Sunday, March 22, 2015

NEW VIDEO!

Just posted a new video of the iOS development process!

Wednesday, March 4, 2015

Alpha Testing!

I've finally reached the stage to start testing! I have the game prototype on my iPad2 and my brother's iPhone6. The cool thing is, it works! I mean, there's a couple of bugs and some need to tweak things, but it's on iOS devices and working! What does this mean? It means I have a lot to learn. Since this is the first game I've done for iOS, it's become pretty obvious that I should look at the development a little different. For example, my menus are totally off. They work, but they are SMALL! In UE4, I can set my UMG design window to specific resolutions...but on my screen, everything looks so big. I never took into consideration the actual size of the iPhone screen. So, the buttons are hard to push since they are so small. I'll be re-sizing all the menus for sure!
Also been giving a lot of thought to the level select menu. I'm going to have to have a swipe-able menu since all of the levels won't fit on one screen. I'll cross that bridge later.
So, the controls are the next thing to tackle (after the menus). On the PC, I use my arrow keys. Using the (virtual) thumb stick on the iOS device is way different. It's not as responsive. Also, the ball spins out (friction issue).
These are going to be the next big changes for the next build.

Tuesday, March 3, 2015

New Progress! New Videos!

I have redesigned the Option Menu and the Player Pawn...well the selection of material/particle system...in the options menu. With these changes, I had to add some variables to the SaveGame and add a bit more logic to the level blueprints as well as a complete rewrite of the Options Menu. It's better, though.
I have also managed to make an additional level. A Large one. Complicated. It's fun. Trust me. It's not in either video, but I'll show it off soon.
Additionally, I've got the game working on my iPad2 and my brother's iPhone6 (runs much better on the phone). It feels pretty good to get it working on the actual target device. That process was a bit complex and there will be a video on that soon!

Development has slowed. That H1Z1 virus is to blame. All those zombies...and bears!




Wednesday, February 4, 2015

No, I'm not done yet!

Yeah, it's been a while. I've been busy! Really! Oh, and I like playing games too...so...you know.
Anyway, I've been giving a LOT of thought into this game and have changed a couple of things.
I redid the Options menu. I've been meaning to do another video of that, but I want to change it again.
Maybe I should just do the video to show another way to do an options menu.
Also, level design is harder than I thought. Trying to make a maze that changes is not an easy task. I am now using a maze generator to aid in that effort.
So, stay with me! I'll have a new video out soon(ish).

Thursday, December 11, 2014

the Maze Game video series...up to now.

So, instead of posting each video on this blog, here's a link to the play list:
UE4- Maze Game development series
Go...now! Click ads and stuff too:)

Tuesday, November 25, 2014

1 - UE4 StartingTheGame



This is the first actual game tutorial. This just covers setting up UE4.

Monday, November 24, 2014

UE4 MazeGame Intro


So, yeah, I started a video series on making this game. this first video is just an intro. The videos following this are game-oriented.