In this tutorial we implement the basics of a "sanity" system for our player. I wanted to keep the video short so the implementation is simple. This could generalise to any situation where the player has some stat that is raised and lowered by either being inside certain volumes. ... https://www.youtube.com/watch?v=aMnmjXW6X60
This is Transsmaze, the game we made for GGJ 2018.
Transsmaze was created by:
Ieuan Rees:
https://digibeard94.wixsite.com/ieuan-portfolio
https://www.linkedin.com/in/ieuan-rees-56179b150/
William Altbacker:
https://www.altbacker.co.uk/
Jakub 'Kuba' Szlachcic:
https://jakubszlachcic.wixsite.com/portfolio-cv
https://www.linkedin.com/in/jakub-szlachcic-0084b3158/
Pete Allen (video presenter)
My personal site is trash, but look at my other videos on this channel!
Source files and executable project available at:
https://globalgamejam.org/2018/games/transsmaze
Please check out some of the other games too!
...
https://www.youtube.com/watch?v=CWUTro4On4E
In this series we are using Blueprint in Unreal Engine 4 to create a simple, but flexible, target range system. This could be expanded to create the "killhouse" style levels that you get in some FPS's.
The series is aimed at the beginnner, all steps are explained in detail.
In this final part we add a door that opens when targets are destroyed, and finally add a simple timing Blueprint..
...
https://www.youtube.com/watch?v=rehZrWB0V-s
In this tutorial we build a lamp Blueprint, instances of which can be used as child actors in other Blueprints to create different configurations of traffic signals.
I'm so sorry about this but I have accidentally deleted the meshes I used in this video so I cannot link them here. The tutorial should work with whatever meshes or even simple boxes and cylinders.
...
https://www.youtube.com/watch?v=RxxGGeyT2DE
In this tutorial we build a simple system to allow the player to place mesh objects into the map and develop a way of saving info about these objects to disk so that they can be reloaded on the next run of the game.
...
https://www.youtube.com/watch?v=BPDN90uRwyM
In this video we get the player model to fad out via a disintegration effect when the player moves, then fade back in again when they stop. In first part of the video we use Blueprint to setup detecting whether we need to fade in or out, then go over to the material editor to make the effect work.
...
https://www.youtube.com/watch?v=aZRMqdxZ4Js
In this tutorial we make an animated panel material in UE4, similar to what you would see in a lot of racing games.
NOTE - The files below are not the exact same ones as I use in the video because I accidentally deleted those files and had to recreate them!
Chevron Texture - https://www.dropbox.com/s/12gv8oi4exxrt79/Chevrons128.tga?dl=0
Grid Texture - https://www.dropbox.com/s/ip45t05c6c2ie8f/Grid.png?dl=0
...
https://www.youtube.com/watch?v=kqsVAKtE-Bo
In this series we are using Blueprint in Unreal Engine 4 to create a simple, but flexible, target range system. This could be expanded to create the "killhouse" style levels that you get in some FPS's.
The series is aimed at the beginnner, all steps are explained in detail.
In this part we create the base Blueprint that our three targets are going to inherit from, then create one of the targets itself.
...
https://www.youtube.com/watch?v=dl3RyvojYno
In this video we make a simple flame particle effect in Unreal 4's Cascade particle editor. Only content from the Starter Content is used so you should have everything you need to follow!
...
https://www.youtube.com/watch?v=u7hRDl2yQmM
In this series we are using Blueprint in Unreal Engine 4 to create a simple, but flexible, target range system. This could be expanded to create the "killhouse" style levels that you get in some FPS's.
The series is aimed at the beginnner, all steps are explained in detail.
In this part we develop a Blueprint to divide our target range up into rooms, and control when the targets are revealed..
...
https://www.youtube.com/watch?v=aoefYthYmWs