02 - Top Down Camera - Let's Make a Top Down Shooter

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Alamar's Dev Domain

Alamar's Dev Domain

Күн бұрын

Пікірлер: 12
@BlackByteProductions
@BlackByteProductions 3 ай бұрын
Love your videos so far. 1. Hey I'm currently making a small game, and I saw your method to look at the mouse, which is more common. Is it slower, or does it have any downside to do the following: I get the Mouseposition(x,y). Then I substract the viewport (width,height) / 2. After that I took the y value and multiplied it by -1. And then I have a "FindLookAtRotation" from 0,0 (now the middle of the screen) to my mouseposition. It works just fine. I also though about a big plane, or a plane that flies together with the character, cause I'm building a space game, and I habe no plane yet. I could send you a picture of my blueprint If I did not explain it very well, as my native language is german and my explanation may not be the best. 2. I saw your use of abilities. If I want to level my abilities, would I put the e.g. damage multiplier into a datatable? Maybe some of your videos already explain this, I will keep watching. I'm coming from C# and a lot of Webbased languages to UE5 just two weeks ago, so I would love your feedback. Keep on making this videos, very nice course.
@AlamarsDevDomain
@AlamarsDevDomain 3 ай бұрын
Thanks for the kind words : ) 1. I can't say 100% which method is faster or slower, but I can say with 100% certainty is that it's very unlikely to matter. Basically, choose the method that is easier for you to read and understand. If it becomes a performance problem at some point, you can refactor it. There are a lot of ways to solve this particular problem. 2. I haven't talked about levels yet, and I'm not sure how you make it work automatically with data tables (though it can always be done manually, inside of the actual ability), but curves are supported through the editor too, which might be a good option too.
@BlackByteProductions
@BlackByteProductions 3 ай бұрын
@@AlamarsDevDomain Thanks for your answer. Not automatically, just the data for the scaling, Level 1 100 Damage, Level 2 150 Damage (and other stats)... and then I would set the level in my blueprint. I think it would be nice to have a central point to adjust the values of my ability. I think you are using data in your missions, I will look at that for sure.
@wildbard4112
@wildbard4112 4 ай бұрын
I think I missed something. When did you hook up the character blueprint to the third person character?
@AlamarsDevDomain
@AlamarsDevDomain 4 ай бұрын
The Blueprint is made as part of the Third Person Template, so it's already hooked up. Thanks for watching : )
@priceless5386
@priceless5386 Жыл бұрын
Will you be covering how to fix the animations? Meaning if your cursor is on the far right of the screen, and you press the A key, the walk backwards animation should play. However if the cursor is on the far right of screen and you press the D key the run forward animation should play.
@AlamarsDevDomain
@AlamarsDevDomain Жыл бұрын
Thanks for watching. I hadn't planned on that yet, but I'll add it to the list of things to look at.
@p30virus
@p30virus 10 ай бұрын
For the traces on the places that does not have collisions you can use this process FVector MousePosition, MouseDirection; TDSPlayerController->DeprojectMousePositionToWorld(MousePosition, MouseDirection); FVector EndLocation = FMath::LinePlaneIntersection( MousePosition, MousePosition + ( MouseDirection * 10000.f ), ActorLoc, FVector{ 0.f, 0.f, 1.f } ); With that you use a plane that is created on the actor location perpendicular to the z axis
@AlamarsDevDomain
@AlamarsDevDomain 10 ай бұрын
Thanks for watching, and thanks for sharing another method : )
@WeirdGoat
@WeirdGoat Жыл бұрын
Great tutorial! I have a question, I'm working on a JRPG, like Octopath Traveler, since it's a turn based game, is it worth it to use GAS?
@AlamarsDevDomain
@AlamarsDevDomain Жыл бұрын
Thanks for watching ; ) GAS is a system that is appropriate when you want to assign abilities and attributes to characters (player and non-player). If that fits your projects intent, GAS could be a good way to do it. You would probably want to check out the Action Bar video from the Now You're Cooking with GAS playlist, as it talks about an alternate way to activate abilities (Since a turn based game would only allow abilities on that characters turn, and Gameplay Abilities assigned to an Input would be available any time that Ability is attached to any character).
@WeirdGoat
@WeirdGoat Жыл бұрын
@@AlamarsDevDomain Thanks for the heads-up
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