C++ Flaming Object

In the final post of this mini-series I’ve moved on to a more intermediate piece of coding. This was actually my favourite project of all the C++ tutorials. Visually it was the most interesting, and actually implied a cool little game. I quite like the idea of designing Burning Monkey Ball Deluxe. It’s a higher stress, higher risk version of Monkey Ball with dire consequences for failure. Another day, maybe.

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C++ Camera

I think that Epic continues to do an amazing job with its tutorial content for Unreal 4. The C++ tutorials are as good as any I’ve used and offer some really interesting tasks to sink your teeth into.

This tutorial builds an interesting camera systems which allows players to rotate around and zoom into a static mesh. It’s very much a third person game camera, but just using it evokes the feeling of an adventure or detective game, where the player is moving through an environment, searching for clues, and zooming in on areas of interest.

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Introduction to C++

Having spent a good deal of time in recent weeks working with Unreal 4’s Blueprint system, I now feel like I have a pretty solid handle on the basics of that system. Also, by looking into the guts of Advanced Turn Based Tutorial (LINK), I feel like I’m getting a better understanding of the potential of that system.

However, I wanted to get a better understanding of how C++ works in Unreal. This desire came about for one main reason; in a professional setting it is not possible (and not sensible) for me to rely on blueprints all of the time. It is important that I’m able to, at a minimum, be able to parse code and make changes to key variables in order to tweak and tune my prototypes.

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Over the next couple of weeks I’m going to post a few times about C++. My aim is to complete some available tutorials, then play with variables in order to see what effect I have and further understand the way that C++ classes work in Unreal.

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C# In Unity

First off, for anyone who was worried/cared/was wondering, the reason I have not posted in months is because of two factors; a new games industry job and a new baby. Despite a persistent lack of sleep I felt that I needed to get back to putting my designs online.

Well … in this case not my design. I wanted to give the blog a kickstart so I have completed a tutorial in Unity. That way I can learn something, get some work on the website and find out how family life blends with sitting behind a laptop. As it turns out, if you work at one in the morning, a bit of designing fits in OK!

Here is the tutorial:

Available from: http://unity3d.com/learn/tutorials/projects/roll-a-ball

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