BetterDebug Announcement (Free Unreal Engine plugin)

  Рет қаралды 329

Sir Fansi

Sir Fansi

Күн бұрын

Better Debug plugin will help you speed up debugging by making displaying information much easier and faster than you thought possible. You will have available print nodes for all of the common types of variables (No more converting everything to string 😉) with always added option to describe your debug so you don't have to constantly worry about where is your "hello" coming from.
UE marketplace:
www.unrealengi...
Demonstration:
• BetterDebug 4 minutes ...
Github repo:
github.com/Kam...

Пікірлер: 10
@RV-bc9yi
@RV-bc9yi 2 ай бұрын
There are two of them behind you who are hard at work !!!😆
@vivegamespk
@vivegamespk 4 ай бұрын
Thanks
@cadetcondog6482
@cadetcondog6482 4 ай бұрын
howdy
@kainushia1073
@kainushia1073 4 ай бұрын
Sir can you please make a tutorial on 2D enemy boss AI for complex fight like hollow knight. Ive been searching for tutorial to make a 2D enemy Boss AI with behaviour tree where the boss has multiple attack based on player location but ive not found a single video for it. Most 2D boss just have a single attack where the ai just follows and does one move. So can you kindly make a good 2D enemy boss AI? It would really help out a lot of new dev like me. Thank you.
@lordhuzix1255
@lordhuzix1255 4 ай бұрын
This is a pretty broad suggestion. I would recommend you not to search for solutions to such general concepts. You could ask for help regarding specifics in that implementation but you would not benefit much from copying such system. I shall provide you with a broad solution, I hope you find it useful. Look at any specific boss, your example is Hollow Knight, try to differentiate moves, then see how many are there. Then, try to find in game triggers for those moves. Are they really that dependant on where the player actually is. Chances are, it is not that dependant and randomness really can work wonders. With that information you can conceptualise and create your own moves/attacks for the boss. They can be as simple as 'Tasks' or entire 'Behavior trees' if they are more complex in UE. You should focus here on individual attacks more then on how will they work together. You worry about how they work together in the initial concept, later when testing, but not in the moment of individual creation. Now you use a 'Service' in a 'Selector' node which will spill out a random number and write it to the 'BlackBoard'. This is then the basis for all of your attacks 'Decorators' which will allow single attack from the bunch to be selected. Connect all of your created attacks to that 'Selector'. Make that 'Selector' a part of a 'Sequence' node with random await times in 'Wait' 'Task' and you have a basis for what would be called a complex AI. You can now improve it by tweaking numbers to balance the experience to your liking, not making it too hard so that it is frustrating, not making it too easy so that it is boring. Once you, as a developer find it about right, usually it means that it is actually hard for people who do not have an insight on how it works in the code behind. If you want the player position to have an impact on which move/attack is chosen you can do that at this point by modifying your random pool of attacks based on what you predict makes it more fun. You can have a modified set of moves as well as new ones in another 'Behavior tree' that you can set up as a new stage of a boss fight by swapping the behavior tree in the event of taking more then defined X or percentage health damage. Hope that paints the picture of what you need to do and maybe shatters some of the perceived complexity.
@kainushia1073
@kainushia1073 4 ай бұрын
@@lordhuzix1255 Thank you for the suggestion. I will try to follow. But basically what i am looking is like how to use Behaviour tree with Paper ZD or 2D. Will try to see if i can find any resource on it. I found several AI plugin for unreal but most are for 3D models.I guess for now i can do it through conditions.
@lordhuzix1255
@lordhuzix1255 4 ай бұрын
@@kainushia1073 Yes, though, a lot of the concepts from 3D can be translated to 2D so do not be afraid of those. Good luck!
@kainushia1073
@kainushia1073 4 ай бұрын
@@lordhuzix1255 Sure. I will try my best. I recently just switched from Unity 3D to unreal. Its been basically 2 months. So i am trying to avoid 3D development for now. Want to get used to the engine with 2D then will move on to 3D. But thank you for the suggestions.
@KomodoBitGames
@KomodoBitGames 4 ай бұрын
@@kainushia1073why not 2.5d? You get the visual fidelity of 3d with the gameplay of 2d. Thats what trine and most AAA companies that do side scrollers make
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