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Xodius Studios Blog #5 Notification Pop Up, Intro-Level Design, Menu Indicator, Pause Menu UI Bug, and Interaction Bug

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   Xodius Studios Blog #5 Notification Pop Up, Intro-Level Design, Menu Indicator, Pause Menu UI Bug, and Interaction Bug Author: Kanitha Charoenpanich Published: 03/22/2023 23:06 The Problem:       This week I completed the notification pop up which took me the longest. I had to create the animations for the notification. I also had to create the widget for the notification pop-up. I implemented the notification pop-up in c++. For the implementation I translated blueprints into c++, there were complications in the translation which caused a bunch of issues. I had a lot of complications with the notification pop-up. There were include, widget binding, and unreal errors that made no sense. The into-level design did not have any issues, I was just adding enemies and potions to the level. The menu indicator had some problems but was not that major. The pause menu bug was a simple fix but I decided to scrap all the temporary blueprints and remake it in c++. The...

AI Adventures #5 - AI Enemies in C++ and Building up the number of Enemies "Forgotten Memories" - By Michael Marquez

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 Well, its been tough to say the least. Challenging for sure, its the end of month 2 so here is a show case of what's to come and what has been working so far.  Some of the new enemies are broken but will be fixed soon with the C++ upgrade.  These guys work well enough, but other behaviors are broken somewhere by the blueprints. I fixed it and it breaks every once in a while, and also repeats the death animation for no good reason. Well, that's where the C++ comes in, I will be explicitly working the code, so I'll know exactly what it's doing and when.  There is a bit of work to finish on the C++ side but will have it working by the end of Spring Break! here is some of what I have in code, not comprehensively filled out (yet)but some features are working as intended so far.  There are some classes I did not include as this preview due to the logic being long and would not fit in a screenshot. Some of the more challenging things is reworking the AI Controlle...

Creating the Puzzles in "Forgotten Memories"

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 Name: Jared Barker Date: 3/20/2023 9:31 PM EST Creating the Puzzles in "Forgotten Memories" The Problem: The problem I faced when creating the 2 puzzles is that some mechanics are difficult to implement in our game. First I tried a shadow puzzle where you rotate the object and if it's in the right rotation, the shadow match, and the puzzle is solved. The problem with that is the camera doesn't zoom to the object and the object doesn't rotate. That can be a big problem because it will be difficult to develop it more and make it difficult to see if the puzzle actually works. The Second puzzle I tried to create was a panel plate puzzle. In that puzzle, it is supposed to get all the plates to lighten up in a specific order. If that order was complete, all the plates go green and the puzzle is solved. The problem is that when all of the lights are on, they don't turn green and the puzzle can't be completed. This is a problem because it can be difficult for dev...

Xodius Studios Blog #5 Player HUD, Larger Level Design, Item

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  Xodius Studios Blog #5 Player HUD, Larger Level Design, Item Author: Kanitha Charoenpanich Published: 03/16/2023 16:29 The Problem:     This week I worked on the Player HUD, the level design, and the items. The player HUD has bugs at the moment. The health is not decreasing properly, and there is a disconnect between the player and the enemy which needs to be looked at. There is also the issue of the double health and mana bar. I needed to remove the previous health and mana bar that was attached to the player. The level is temporary, I connected two dungeon levels together with the main boss arena. The issue with the levels is that everything is loaded together which will slow the game down. I created a base item that worked with my inventory, this week I taught one of the other group members how to set up the data table and create more items. There is no issue with the items.  HUD Inspiration - Photo 1 Level Design - Photo 2 Item in Game - Photo 3 Consumable Item...

Importing assets and animations from Unreal 5.0 to Unreal 4.27.2

    Xodius Studios Blog #5 Importing Assets and Animations from Unreal 5.0 to Unreal 4.27.2 Author:Justin Palmer Published: 03/16/2023 21:30 The Problem:     The main problem this week was being able to use the assets we purchased for the Snake Temple Asset Pack.  We weren't aware when we purchased it, but the asset pack was made for Unreal 5.0 and not 4.27.  There are numerous videos on how to upgrade the asset pack from 4.27 to 5.0, but very few on how to downgrade.     Due to the lack of videos and tutorials converting the files were not going to be easy, and without the nice looking assets the player was going to be playing a dull level.  Being able to use assets on any version of Unreal is very important, and I would recommend any artist to try and make them compatible with as many versions as they can when producing their artwork.     Problem Solution:     After researching how to upgrade from Unreal 4...