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)
This blog is a walkthrough of how I made a Checkpoint System today, with much help from Jay, which saves the Player's location in a level when they die so they do not have to restart at the beginning each time. The reason why I couldn't really use any online tutorials was because I already had a death screen and most checkpoint systems on Youtube involved destroying the Player Actor and respawning essentially a new one in. My death system which I created depended on the actor being altered into a "death-like" state and not outright destroyed with all the data they were storing so I had to do it a different way. First I created this pad with a collision box, fairly simple stuff. When the Player overlapped with the collision box, it would cast information of the location of the Checkpoint to the Player and the Gamemode (Which was not needed as well as the Player but it is there incase something goes wrong) I then created this function that would be activated upon inter...
These Screenshots contain all my progress for this week, I created an ammo box (The Blue Cube) which is based on the model/ code I used for the Health Item just retextured and set to change the value of ReserveAmmo Variable rather than PlayerHealth, I also created an enemy spawner (Dinosaur head icon) - it is essentially an invisible object that just places down enemies on a delay - fairly simple but is all I think I can really do with the short amount of development time remaining, especially as I'm not adding individual wave numbers, then there is the player barrier which you can purchase using points from killing Gibbies, so far I have only added the ability for a widget to appear asking if you wanmt to purchase and place the barrier but it is not yet functional - I will need to have it so it first checks if you have enough points and then subtracts however much the barrier costs as they will have differing sizes and costs, I will hopefuly work out ...
Today I mainly focussed on creating the branding guidelines for my app, so deciding the logo, typeface, colours used etc. I used this website, Red Ketchup colour picker to derive the numerical values for each colour I used from the Hex value in order to create consistent, documented colours for my brand, Ditu. I've also added a Navigation bar to my Figma wireframe. I'm unsure whether or not to use it yet or just swipe between pages as discussed in previous blogs. I think the navigation bar is better for now as you won't have to swipe through loads of unnecessary pages just to get to the ones you desire to. In addition to that navigation bar a search function may also be necessary to quickly locate certain dates, tags and timers too in the app. https://redketchup.io/color-picker Look at my Branding Guidelines (Work in progress)
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