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.

Thursday, November 6, 2014

Success! ...mostly.

So, I needed to get a Logitech Steering Wheel in UE4 working for a project at work. Since my attempts at coding were less than successful, I decided to take a strategy from my good friend, Tom Shannon, and use an emulator. UE4 natively supports XBox controllers. So I downloaded x362ce. It's an emulator that'll wrap the inputs from the wheel to an XBox controller. It works! Not a distributable solution, but it doesn't need to be in this case...but that's OK!!

Well, getting back to work on this traffic sim for a VDOT project. I'll get back to the game soon!

Wednesday, October 29, 2014

Speed bump!

So, I'm going to do a video series on that follows this game's progress from start to end. Yeah, I'll basically remake the entire game from start to finish again. Why? Well, because that's where I started with this process. I posted this: Cradle to Grave on the UE4 forums a while back. The thread had some good conversation started, but it got buried and eventually forgotten. I think some folks out there may benefit from a video series that follows the entire process.
BUT FIRST...I have a project at my real job that requires some research in UE4. It involves C++ (ewwwww!). Coding is the devil. Well, at least, to me...since I can't code any better than a slug.
The current goal is to get a Logitech G27  steering wheel working for a driving simulator we're working on (non-game...highway study stuff). So far, so good. Thanks to Kablammyman on the UE4 forums for some guidance and code: G27 thread on UE4 Forums
I'm used to starting a project for blueprints and this one is using a C++ template, so I'm still a little lost.
Anyway, the point is, the video series will have to wait until I get over this speed bump.

Tuesday, October 28, 2014

A Breakthrough!

With the help of Rama, I was able to overcome the technical issue with removing the child widgets from the main widget on the Level Select Menu! there was some weirdness when I tried to add a reference to the widget. It only worked if I promoted the variable from the create widget
See that  TestGridUIConnect variable? Yeah, it would not work if I just created it from my blueprint panel (you know, the +V icon). Weird, huh?
Anyway, thanks goes to Rama for the help on this one!

Onto the next issue: iOS!

Monday, October 27, 2014

Technical woes

Not all is rosy in maze land. There are technical hurdles to still get over. UMG is a wonderful thing...makes Menu and HUD stuff easy for most folks. But there are issues I'm having with it...one cosmetic, one functional:
On the functional side, I can't seem to remove my level select widget (it is on the answer hub).
The cosmetic one is this: my level select menu is generated using a vertical scroll box. I'd rather use a grid.

The rest of the stuff left to complete is a bit more simple: make the player stop when the end tile is reached (currently, you keep going through momentum) and make it interesting when the play spawns. There's always the sound thing too, but I'm not as worried about that stuff yet.