A lots happened since my last game play video. Finally found how to offset the Characters collision box on the mobilePlaceablePawn, he was floating 20 units off the ground before. It was simply in Pawn > Mesh > Skeletal Mesh Component > Primitive Component >Translation! Got touch doors working. Got "use triggers" working in first person default view with a use button on iOS but not working in 3rd person I'm guessing since 3rd person is currently not the player but a mobilePlaceablePawn. I've tried almost everything I can on the trigger kismet side, I think now I need to make the pawn the player. Doing tests today.
So trying to solve that.
Got a level that does have any textures in game, got gun working with generic fx. Still needs lots of tweaking. I want to get the use triggers working and get some textures and re-UV the objects so I can have a decent looking level to run around in and make another example vid. So more to come. I'm working on it.
Edit: Talking to a friend I think the problem is I need to possess the pawn Kismet > Action > Actor > Pawn > Possess Pawn. Target = Player, Pawn Target = MobilePlaceablePawn
Double Edit: Got "use triggers" working in a test map at work. You have to Posses Pawn and not toggle off the actor controls, then make the rotation connect to the actor instead of the pawn.
I screamed (in my head) when I got it working. Un-be-lievable! Wow. Just wow. freaking port forwarding on a mac router on my wifes computer, while I'm on windows 7, and not sure what what where and more abbreviations than anything else in computing... its finally working. I've spend I'd guess, 8 hours or so here and there over a few weeks trying to get that damn thing working. Argh!
Now moving on to game dev!!!
Now moving on to game dev!!!
Just got a ticket to IndieCade. First time going, planning on checking out some panels and workshops. Learn a thing or two, and meet some other devs feel out how they're doing it and how its going. Hear their experience, and try out some of their games. Should be fun. I'm planning the schedule of things to see now.
I'm getting things together for a test map to test out the character movement, game play mechanics like doors, switches 'n such. Its crazy how much I assumed would just click into place and didn't. Like how much I had to break the geo apart to get the right collision shapes. This image may look nice in editor, but in iOS it doesn't have any textures. That will probably take re-UV'ing since I did a quick auto UV and the scales will be way off if I try to use any sort of texture, so there's a lot of work to get even this test level working. Everything was built in Maya imported as static meshes. Gravity is kinda broken since it doesn't take effect while the player is moving. So before even doors, I need to get a lot more of the basics working right. Also still after hours of trying can't get the UDK remote to work! ARGH!!!! Thats annoying the crap out of me.
Tonight got the buttons re-worked into a better more understandable state. Kismet needs to be cleaned up still, its a mess right now. I'm now not using the default joy sticks and added a button that has no function yet. Its going to be the use/action button once I can find out where the action command is in kismet. And the new joy sticks/buttons will work on both the small and large iOS screens. Positions and custom button shapes will be finessed later.
Finally finished with that side project and redirecting forcus back to the game! I started with a purchase of the new Eat3d, Unreal Development Kit 3 - iOS Mobile Game Production. Review on it to come. It is from Sjoerd “Hourences” De Jong so how bad can it be? His other DVD was pretty great, the level design on. Anyway. Back on!
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I'm pretty happy with how this turned out. Water material for a low poly style.