fmpyr1kb
fmpyr1kb
FMP-year1-KB
57 posts
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fmpyr1kb · 2 years ago
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Main menu
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fmpyr1kb · 2 years ago
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How I fixed my bumper cars.
Last week my bumper cars had stopped bumping all together with the exception being the overlap of the capsule components. My code that simulated the bumping was still working as a print string confirmed that the string of code was being used but there still was no bump.
This meant that the code was being applied to the bumper cars but the floats that carried out the bump wasn't working. I spent 2 hours attempting to fix this before I returned to college. I tried everything from options in the details panel to adding in and taking away pieces of code plus relinking the code. The only success I had was the bump knocking both you and the cart you hit out of bounds.
When I asked for help, the issue turned out to be one of the possible combinations I had missed prior. An actor's variable was not linked to a float which meant it was being applied, just not the ThirdPersonCharacter.
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These two links were the ones that were missing as they had somehow been separated during the development of another piece of code.
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fmpyr1kb · 2 years ago
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Final dev week to do list:
Possibly add timeline to win/lose screens so it's not in your face. -won't do
Could add a ring that slowly closes over time and the AI will be eliminated if they staying in it for too long. -won't do
Create a menu screen. -done
Add airhorn sfx when an AI gets knocked off. -done
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fmpyr1kb · 2 years ago
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Win and loss screens
Since the game is about knocking the enemy AI off of the arena, you would need a win and lose state so the game has an end objective. I designed two screens using photoshop, one for when you successfully knock the AI off, and one for if you fail to.
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I aimed to keep the screens simplistic. The only change I would possibly would be a screenshot of the arena instead of the grey background, though this could not match with the font.
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This is the lose screen which is displayed for four seconds just like the win screen except this one is triggered if the player falls off the arena and is killed by the deathbox. It took a little bit of thought to create something that would perfectly capture defeat, so I chose a clown hat and a red nose
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fmpyr1kb · 2 years ago
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Targets for week of 19.4.23
FIX BUMPERCARS- bumping does not work
Continue blog post research
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fmpyr1kb · 2 years ago
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Targets for 30.3.23
Continue researching blog posts.
Get AI's to work 100% of the time
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fmpyr1kb · 2 years ago
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Targets for 29.3.23
Figure out why megascan materials keep corrupting.
Sort AI getting stuck
Continue research on tumblr posts.
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fmpyr1kb · 2 years ago
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fmpyr1kb · 2 years ago
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Targets for 22.3.23
Link everything on your blog to each other.
Massively improve your blog.
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fmpyr1kb · 2 years ago
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Progression post 1.
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Admittedly I have not been updating this specific blog post as often I would like to have done.
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I had to redesign the arena as when I used the landscape tool, the nav mesh would overlap the edges meaning that the drivers would drive off the edge without being knocked off. Instead, I used a cylinder so that the edges were smooth and not as jagged as the mound of sand I had originally made.
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fmpyr1kb · 2 years ago
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Issues with development no.1
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I opened up my project and did not tamper with anything. The sand texture had either been lost or corrupted. Another notable thing is that in the viewport the character is green but in game it is fine.
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It's not just the character that has become green it is almost every object.
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I have done absolutely nothing to cause this. The most I have done is open the project and the texture for my sand was gone and a few minutes later most objects were being tainted with a green glow.
The only possible cause for this that I can think of is unreal crashing yesterday whilst I was coding.
I tested whether or not it was only on the pc I am currently using to see if it was just a gpu issue. I logged onto a different machine and opened up unreal. Everything was exactly the same as the machine I use the most. Hopefully this doesn't corrupt different unreal clients on the other pc I used.
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A recurring issue I have came across are the materials. The material corrupts when data isn't saved properly across the different pc's. At least for now only one of my cliff materials is corrupted so this allows me to reuse my other two materials for it instead.
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fmpyr1kb · 2 years ago
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Changes to the drivers
Originally I planned on having muppet like characters drive the cars. Now I have changed that as I will no longer be modelling with MAYA. I downloaded a 3d skeleton model which will need to be posed in a way that makes it look like it is driving, as at the moment it is just T-posing.
The skeleton model allows my game to keep the possible comedic effect that I intended at the beginning of the project. Hopefully there will still be rag-doll physics when a car explodes adding to the atmosphere of the game.
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fmpyr1kb · 2 years ago
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Regarding 3d modelling.
I came to the decision of using magica voxel to model my bumper car and debris instead of MAYA. I gave the software my best shot but for now I am still struggling to use it. I find Voxel slightly easier though I have not use dit as much as MAYA so I am still exploring my ability to 3d model whilst changing the software as explained in my proposal.
Hopefully the use of Magica it will also allow me to utilise the time I have developing my game as not as much time will be wasted trying to figure out MAYA.
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fmpyr1kb · 2 years ago
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targets for 16.3.23
Begin modelling of bumper car using MagicaVoxel
Begin the landscape of the arena
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fmpyr1kb · 2 years ago
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fmpyr1kb · 2 years ago
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Targets for 10.3.23
Finish teardown research (including screenshots)
Continue modelling.
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fmpyr1kb · 2 years ago
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Targets for 9.3.23
Figure out why bumper car model has turned green
Research physics from games.
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