Super Cop Data System working in package stand alone.. It's slow because it 3 packaged games running at once over a local network same machine i7. Way faster and smooth on different devices with only one launched stand alone connected...plus, what maybe, heavy running screen video capture software running. What's important…
OKEY!. Finally got the package and data replication working in total standalone and different devices! . Data replication appears to be a more detailed. It's easier to say that data replication is more or less an board line illusion than really pure data transmission. Replicated variables remind me of pointers. Have no…
and if you work at an office and thinking shooting the place up with a gun.....Dont do that....... you will likely goto prison for a very longtime of just killed... The best answer in handling a large group of people who are refusing to see things correctly is this.. eat lots of laxative....walk into the office start…
Got the basic data system setup. The deathmatch system is a warzone. Players pick is they want to work alone or on a team during the match. 3 sides players can be Good Cops, Bad Cops and Bounty Hunters. Bounty Hunters are independent and at any time can trade sides. Decorations are awards given to statistical anomalies.…
Pinned down the complete work flow with control rig. Create the pose and intended animation function in control rig itself, then send only the working point controls. Handle the control rig no differently than a bake animation in anim bp. Use the character bp to do the timing. It's very clean. My strategy is duplicated…
Got Today and possibly tomorrow to work on the code some more. Just finished the 2d camera system for my game. Works really well and is replicates. Uses ALS without breaking ALS. https://youtu.be/l-ilojBtFqo
Got a little bit more work done on the game. The final gameplay aiming system is complete. Mark the target system. Shoulder cannon system game. Have to get back to work. Only able to put an hour or 2 in today. https://youtu.be/FFTg5gQQ4IM
Spent the day figuring out the right tool for enemy AI. I'm using an actor sequencer combination. It works really well. It's all canned answer with conditional programming. Takes more hard work but it's good results.
for the rest of the day adding in the intro cinematic and get the rest of the player camera system working in practice with E1M1. https://youtu.be/eJUy_zZl-Rc
got some more time work on it. So good how intuitive it is now to make animation from scratch and even them borderline real-time changes in game. Video includes how to do it. https://youtu.be/aDw5AV_Eheg