Here is some Test Footage of my level so far. After a few weeks, I finally got the main platform types (Green on a timer, Blue and orange switching) working, as such I rushed to make a the first level as a test level of sorts to see how well platforming actually performs now I have it coded in. Rather than being part of the level, the platforms are separate objects that exist contained outside of the level as an actor as its own "object" so they all must be moved simultaneously if being adjusted in the level. Adjusting 1 Platform of the collection of 60+ must be done within the object itself.
This is the blueprint actor that contains every single Blue/ Orange Platform within the level. First, the 3 connected separately at the beginning enable the 'E' Key to be pressed in the context of the Blueprint, which then activates a "Looping Multigate" Node which causes the sets of platforms to infinitely be able to switch states when the 'E' is pressed. These two states are Collision and Visibility available for Blue and not for Orange Platforms and then Vice-versa for the other state so one can only be enabled if the other is disabled. (For testing purposes both are currently enabled on level start.)
The two green nodes above and below the main Multigate Sequence are 'Make Array' Nodes and basically in its simplest terms this node serves the purpose of collecting the data of every separate platform in either Blue or Orange and making it into one variable, so they're affected by the code in the Blueprint. If they're not connected they won't reappear or disappear.
Here is the Blueprint for the Green Tiles which disappear on a Timer. I have much less of an understanding as I do with the switching as I relied on the help of the Tutor, Jay, to make this blueprint in this way, I would have done it through timers and loops, which is much less memory efficient but the effect is the same but I digress. The Blueprint works by having its own timer logic, where when it hits the "max time" (3.0 seconds) it sets the Timer back to 0 and when it is at 0, it causes the platform to appear in the collision and visual sense, which then sets the maximum time that the timer can go up to to the same as the max time (3.0 seconds) it can appear for and after this it sets the variable that decides that it should appear to false so it does the "disappear" sequence and the max time the object stays disappeared is also its own separate variable. After this, the platform uses the "Decide" Boolean logic in a way where it defines it as Deciding it is NOT Untrue as a variable (Which is different to being set to True for the purposes of this Blueprint)
Today and over the past weeks since late September I have been setting up the essentials of my game - whatever that may be so movement/ camera control and a sprint that will be needed for any direction I take the game in. These are the inputs and the logic for these features used by the gamemode base for the character the player controls used in every game I have made. Input Data in content browser. Most of these are booleans, except the mouse movement in which it is essentrially a check for whether a key is pressed or not. these inputs don't determine what the button does, rather is it being pressed or not. Input data mapped to different keys/ Mouse movement. This is how the yes/ no Boolean, checked for when a button which it is assinged to, is pressed This is the Blueprint which links the Player to Controller Inputs it assigns the keyboard as a controller to the player and casts the mapping of inputs to the character you control. These are the Input responses for Jumping, lookin...
For my degree project I have 3 initial ideas: 1. A first-person puzzle platformer game developed in Unreal Engine 5, the main mechanic would be the player having the ability to switch out a set of platforms with another which the player would use to progress through the level. There would probably be 3 levels and a hub world to connect each level with each level setting a different type of challenge to the player, going beyond just a change to the layout of obstacles, i.e. with my current plan I would have a level to get the player more familiar with the mechanics such as the switching platforms mechanic if I can implement it, platforms that appear and disappear on a timer, platforms and other terrain that have their gravity activate when the player touches them which should be fairly easy to implement because of "setenablegravity" which could be tied to collision with the player. the game would be similar to Portal (2007) and Portal 2 (2011) too I think which is o...
This is the music video that I produced over the holiday, initially I had trouble selecting a song that I wanted to use which was likely the most difficult part of the process. From a suggestion I chose "Surfin' Bird" by the Trashmen, which may have been a mistake somewhat on my part due to fast-paced nature of the song I wanted to do a lot of quick cuts, which meant of course, shooting and using a lot of footage. This was also hindered by the fact I wanted footage to be fast and chaotic to go along with the song itself. As I was editing the video from home, I also used DaVinci Resolve because I wanted to learn how to use it which was difficult in the beginning to use as I was used to Premiere Pro, that is why I think that the first half of the video is significantly of a lower editing quality and less ambitious as I was not as familiar with the tools of DaVinci, which is shown by the contrast to the second half.
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