Not really dynamite, but there are now fire and dripping sounds added to Touch Of Darkness – really adds ambience to the levels and also helps with navigating (quieter/louder as you get closer or further away, 3D audio so you can tell which direction it’s coming from).
Also you can feel the heat from the fire so you know what direction it’s coming from and walls cast a heat shadow so you know when something’s blocking line of sight with it.
It returns the point on the edge of the screen that’s between the center of the screen and the target point if you draw a straight line in 3D space between the two. It also takes a margin (0 = no margin, 1 = center of screen, 0.5 = half way between those) if you don’t want to use the actual screen edge for whatever reason. It should cope with different screen resolutions and aspects without any trouble.
It also returns the float angle in degrees heading towards the target – used above to orient the arrows.
Edit: There should be an ABS node in “Use resulting screen coord to find screen edge and angle”, just after the first “+” node. Of course I discovered it immediately after posting this. D’oh.
I’m taking a short break from the game to work on a large background project – a story engine.
Those games that let you make a handful of choices throughout the game that change the ending? (e.g. Skyrim) I’m aiming to make it possible to make any choice you want at any time and have it affect how other characters perceive you and how they interact with you – a universe in which the NPCs have a back story, relationships, motives, hobbies and jobs.
A totally immersive universe in which there could be gods, demons, zombies, super heroes, space travel and aliens or as simple as 3-year-old’s books entirely populated with red balls, small puppies and children playing with both.
Don’t have a wedding that requires any organisation. It will take much of your time and slow progress significantly. Especially if you make some rather awesome block-printed shirts for the children and best woman featuring their favourite things.
Someone was having trouble with Key Sequences yesterday (e.g. Left, Right, Up, Left, Right, Fire) in UE4. Apparently the only method google could suggest was a highly complicated arrangement of branches that didn’t sound like much fun to implement and like a real pain to add to or change.
My suggestion is to use an Enum of possible key presses (Left, LeftDown, LeftUp etc.) and then store the last however many in an array which you compare to predefined ‘Make Array’ sequences of Enums, and once one matches execute whatever action you want for that sequence. Obviously you only add to the array if the key is different from the last entry in the array.
As you generally want the sequence to be either entered fairly rapidly or to not work, you could add a small timeout that is reset every time you press a different key. If the timeout reaches zero you clear the array ready to start again.