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Harvard Bibliography
i feel like i'm missing a few things, but i don't think i am.
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Harvard Style Reference List Reference.
the reason i'm using these two references in particular is because they use links rather than books, meaning it's easier to reference when writing.
these will be useful for writing the Proposed Research Sources and Bibliography section of the project proposal.
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the game is finished.
now i need to make a start on all the written work.
im expecting it to take a while, but i'll hopefully get it done by monday.
i hope so.
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death screen
honestly, i don't know what to make the death screen.
i may just make it a black screen.
this will do.
i think.
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i've also just remembered that i left the place holder death screen in.
i'm just going to draw it tomorrow. it won't take longer than 2 hours.
i hope.
slight issue with packaging.
it's fixed now, but unreal came up with a pop up that said something about SDK not being installed.
youtube
so i followed this tutorial, and hopefully it will do the trick.
it did not do the trick.
there wasn't a popup anymore, but still isn't working
there was a button that said force update SDK so i pressed it.
it also did not work.
the button is still there, so im going to press it some more times.
i don't have c++ installed...
oops.
my game is now packaged.
however, i accidently left the placeholder invisible walls there.
they should be visible now.
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slight issue with packaging.
it's fixed now, but unreal came up with a pop up that said something about SDK not being installed.
youtube
so i followed this tutorial, and hopefully it will do the trick.
it did not do the trick.
there wasn't a popup anymore, but still isn't working
there was a button that said force update SDK so i pressed it.
it also did not work.
the button is still there, so im going to press it some more times.
i don't have c++ installed...
oops.
my game is now packaged.
however, i accidently left the placeholder invisible walls there.
they should be visible now.
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ending.
the end cutscene is done.
i don't like it, but i'm running low on motivation and just want to get this done with.
now i'm going to add it to my game.
which i'll do in the exact same way as the o
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it's not very good, but it'll get the job done.
end cutscene.
i haven't posted much about it because i just need to get it finished, but i feel this should be added.
i need an image of a gun pointed at this specific angle.
i managed to find one on google, from this website:
this may look like its at the wrong angle at first, but with the maginc power of image manipulation:
i now have a reference to help drawing the hand.
which is rare, considering how infrequently i use references.
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end cutscene.
i haven't posted much about it because i just need to get it finished, but i feel this should be added.
i need an image of a gun pointed at this specific angle.
i managed to find one on google, from this website:
this may look like its at the wrong angle at first, but with the maginc power of image manipulation:
i now have a reference to help drawing the hand.
which is rare, considering how infrequently i use references.
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credits
using this tutorial, i have started making a credits page
youtube
the process is easy.
i'll use the wind button as an example.
scroll down to events and add "on pressed"
this adds an event that is called when the button is pressed.
drag off of the event and search for "launch URL"
this will mean that when the button is pressed it will open the URL of choice.
the URL will be this one:
youtube
because it's the one i used in the opening cutscene.
then copy and paste the link.
that's all there is to it.
and it works just fine.
next i went into the level blueprint and made a new widget. i set that widget to the credits page, and added it to the viewport.
i also set show cursor to true, so it doesn't disapper if you misclick one of the buttons.
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there's still a delay between the audio and the video.
the audio plays slightly before the video starts.
to stop this i added a .5 second delay before playing the audio.
it might sound a bit extreme, but it's the result of trial and error; it does the job.
adding opening cutscene to Unreal
i'll be using this tutorial to help:
youtube
i started off by creating a new level called opening-cutscene, and set the game mode to Title-STOP
this is a custom game mode that removes the HUD from the viewport, without deleting it completely.
then i imported my opening cutscene into UE5
next, i searched for media player. this is what it says it is, an "asset that can play movies".
that adds 2 new things, a media player and a media texture.
i then created a new material, by right clicking on the media texture.
this lets me use the media texture as a material.
then i set the material domain to User Interface.
afterwards, i created a user widget.
this is so i can add the video to the levels viewport later on.
in the user widget, that i called video-widget, i created a new variable called media player - and made it an object reference of the media player.
this essentially makes the new variable reference the media player, i made earlier, whenever the variable is called.
then i compiled the widget, so i could set the default for the media player variable the media player (which isn't confusing to read in the slightest).
then, once the video widget is loaded, it opens the opening cutscene; rewinds it back to the beginning, and plays the video.
lastly in terms of the video, i created a video-widget widget, and added it to the viewport.
unfortunately, this doesn't play sound, so i'll fix that later once i come back from the village fayer.
after coming back, i re-exported the video as an MP3 (only the finest of audio files for my game) and imported it into Unreal.
then i just placed the audio into the level.
there is a slight delay between the audio and the video.
so what i've done is i've placed an audio component into the level blueprint, set looping off (which i forgot to do originally) and then set a delay for 55 seconds.
once those 55 seconds are up, it will load the first level.
one issue is the cutscene is unskippable, however i don't think i have enough time to fix that.
if i find the time, then i will.
i just realised there is a very easy way to skip the cutscene:
now the issue is, when you click the screen to get rid of the mouse, it skips the cutscene.
to stop this, i've added this:
this stops the cursor from showing.
i also created this, and added it to the level viewport for 5 seconds before disappearing.
it only took a year, but i think i'm finally starting to properly get into the swing of using blueprints in UE5.
the delay was in the wrong place, so i moved it.
also for some reason the text isn't showing up and the show mouse cursor isn't working.
moving the delay still didn't do anything.
im honestly at a bit of a loss at what to do here.
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i've imported the sprites to unreal, and done this:
here's a basic run down:
after importing the sprites, i replaced the original one with the facing forward and facing backward ones. i set the facing forward one to invisible.
then i went into the blueprint and made a branch with the condition that the enemy has seen the player in the short term.
if the condition is true, the face forward sprite is set to visible, and the face backwards one is set to invisible.
the opposite happens if the condition is false - face forward is invisible and face backwards is visible.
that's all there it to it.
now i want the enemy to constantly be "facing" the camera.
i found a tutorial that goes over how to do it.
youtube
the screenshot was taken from the video.
i do plan on making a few alterations though, i.e. get world location will only be on the Y axis.
UPDATE - it didn't work.
the enemy wouldn't move with the players camera.
this would happen. and i don't want this.
i have found this in my games design playlist, which is just a playlist i've been adding to that's filled with tutorials, that i added to the playlist for this specific reason.
youtube
i'll try following this one instead.
UPDATE - this also doesn't work.
i may have been wasting my time however, as i've just remembered that the enemies are already coded to do this once they've got line of sight with the player.
so im going to find that in the blueprint somewhere, and mess around with it.
originally there was a condition that checked to see if the enemy had seen the player in its long term memory.
i removed the condition and it works perfectly.
that was annoyingly easy.
enemy sprite "updates"
i've done 2 things in regards to enemy sprites.
1 - i removed the kind of funny shirt.
it does look like something is missing though.
2 - i made a behind sprite.
what i did here, was i duplicated the sprite.
i flipped it, then made a few alterations, i.e. the head and lack of gun.
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enemy sprite "updates"
i've done 2 things in regards to enemy sprites.
1 - i removed the kind of funny shirt.
it does look like something is missing though.
2 - i made a behind sprite.
what i did here, was i duplicated the sprite.
i flipped it, then made a few alterations, i.e. the head and lack of gun.
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after removing the video node, the text appears on screen
my theory is that maybe the video is playing over the text.
UPDATE - after moving the anchor on the text, my theory seems to be correct.
i tried flipping the 2 around, but nothing changed.
i don't know what to do, so i asked Danyal for help.
i set the z-order of the text to 1 and kept the video as 0.
now the text works.
only issue is now i don't know how to make the text go away.
i forgot to tick this:
i've spent 40 something minutes trying to figure out how to set the text to a variable.
the text disappears after 4 seconds now though.
and with that, the opening cutscene is finished.
adding opening cutscene to Unreal
i'll be using this tutorial to help:
youtube
i started off by creating a new level called opening-cutscene, and set the game mode to Title-STOP
this is a custom game mode that removes the HUD from the viewport, without deleting it completely.
then i imported my opening cutscene into UE5
next, i searched for media player. this is what it says it is, an "asset that can play movies".
that adds 2 new things, a media player and a media texture.
i then created a new material, by right clicking on the media texture.
this lets me use the media texture as a material.
then i set the material domain to User Interface.
afterwards, i created a user widget.
this is so i can add the video to the levels viewport later on.
in the user widget, that i called video-widget, i created a new variable called media player - and made it an object reference of the media player.
this essentially makes the new variable reference the media player, i made earlier, whenever the variable is called.
then i compiled the widget, so i could set the default for the media player variable the media player (which isn't confusing to read in the slightest).
then, once the video widget is loaded, it opens the opening cutscene; rewinds it back to the beginning, and plays the video.
lastly in terms of the video, i created a video-widget widget, and added it to the viewport.
unfortunately, this doesn't play sound, so i'll fix that later once i come back from the village fayer.
after coming back, i re-exported the video as an MP3 (only the finest of audio files for my game) and imported it into Unreal.
then i just placed the audio into the level.
there is a slight delay between the audio and the video.
so what i've done is i've placed an audio component into the level blueprint, set looping off (which i forgot to do originally) and then set a delay for 55 seconds.
once those 55 seconds are up, it will load the first level.
one issue is the cutscene is unskippable, however i don't think i have enough time to fix that.
if i find the time, then i will.
i just realised there is a very easy way to skip the cutscene:
now the issue is, when you click the screen to get rid of the mouse, it skips the cutscene.
to stop this, i've added this:
this stops the cursor from showing.
i also created this, and added it to the level viewport for 5 seconds before disappearing.
it only took a year, but i think i'm finally starting to properly get into the swing of using blueprints in UE5.
the delay was in the wrong place, so i moved it.
also for some reason the text isn't showing up and the show mouse cursor isn't working.
moving the delay still didn't do anything.
im honestly at a bit of a loss at what to do here.
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adding opening cutscene to Unreal
i'll be using this tutorial to help:
youtube
i started off by creating a new level called opening-cutscene, and set the game mode to Title-STOP
this is a custom game mode that removes the HUD from the viewport, without deleting it completely.
then i imported my opening cutscene into UE5
next, i searched for media player. this is what it says it is, an "asset that can play movies".
that adds 2 new things, a media player and a media texture.
i then created a new material, by right clicking on the media texture.
this lets me use the media texture as a material.
then i set the material domain to User Interface.
afterwards, i created a user widget.
this is so i can add the video to the levels viewport later on.
in the user widget, that i called video-widget, i created a new variable called media player - and made it an object reference of the media player.
this essentially makes the new variable reference the media player, i made earlier, whenever the variable is called.
then i compiled the widget, so i could set the default for the media player variable the media player (which isn't confusing to read in the slightest).
then, once the video widget is loaded, it opens the opening cutscene; rewinds it back to the beginning, and plays the video.
lastly in terms of the video, i created a video-widget widget, and added it to the viewport.
unfortunately, this doesn't play sound, so i'll fix that later once i come back from the village fayer.
after coming back, i re-exported the video as an MP3 (only the finest of audio files for my game) and imported it into Unreal.
then i just placed the audio into the level.
there is a slight delay between the audio and the video.
so what i've done is i've placed an audio component into the level blueprint, set looping off (which i forgot to do originally) and then set a delay for 55 seconds.
once those 55 seconds are up, it will load the first level.
one issue is the cutscene is unskippable, however i don't think i have enough time to fix that.
if i find the time, then i will.
i just realised there is a very easy way to skip the cutscene:
now the issue is, when you click the screen to get rid of the mouse, it skips the cutscene.
to stop this, i've added this:
this stops the cursor from showing.
i also created this, and added it to the level viewport for 5 seconds before disappearing.
it only took a year, but i think i'm finally starting to properly get into the swing of using blueprints in UE5.
the delay was in the wrong place, so i moved it.
also for some reason the text isn't showing up and the show mouse cursor isn't working.
moving the delay still didn't do anything.
im honestly at a bit of a loss at what to do here.
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opening cutscene with sound
while it's not the best thing ever, considering the time i have left, this will do.
now i need to add it to my game.
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