Don't wanna be here? Send us removal request.
Text
Making Level 02
started with this long platforming area and another double jump orb
I wanted to incorporate more jump pads so there are some on the pillars, and you also have to double jump to make it across the pads
next part is this platform room with moving floors you have to time and jump onto. near the end is a cube you have to make 2 jumps while holding to place on a button that will open the exit door of the game
incase the player drops the cube or falls, I set up the planes so that it spawns a new cube at its own spawn point using my spawner logic I made before, and I placed a player death plane below it so that the cube hits the cube laser before the player death plane. I had to make it this way because the regular death plane still applies to the cube.
0 notes
Text
Making Level 01
I decided while making this level to make it facility themed, very portal inspired but with no portals lol
added hallway
hallway eerie lights
at 2.2, testing how fast the wall should go to push the cube over an obstacle
wallzz
making a giant pit with cubegrid
made the pit with lights and a platform that activates when stood on
I duplicated the platform bp and replaced the custom events with an overlap node of a collision box
player will have to use a button the the other side of the pit to turn on the platform to transport the cube to the other side. the main door is going to block cubes from entering
for detail, I am making a pile of cubes as a single static mesh in a separate level, using simulate and pressing 'k', and then converting the selected objects into a blueprint
cool !
making a pipe using a cylinder, warping, then beveling the edges
this tiny platform will move and make it look like it fell out of the pipe when the button is pushed
replaced the platform with a spinning fan, there was an issue with the player activated platform, if you fell off while riding it, it would be stuck so I thought of this as a replacement.
to make it I duplicated the platform, replaced the static mesh, and changed the top node to a rotation node and set the plugin to Z
I also had to make the timeline graph look like this and set the rotation to 360 (degrees) so that it has a smooth endless rotate
made a laser anti cube thingy
I had to make a new event, and build the code so that when it detects the cube, it destroys it and creates a new one at a spawn point I made. there was an issue where it wouldnt destroy the cube it would just teleport it and would cause weird flying cube bugs
this is the maths for the spawner/spawn point that the death plane is calling. fairly simple
on advice I placed rectangle light sources to get better lighting in the hallways. looks much better I feel
for the cube transport, I had to make a new platform so that the cube doesn't fly off. of course it was more complicated than that. I had to make a duplicate button that held info of THIS platform instead of the normal one
the screenshots got lost sadly, but I made a platforming part using the double jump. I originally had the posts thinner but it was too difficult for this early on so I made it much simpler/easier.
this is the set up for getting double jump, I placed a spotlight over the orb hoping it would draw more attention to it and imply it is important to the player
that is level 1 (excluding the tut lvl) finished !
0 notes
Text
Making a ladder
made a blueprint with this static mesh
box collision
Make a beginning and end overlap node from the box
cast to character
in the fpc graph, add a ladder boolean
now going back, set ladder (tick)
duplicate for end overlap
add notonladder custom event to the fpc graph
call the event in the ladder graph
this part is editing the movement of the fpc so it knows how we move when on and off the ladder, bring in the ladder boolean and a branch
ctrl+D the movement node, plugin to true
bring in character movement
set the movement mode to flying, we will constrain it
now I will get the player character and its up vector, and plug that into a new movement node
now to scale it ill plug it into the Y axis of the character movement
lastly, going back to the notonladder event I made, set the movement back to walking
Done
I wanted a longer ladder, so I put two ladder meshes together and just stretched the collision box to fit the new extended ladder
0 notes
Text
Making a titlescreen
set up the format and the buttons
start with a start game event on clicked node
get player controller and set input mode game only
finish with open level by object reference
open the LEVEL blueprint and create title screen widget
add to viewport
set input mode UI only
show mouse cursor
done !
0 notes
Text
Making Tutorial Level
new level, make a basic space with a door
button, cube, and sign for controls
made death plane
section 2
added stairs and a auto platform
section three
tweaked it a bit, toggle platform on top, door button is below
stage four
ending
0 notes
Text
Light model work
with MyMeshes open, set the new asset location to current folder
subdivisions are good for bending objects. if its flat, keep at 1
messing with stairs and its properties
extrude polygons
edit made meshes with polygroup edit
bending a plane with vertices using the warp tool
using subdivide on meshes to change the poly amount
0 notes
Text
customizable blueprints
in the construction script, bring in what part you want to color, and set material. promote material to a variable. if you want to edit multiple, just use a sequence node
0 notes
Text
Making a jump pad
start with a new BP, a cube, and a trigger
on overlap, add impulse
Get character, and get character movement, plugin to target
Get capsule movement and get forward vector. split
(get add impulse from character movement so it works)
make a height float variable
set
Multiply by 100, plugin to Z
make a distance float variable
Get distance, set to 10, multiply by 20, multiply and plugin to x
repeat for Y and plugin all
0 notes
Text
Making a load level thing
make a new Bp
make a basic pad with a trigger volume
text
begin overlap on trigger
open level by object reference, and promote level to variable. now we can set it to any level we want
0 notes
Text
Making a multi pan cutscene
start with a new sequence
drag and existing camera into the sequence, and make a desired shot, then save
do this two more times using different angles
make a master sequence
drag in our three sequences
organize how you like
drag in sequence to level, and replace the demo shot with this master sequence
0 notes
Text
Making a cutscene trigger when entering a door/room
at a now POI and an object focus in mind, make a trigger volume
add a new camera, fix the settings and place it where you want the sequence to start
create a new sequence
drag in the new camera to the sequence
make new keyframes and move the camera to where you want it to focus. shorten the length as well to however long
with the sequence made and put into the world, reference the sequence in the level graph
with the trigger volume selected, add event begin overlap
copy and paste the first logic, but replace the event node and the cutscene with the trigger volume and our seconds cutscene
Done!
0 notes
Text
Cutscene
bring a cinematic camera actor into the game, set the focal length to 12 and untick the constrain aspect ratio setting
in our MySequences folder create a cinematic Level sequence
drag our camera into the sequence
add keyframes
repeat for the end of the timeline and move the camera to the desired location
with the cutscene made, drag it into the game, then open the level blueprint
bring in the cutscene we made (with cutscene selected)
to start, get player character, and disable input
then out of our sequence, play
then get duration, and delay the frame time to seconds
add a delay
then out of player enable input
0 notes
Text
Making a Pause Menu (Pt 2)
in the first person graph, bring in the Enhanced action events, Pause
from started, add create widget node and set the class to our pause screen
add to viewport
get player controller, and set show mouse cursor
set input mode UI, and finally set game paused
done!
0 notes
Text
Making a Pause Menu (Pt 1)
In our MyWidget folder, create a new Widget BP
in pallet, search for Canvas and drag it to the pause screen in the Hierarchy
next, search background blur and drag it onto the canvas
set blur to 5 or whatever you want really
Bring in a text box and drag it to the Canvas
Make the text game paused and center on screen
set anchor to top middle
set text size
Bring a vertical box to the canvas and anchor to center
bring in a button to the vertical box
put a text into the button
name it resume game, repeat steps and make another button named quit game
Use padding set to 20 to put space between the buttons
click the plus on released event
self explanitory
do the same for the resume button
Get Player controller
set mouse cursor, hides the mouse when clicked
Set input mode GAME ONLY
and lastly add the remove from parent node
Going back to the input files, duplicate the pickup input and name it Pause
Then go to IMC default file
Make a new mapping, select the Pause, then bind the key to whichever desired
0 notes
Text
Making a reticle
in the first person folder made a new BP class and search for HUD
Import the custom reticle texture in MyTextures
open the gamemode bp
set the HUD class to our custom HUD
open our custum hud graph and make a "Event Draw Hud" node
make a draw texture node
set texture to our reticle
set these values to 16. its the size of the texture file
Make a divide node, and make the value 2, then a subtract node and set it to 8, which is half of the texture size
repeat for size Y. plug into screen x and y. this centers the reticle on our screen
Promote tint color to a variable and change it to green
Now, we go back to the first person graph and make a sequence node and put it here
coming out of Then 1, make a line trace by channel node
copy this logic and bring it over the the line trae node
connect like so
from 'out hit' make a break hit result node, and out of hit actor, make a cast to Bp_MasterObject
make a new boolean titled 'CanPickUp?
make two sets and set to true and false
going back to our HUD graph, cast to fpcharacter, and a get player character node as the object
from the object, get CanPickUp? boolean
make a branhc, plug the boolean into the condition, and bring in the set tint color variable if true
finally, if false set to transparent
DONE!
0 notes
Text
Fixing pivot point on cube
Bring mesh of cube into world, and change from selection mode to modeling. from there go to XForm and click center. Thats It!
0 notes
Text
create a pickup mechanic (Pt2)
start with an event tick node
bring in a branch and the boolean
then drag in the handle component and a set target location node
we can then copy and paste our maths again to plug in the end point
BUGFIX
Replace the location with location AND rotation
fixed
Release logic:
bring out physics handle and RELEASE component node
bring in Get boolean, and a branch, and finally a Set boolean and leave at false. now we can drop the box when released
BUG FIX: flying cube
add a sequence node after the branch
add a get world rotation and split the values
add a branch and a "Less" node
set to -51
then drag in our handle, the release component, and the Set boolean.
DONE!
0 notes