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.
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.
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.
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.
My last few posts have all been about the two dimensional plane. I wanted to move back into 3D for my next piece of work. I also wanted to see some different ways of using Blueprints. It turns out that this tutorial from Unreal (https://www.youtube.com/playlist?list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1) was perfect.
I was interested to see how Paper 2D compared to Game Maker. I’ve always found Game Maker very easy to use and was curious as to how Paper 2D compared. I also wanted to know how Paper 2D fits with the Blueprints in UE4 and its pros and cons in relation to Game Maker’s interface.
I started this exploration by completing the Paper2D Official tutorial, shown below.
The video above shows my recreation of the Unreal 4 YouTube tutorial, available here: http://www.youtube.com/playlist?list=PLZlv_N0_O1gauJh60307mE_67jqK42twB
Over the last fortnight I’ve been working to increase my UE4 knowledge with one of the more advanced Blueprint tutorials; the Time Attack tutorial, available at http://www.youtube.com/playlist?list=PLZlv_N0_O1gZAjYuGIwtOHigppYa3CVLh.
Not much happens on lap two, so I’ve broken my work into a video covering lap one and lap three.
Having used UDK for years I was really interested to see the differences and advantages of UE4. I started in what I thought would be the key area of the software; Blueprint.
Below is an image of a simple toggle light, set up using the contextual menus of UE4.