the player blueprint since my character simply runs up the wall instead of swinging to points of geometry. Then add a switch in the anim blueprint so animation notifies but nothing actually executes. Hope this helps a lot of you and good luck. To Lewis, great job on the system and I can't wait to see more content from you!
Could you try to make the stun effect, from the stun grenades, of the game? It's one of the best I've ever seen, I'm really curious on how it would be made.
Amazing man thank you soo much :)
is it possible to have a full Guide on how to Run on Walls vertikally?
Wow, i hope to be this good at making games someday.
When following this tutorial and using the free template download, I have an Issue when trying to add this to Advanced Locomotion System (v4). The character transitions to the wall, then immediately comes back down onto the ground as if he ends the wall run.
hmmm, sounds strange. How did you 'add' this to ALS v4 ? Its not really designed as an add on system, so I'd imagine there will be lots of things that need to be changed to merge with ALS
Shouldnt be too hard though, just may take a little time
@@LewisFiford I tried both copying from the final template and following this video, creating everything as you explained it. If you could add the wallrun to ALSv4 (which is free) id be willing to pay for your time
@@dominiccambra7963 did you ever get it inside ALS?
@@GameDevUE nu
Holy f###!! Great job, man!!
Is it possible to follow the instructions in this video to recreate it yourself, or are there things not shown in their entirety? I tried to download and use the completed project but my shitty lil laptop is having a hell of a time trying to run it.
Or at least, how hard do you think it would be to just copy and paste the wallrunning blueprints into a new project? Did you start from scratch or build off of the 3rd Person base?
That depends on your level of experience... and patience :) I didnt leave anything major out of the video but I didnt intend it as a step by step guide. Copy and pasting should be fine if you take it slowly and debug your steps. It was from scratch but works like the TP template pretty much, no cpp needed
@@LewisFiford ok cool, I appreciate it. I'm more experienced with Unity and Godot so I've gotta practice a bit with Unreal but hopefully I'm able to wrap my head around it fairly quickly.
@@sonicbelmont300 No worries ! I hope it goes well
The previous two videos have automatic subtitles, but this one doesn't. I'm not good at English, so the automatic subtitles are helpful. I'd appreciate it if you could change the settings so that subtitles are generated.
Bro this is so cool, I was looking for something like this for a long time, its hard to follow along as some of the nodes you used are unfamiliar to me, but ill try
Thanks! You can download the example project from here so this should be helpful to figure out exactly whats going on
ua-cam.com/video/3SFu3uoFQIM/v-deo.html
any chance you could combine this asset with Advanced Locomotion?
can you make the web of shadows style wall runnig?
You are amazing, how would you go about making it so a character falls if they slow down while wall running, instead of going to a crawl idle?
Thanks ! There are a few ways you could go about this. The simplest would be to perform a check while the wall run traces are ticking, to see if either the sprint button is still held down, or if the characters velocity is < some value. (Or even if its less than it was last tick - you'd need to store the current velocity after that check in this case) then if the check finds that its true, then close the tick gates and execute the exit wall run code
But where do you get the animations
You can get the advanced Spiderman model here: sketchfab.com/3d-models/spiderman-ps4-d41a75697e2040069997e74072794a98
Why is it that this doesn't work with a controller?
Are you guys still working on the pc version of this game
It was just me, and wasnt intended to be released. Just a game design experiment really
can you make dragon ball like transformation into another mesh mechanic
I can't wait :) About how long it takes.
In 2:10 From where is de boolean is wall inclined surface
Can you do first Uncharted 4 climbing!
Now I have tried to build 1 building. I will show you if it is OK or not. Where can I send pictures?
Join my Discord group. You will see my updates.
My email address is on the about page of my channel so please send to there
@@LewisFiford no email there
@@djshiro82 it says for business enquiries - view email address - not sure why you can't see it. I have checked using different youtube account and had a few emails from people who found it that way
@@LewisFiford I'm on mobile so that mite be problem lol
Damn man I found your channel! omg I iwsh I had found it sooner, you have a amazing sense of creativity!!!! keep up the phenomenal work!!!!! I will support you 100% your talent is AMAZING!!!!
Wild Relic Productions Thank you :) I’m really glad you’re enjoying the videos so far !
its for android? p.s sorry for my english im from росии да я rusian
Just PC
why the music tho? it's hard to listen to you on top of that epic stuff in the back...
Marvel's Spiderman is for PC now
Do Watchdogs 2 next
Getting it for xmas so it's a possibility!
Is there anyway you could share the blueprints you made with this for following along? Im a beginner and the video is a little fast for me.
Edit
Oh I just saw where you said youd be giving it away for free soon lol.
For sure. As mentioned in the video and description I will be sharing the project files soon with my next video, once I have tidied up the project a bit and got rid of some bugs
Lewis Fiford sweet! Can’t wait!
how to i open the game?
Really hope this works in ALS
Wallsliding downwards as in as2 too pls
Sometime in the future can you do Arkham Combat?
I will definitely consider it ! It's a very interesting and iconic combat system for sure
@@LewisFiford I was about to ask you that. Batman Arkham series, as we know, was created using Unreal Engine (3) so I always wondered how did they create some of very the very interesting mechanics in the game using the engine.
Lewis Fiford dude you need more subs. This is seriously some awesome work!
How do you not have more subscribers
Why don't you make tutorials for unity?
Ahhhh post iittt!! Im dying for the tutorialll
Pleases?
How can this be used for prone movement on the ground?
Im not sure what you mean, sorry
@@LewisFiford I was wondering if this setup for wall crawling could be used for normal crawling. Lol
@@furrybproductions Right gotchya ! No i wouldnt reccomend it, this set up is designed specifically for going on walls and upside down. The built in character movement component would be able to handle going prone much better. Would be good indea to decrease capsule half height for this too
can you make watch dog like hacking mechanic
Plz create combat system of Spiderman also
Just need some result to make this project to great game its just high animation the programming are great
Amazing!! Anmazing!! Can u make tutorial for beginner?
The series is a bit more focussed on more advanced aspects of game mechanic design, but some future videos will be more focussed on beginners yes
If you using cascadeur for your animation was better than you make with unreal engine
Dude, I would be willing to pay for this
Just need to polish it up and it'll be going on Gumroad for free soon
Mann I just cant get the traces to work properly
what is it you're struggling with ? The download should still be up on Mega.nz if you want to take a look for yourself
@@LewisFiford yeah i got it thanks
spider-sonic 10:55
Oh, how hard is it.
for android please
woah amazing better than spider man ps4 really 100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000/10 but mod selfie gonna by avaible pleaze answer
FIRST!
Please! Do a tutorial about:
-how to make spider-man spider-cence.
-how to make a normal city, i mean the cars and the people.
-how to make spider atacks, web balls and defence.
-how to make a spider-cense atack
So basically you want the guy to teach us how to make na entire Spider-Man type game, right? The point of these vídeos is to show you how he approached using his own solutions. Nobody works for free, in the game industry if you are a programmer you have to figure out how to make these systems pretty much by yourself. I'd say study hard like Lewis did and you may figure out how to make everything that you asked him to do.
@@zagolin12 actually, i was talking about examples, his videos are like examples, and because im going to graduate and enter a university.
I just want to know more about the progaming about videogames for the future xD
@@MrLudioWell, you said "tutorial"
-Spider-sense: If you mean kinda like the "counter" or "parry" from the game, just like the batman arkham series and the mordor series, you probably would just have and animation notify, and if the player pressed the counter button on the right time, during the anim notify, the counter would happen, if there's a counter to happen (Look into Unreal Engine animation notify) (You can also look on how to make a parry/counter system and see other options)
-City: There's a lot into that, but you usually uses splines to set a predetermined path for the people and the cars to move along, if anything "out of normal" happens, like collision with other people or even the player itself, it would try to get back to it's path has soon has possible. In the PS4 Spider Man game, cars seems to stop when you are standing in their way, and just get back to moving when you are out, and people usually stop to cheer or to curse spider man. (Look into Unreal Engine spline based movement) (You can also look on how to make a living city with cars and people and see other options)
-Spider attacks: Don't know exactly what you mean here, spider man attacks? robot spider attacks? real spider attacks? any way, that is usually just an animation played when the player press the attack button, or when something has to attack, be it AI controlled characters or anything else, and there would also be some sort of collision detection, be it on the character hands or feet, in order to detect if the attack actually hit something, and if it did what was hit in order to deal damage to it. The same goes to defence, an animation is played, probably on loop, while the player holds the defend button, likely it's state will be changed to defending and any interaction in the context will know it is on defence stance and act accordingly, be it to deal no damage at all, reduced damage, and reduce player stamina for each hit, if it's the case. Web balls, are you talking about web grenades or the quickly shooting webs? Or something else? Either way, it will also play basically the same way, play an animation, spawn the web or the web grenade from the spider man mesh hand, in the case of web shooting make it go forward and stop when it collides with something, doing what it must do, stun the enemy, if it goes until it's max range without triggering any collision, or collide with a wall, static mesh or anything that is not an enemy, just disappear. In the case of web grenade the same thing basically but it will explode no matter what and deal damage or stun in it's range area. (Look into character attacking and defending, skills/abilities and grenades)
-Spider-sense attack: Would that be just the parry/counter counter attack? That would just be to attack the enemy you parried if you managed to do so on the right time, also just using animations and animation notify. (Look into counter/parry attack)
Unreal is the engine used in this video, and the one I can talk to you about, and probably the one with most tutorials out there, but is not the only one, there a a lot of others out there but I recommend you start learning Unreal Engine first so if you are going to dig up on all this stuff look for it on unreal engine.
This are just my guesses, so I can be wrong, and anyone is welcome to correct me or come with different ways to do the same thing.
There is a lot more to every single one of this subjects, nothing is has simple has it looks, this is just a resume about how the things you are asking for would be done.
Can you tell me where the controller blueprints are? I'm trying to find them in the project download and have looked for 30 minutes and can't find them. Just the animation blueprints are found. I can't figure out where all of the controls are programmed like you are showing us.