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Adding sound
first i looked for sounds in the folder and found one i thought would work well for my background music.
i then imported the music into the game
i then opened the blueprint and turned on looping for it
after that i went into my third person character and put a play sound node onto my event begin play
i then tested it to confirm it worked which it was.
i then went into my score screen ui and added a thing in the bottom to credit Sonny Watson because hes who made the music i used.
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Importing Assets
First i had to export my items as obj files
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Making Damage items
For my first damage item in going to make a seamine, first i made a grey circle
i then added darker grey circles for where im going to put the antena parts of it
i then added on the anteena with a lighter grey
i thought it looked a bit bland so i used a yellow to add some crosses onto it
For my other item im going to make a net
i added outlines to both and changed the net a bit to have more lines
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Making Collectables
first i made a 64x64x64 canvas on magicavoxel
then i put it orthgraphic camera and looked at it from the top
first i drew the outline for my first collectable item which is going to be a can
i then added some colour to my can design
it felt lacking in detail so i added a logo onto the side like a coke can and added the whole to the top.
next i made the outline for a bottle cap which will be my low point amount item
then i colourd it in
then i added a shark design to the top to make it stand out more
next for my large point item i made the outline for a tire with a bite taken out of it
i thought it was a bit bland so i added some texture to the tyre and removed a bit of the inside of it
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Making Spawner 2
i made an actor blueprint and named it gameover1
in the view port i added a cube and made it the scene root
i then made a level and called it WinLose
after that i made a cast to third person character and if it succeds it opens the winlose level and destoys the actor, and if it hits anything else it just destroys the actor
i also copied the movement code over from the item parent.
i then duplicated the gameover1 and named the new one gameover2 and changed the material on the cube
i then added both of the gameover items to the item array in the spawner
i then wanted to make it so the spawn time gets lower as the game goes on to increase difficulty, to do this i made a float varible and called it spawn time, i then put it into a add node and added -0.005 and put that into a set spawn time node, after that it goes into the delay for the spawn actor, before the set node i put in a delay so that it only sets the delay once every second
After 3 200 seconds this caused the spawn time to drop to 0 seconds so it spawned stuff non stop so i made it so if spawn time got 0.005 or less it would set it to 0.01 and added it to a sequence for the event tick. to test if it worked i moved the character spawn to somewhere off screen so it wont get hit by anything
0.01 was too low as the screen still ended up clutterd with stuff so i changed the >= to a > and put both the < and set to 0.2
it looks like this at 0.2 second spawn which is a lot less clutterd
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Making Spawner
First i made an actor blueprint and Named it spawned
i then made a spawn actor node, and put the event tick with a delay into it so that it would spawn an actor once every 1 second
then i split the transform pin
i then added scene components and named each of them spawns for how many spawn points im going to have for my objects.
i then put them all into the event graphs and put them into an array, this assigns them each a number so i can use a random integer to select a random one.
i then put a random integer and put the max amount as the length of array so itll pick a number from 0-5 i then got that number and spawn and used it to get the world location which i put into the location transformation in the spawn actor node
i then put the spawn actor into my map and moved each of the spawns into places i felt was right
i then made an actor blueprint that I named Item_Parent
i placed a sphere component in it and put it at 2 scale so its easier to see. i then made that sphere the scene root
i then made sure simulate physics was turned off and set the collision preset to OverlapAllDynamic
in the event graph i casted begin overlap to third person character
from the cast failed i have it destroy the actor this means if it hits something that isnt the player it destroys the actor
i also added a world offset on a delay to the event tick so that it would move the actor.
i then made a game instance blueprint and named it Arcade_Game_Instance
then inside my game instance i made 2 variables, score and high score.
i then went back to my item_parent and cast the arcade_game_instance from the third person character cast.
from the arcade game cast i got score put an add score and then a set score from that and then did a destroy actor so that it would destroy the actor after adding the score.
i then promoted the bottom half of the add into a variable and named it item score
i then created 3 child blueprints from the parent and named them item_child_01, item_child_02, item_child_03
i opend them and gave each of them diffrent materials so u can tell them apart.
i then made sure inherited variables were visible and i set them to 10,20 and 30
i then went back to my spawner and made a variable called items and set it to a actor class reference
i then made the variable type an array
i then added 3 elements and made each of them the item children i made earlier
then i got the array, got the length and used that to get a random integer so it will select a random object each time, i then put that into the actor class in the spawn actor node
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Making Character
First i opend up MagicaVoxel and made my canvas size to 64x64x64 and then used orthographic camera and made it look directly down, this allows me to use it to make 2d art easier.
next i made my first attempt at an outline, for this version i like the fact that the mouth is so big however i dislike the proportions of the rest of the shark as it doesnt look much like a basking shark which is what i was aiming for.
my second version of the shark has more accurate proportions and looks better overall to me.
my third version is a slightly edited v2 with better looking mouth, stomach and fins. this is going to be the version i use because out of the 3 its the one i think looks the best.
i put colour into the shark, i used 2 shades of grey so there was some contrast between the bottom and top half of the shark.
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