Pins is a hyper causal game I made awhile ago. It revolves around trying to get all your pins stuck into a circling object above. The challenge comes in getting all the pins to stick, with out touching any of the other pins.
Here it is on both the iTunes and Google Play Store:
This is a game I have in development. It is an atmospheric horror FPS, with rogue lite elements. I am using Unity to make it. Whats funny is that I hate scary games, and have almost never played one, but now I am making one lol. Below is what I have done so far.
And here is link to the github repo: https://github.com/RedGhoul/FPS_4
After taking a long hiatus from Unreal 4, cause I didn’t like blue prints (Unreal 4’s Visual Scripting Language) I preferred real programming (C++) . At which point there started to be a nice long 3 second compile time 😦
I switched to Blue Prints ! I bought my self a course and started going at it every day after work ( well … almost every day … West World doesn’t watch it’s self ) I made the final project in the course, plus some of my own additions (these additions mainly making the game look AAA, and adding UI) .
So this post is dedicated to saying “Hey look I made this cool thing 🙂 ! ” mostly by my self.
Its you basic point and click ARPG that only has one level, and uses alot of the Infinity Blade assets that Epic has given away for free. Here are some screen shots:
I plan on adding a better AI to the game using Unreal’s Behavior Tree
Its been ages since I posted here, mainly cause I got super sick and mainly cause I don’t feel the need to anymore.
Now I have been working on a few things since the last time you saw me. A lot of different things, Like Unreal 4 games, .NET Core apps, Ruby On Rails Apps, and Angular Apps. Some of which you will be seeing posts about.
For the most part my efforts to learn new things goes awry because I get side tracked by a shiny new thing. However for this coming month I am going to try to focus on a few main things:
.NET Core + Angular – Cause I like how light weight and fast it is ( Got to get in touch with the future of my beloved C# ❤ )
Unreal Engine 4 – Cause I like easy to use pretty things. Unreal is easier (Blue prints) to do something fast ( I don’t want to write that much code) Plus it already has a awesome AI system built in.
Ruby On Rails – Cause it seems like the web developers ultimate tool bag (this is mainly due to watching a number of talks by DHH)
When you inherit from a class you have full access to it’s variables and methods. However what do you do when you would like to use one its methods, and then add to it ? Well you would try to override the method with your definition. This can be accomplished using the “Virtual” keyword on the function you want to override on the parent class. And then using the “Override” keyword on the function in the child class. After which you would then use the “Super” keyword to call the implementation of method found in the parent class.
A real world application of this is, when you want to override and add to the “BeginPlay” method.
Here we see that the TankPlayerController inherits from the APlayerController that inherits from the Actor class. The Actor class holds the initial implementation of the “BeginPlay” method.
After my trial run with Unreal 4, which you can read more about that here. I decided to double down on Unity as my game engine of choice. And in doing so I decided to spend. Not just spend a little, but a lot. In doing so I searched the internet trying to find all the essential assets that one needed / could hope to want. One of those assets was one called “Pro Builder Advanced”, it allowed you to model and map textures onto your levels right there in unity it’s self. It was easy to use, saved you time, and got the job done.
Fast forward a couple of weeks, and much to my amazement Unity made the asset free. Which meant that the developer of Pro Builder Advanced stopped supporting it.
In one fell swoop I had lost the 100 USD that I had spent. What I don’t understand is how Unity never gave anyone any warnings. Like announce they where in the process of buying the developer. I would have even been happy with them giving anyone who had pursued the asset, in the lead up to the announcement a 10% coupon. 🤦♀️
I don’t get it Unity … this is not how you bring about any brand loyalty.
And yes I should have done more research before buying the asset. Or maybe even not have bought the asset at all, cause I never used it 😕