OatsBoat
OatsBoat
  • Видео 40
  • Просмотров 199 604

Видео

UE4 Vine Growth Demo
Просмотров 4366 лет назад
Just a quick demo of some botanics work for my game project, it is very work in progress, needs more work, and I have sped things up for the purpose of the video, but cool to watch :)
UE4 Material Painting Test (draw to render target)
Просмотров 4,4 тыс.7 лет назад
This is just a little video showing progress on my learning of painting directly to materials. This is supposed to be a skin-like material that when painted on, changes the world position offset of the surface, revealing a fleshy layer underneath. There is still far more to be done to make it look better, but I'm pretty happy with the progress. I used this video as a basis for what you can see ...
UE4 Alien Growth Test1
Просмотров 2,3 тыс.9 лет назад
It has been a while since my last Unreal Engine 4 development video, so I thought I'd show something off. There has been a tonne of stuff that has been done since the earlier videos which I won't be showing just yet, and most likely won't be showing until I have a fully functional prototype. This is a test for a kind of alien "Growth" for my still unannounced game, only took a few hours in tota...
UE4 Atmosphere dependent explosion.
Просмотров 6939 лет назад
This test was done when I first worked on atmospherics, just to see if they really do work. I have assigned a key press to create the right changes to trigger an explosion in the atmosphere as you can see here. The explosion does not just consume the entire level, it will travel until it can no longer travel, so hiding around corners generally won't save you if the atmosphere has anything that ...
UE4 Airlock, Airflow, Gravity testing.
Просмотров 2,5 тыс.9 лет назад
I wasn't going to upload anything until a full working prototype was finished, so this video really doesn't go into detail on all of things I have been working on the last week or so, but it does show something I have been working on the last 2-3 days, and it is awesome! A working space airlock that not only just pulls objects out of it, but will even pull objects around corners, twists, turns,...
UE4 Advanced Power Flow and cool things to do with bugs.
Просмотров 7059 лет назад
Skip to 0:35 to see where the fun begins :) I have been very busy in Unreal Engine 4 the last week or so, and as a result, I have been getting a heck of a lot done. I won't show off the work I have done just yet as it is not ready to be shown, however I did want to show off a newer, better power flow system and one of the coolest feature-like bugs I have gotten out of it. In this video, I have ...
UE4 3D Widget Interaction, Power Generator and Power Flow P2
Просмотров 1,5 тыс.9 лет назад
Same as Part 1, except some more modifications to how the power nodes can interact with multiple object types. This example shows how it could affect sliding doors. When power is cut off, doors after the cut off point will not work.
UE4 3D Widget Interaction, Power Generator and Power Flow P1
Просмотров 3,5 тыс.9 лет назад
Just messing around with several prototype ideas to work out what kind of game I want to work on. (NOTE: It's all done in blueprints) This video, I have made a basic terminal that players can interact with, which will allow the player to interact with a button on a power generator, which is a seperate object. The button will toggle power on/off, and will send power to power nodes, which each ha...
[LibGDX] Java Game Development Video 7 - Auto-Tiling update. Custom seed. Tile interaction.
Просмотров 2 тыс.10 лет назад
It has been a while since I last worked on my java game, as I got carried away with other projects that I figured would be more feasible or rewarding. However I ended up coming back to my java game to continue with it, as it seemed like a waste to just stop development completely. I plan to both work on this game, and my unreal engine work as well. As for what is new in this video? Not a huuuug...
Chivalry: Medieval Warfare - On The Edge Flythrough
Просмотров 53310 лет назад
This is a flythrough of my first ever map for Chivalry: Medieval Warfare and Unreal Engine. The map is for the Chivalry: Medieval Warfare mapping contest, and has been perhaps far too ambitious. It has taken 4 months from scratch to get to this point (including heavy scripting work using Kismet only (we cannot use Unreal Script). Unfortunately 3 days before competition deadline, I had to scrap ...
Chivalry: Medieval Warfare Custom Map - "On The Edge" Door Brace
Просмотров 23610 лет назад
Just a short video showing door bracing, and door collapsing in my Chivalry: Medieval Warfare mapping contest entry "On The Edge".
Machine gun meow, blowing all the bugs away.
Просмотров 87210 лет назад
Yup, i'm uploading a cat video (uh oh). The first part of the video WAS sideways, but youtube insisted that the rest of the video should be sideways instead :( I have made it so it rotates back the right way using youtube's video tools. So it should be fine soon. My cat named Titan saw a bug in the bathroom before I was about to go to bed, and I had to record it, cats be crazy!...and cute :)
[LibGDX] Java Game Development Video 6 - Multi-knob slider/Multi-Range slider
Просмотров 2,6 тыс.11 лет назад
So I haven't done an update in a while as I have actually been re-writing the engine so that it is much easier to work with and add features to. This video is mostly just to show off a multi-knob slider object which I have created within libGDX. The class is actually just an expansion of the Slider class within LibGDX which was written by Mario Zechner and Nathan Sweet. I decided to throw a cha...
[LibGDX] Java Game Development Video 5 - Auto-Tiling prototyping, zooming etc
Просмотров 3,9 тыс.11 лет назад
The past few weeks have been a bit hectic, but with plenty of research, and some help on the java-gaming.org forums, I have now got a working auto-tiling system, however at the moment, the art assets are not complete, nor are all of the auto-tile combinations (as i'm doing bitwise auto-tiling), so at the moment, you'll just see really crappy looking green auto-tiles, but it's a proof of concept...
[LibGDX] Java Game Development Video 4 - Rendering Optimizations (stage 1)
Просмотров 5 тыс.11 лет назад
[LibGDX] Java Game Development Video 4 - Rendering Optimizations (stage 1)
[LibGDX] Java Game Development Video 3 - Procedural Terrain Generation (stage 1)
Просмотров 14 тыс.11 лет назад
[LibGDX] Java Game Development Video 3 - Procedural Terrain Generation (stage 1)
[LibGDX] Java Game Development Video 2 - Mouse dependent player rotation
Просмотров 2,2 тыс.11 лет назад
[LibGDX] Java Game Development Video 2 - Mouse dependent player rotation
[LIBGDX] Java Game Development Video 1 - Basic Keyboard Based Movement
Просмотров 1,2 тыс.11 лет назад
[LIBGDX] Java Game Development Video 1 - Basic Keyboard Based Movement
Crysis Colosseum 2
Просмотров 2,7 тыс.13 лет назад
Crysis Colosseum 2
Crysis Colosseum Bug Hunt
Просмотров 72113 лет назад
Crysis Colosseum Bug Hunt
Otreums "Overgrowth" animations part 2 (more animations)
Просмотров 3,4 тыс.14 лет назад
Otreums "Overgrowth" animations part 2 (more animations)
Red Faction: Guerilla Destruction
Просмотров 24 тыс.15 лет назад
Red Faction: Guerilla Destruction
ARMA 2 Aussie Life Car Chase
Просмотров 4,6 тыс.15 лет назад
ARMA 2 Aussie Life Car Chase
Aussie Life Truck Chase failure
Просмотров 3,5 тыс.15 лет назад
Aussie Life Truck Chase failure
[ARMA] Quarantine mod (part 7)
Просмотров 5 тыс.15 лет назад
[ARMA] Quarantine mod (part 7)
[ARMA] Quarantine mod (part 6)
Просмотров 6 тыс.15 лет назад
[ARMA] Quarantine mod (part 6)
[ARMA] Quarantine mod (part 5)
Просмотров 6 тыс.15 лет назад
[ARMA] Quarantine mod (part 5)
[ARMA] Quarantine mod (part 4)
Просмотров 6 тыс.15 лет назад
[ARMA] Quarantine mod (part 4)
[ARMA] Quarantine mod (part 3)
Просмотров 10 тыс.15 лет назад
[ARMA] Quarantine mod (part 3)

Комментарии

  • @MrThefox1995
    @MrThefox1995 2 года назад

    hey @OatsBoat his looks awesome - would you mind sharing how you made this or give me couple of hints where to look at ? greetings Fox

    • @otreum25
      @otreum25 2 года назад

      It was a long time ago, but I simply just use multiple line traces shooting in random patterns along a forward vector. The lights are seperate blueprints, which on overlap with the growth, will pop/disable. This was avery inefficient method that would not work well in a large map as hundreds, maybe thousands of these growth blobs would spawn, and I would do it very differently now with the knowledge I have. I should also mention that this was networked too, so I would imagine significant network performance issues unless using OnRepNotify's and network relevancy to lower network lag.

  • @barshi_fartshit
    @barshi_fartshit 2 года назад

    where is the code man wtf i don t care about your stupid boat game

  • @engimo5253
    @engimo5253 4 года назад

    Hi , Do you sell this?

    • @otreum25
      @otreum25 4 года назад

      No, sorry. It was merely just me experimenting with render target painting, it had lots of problems. I believe there are a lot of tutorials out there now, explaining how to do this.

    • @engimo5253
      @engimo5253 4 года назад

      @@otreum25 what has alot of problems, your work or unreals render targets? Yeah i found some tutorials, they are mostly flat plane / board drawing I like how your drawing has depth into it , do you suggest a documentation or tutorial to get into this? Thanks

    • @otreum25
      @otreum25 4 года назад

      @@engimo5253 My work had problems. For example on the sphere, I couldn't paint any depth past half the sphere I think. I haven't worked on anything like that material in years so sadly I don't really have any recommendations. There's a link in the description of a much better implementation, and the video that inspired me to try this, I can't remember where I went from there to get information, it was so many years ago now.

    • @engimo5253
      @engimo5253 4 года назад

      @@otreum25 thanks for responds , I usually think it’s impossible for old videos channel to respond but surprisingly you responded quick , thanks alot , good luck with your unique creations

    • @otreum25
      @otreum25 4 года назад

      ​@@engimo5253 That's ok, I tend to be very quick with my responses in general. I am currently working on a party game called Metal Heads, if you would like to check it out, there's a demo available on Steam with 12 mini-games (probably too many for a demo haha), and I'm aiming to launch into early access by end of March. store.steampowered.com/app/1132670/Metal_Heads/

  • @Loading-tr7yv
    @Loading-tr7yv 4 года назад

    Minecraft boat be like

  • @BlueSlay3rGaming
    @BlueSlay3rGaming 5 лет назад

    how did u get the generator to work and power them

    • @otreum25
      @otreum25 5 лет назад

      It's been a while, but I believe I used Blueprint Interfaces. Either that, or on BeginPlay, I tell the Generator what the line is that it should be interacting with is, and then reference the generator in the generators UI. The UI would call functions within the generator object, and then the generator would call a simple On/Off function within the powerline. I'm not gonna go into detail, but it's really very simple logic really if you break down how things operate. The computer is connected to a generator, the generator is connected to a powerline, the powerlines are connected to other devices that have on/off functionality. Interfaces really help with this as they contain global functions that can be used across a multitude of devices. Now that I have far more experience in UE4, I would do my entire power system completely different in this game, but I would absolutely still use blueprint interfaces as they are very powerful.

  • @ZomboJoe
    @ZomboJoe 5 лет назад

    Cool, gives me systemshock vibes.

  • @isaackershnerART
    @isaackershnerART 6 лет назад

    sooo, I read your info on the unreal help page and came across this video! so, now, how would you dispatch the event of a 3d widget to another blueprint? thanks in advanced

  • @serjserg5850
    @serjserg5850 6 лет назад

    Really great job! :) I am trying to do same thing, but have a lot of troubles with drawing dynamic map :( Could you please share source code of your project on GitHub or similar website. It's gone about 4 years after you have finished that mind storming :) but your achievements still actual and can help others :) Thanks in advance!

    • @otreum25
      @otreum25 6 лет назад

      Serj Serg Hi mate, its been a very long time and the project and both backups were lost due to a surge while backing up. And the other backup was on a dead hdd unfortunately. :( That was the main reason I stopped.

    • @serjserg5850
      @serjserg5850 6 лет назад

      otreum25 it's very very sad :( I know what is it. I have the same bad story with losing sources of one old project. Be careful for the future :) P.S. Have you published some drafts, sources or parts of it on forums or website during development? Is it possible to find some parts of your project on the first stages of your job? It's better to find something than nothing :)

    • @otreum25
      @otreum25 6 лет назад

      Haha yeah, I was very disheartened, as at that stage, I actually had it working cross platform, I was able to play multiplayer on a phone (Samsung Galaxy S2), tablet (Samsung Galaxy Tab 2) and Windows PC, which was pretty awesome even though it was really super early prototype networking. I never really posted anything anywhere or shared anything anywhere, only my progress on youtube. I since have worked on other much larger projects and am currently using Unreal Engine 4 for a party game, along side my main project which is a much larger multiplayer game, but too ambitious to get done in a short time frame while working a full time day job, having a girlfriend, looking after ferrets etc. If I were you, I would actually have a look into using Unreal Engine 4 for creating a similar game, I made a very quick prototype a while ago to try and remake what I had made here, and it worked really well within a VERY short time frame, so definitely worth looking into, and you don't have to be a programmer to do it either, as they have a visual scripting system called Blueprint which is a logic based Node/flowgraph system, it's super powerful and awesome :)

  • @benthedaddyYT
    @benthedaddyYT 6 лет назад

    Shame you don’t do tutorials, bet you’d have thousands of subs if you did :)

    • @otreum25
      @otreum25 6 лет назад

      Hi Benny. Thanks for the encouragement and interest. At some point, I would love to do tutorials, because afterall, it is with the help of tutorials that has taught me so much about UE4. But between working a full time day job, having a relationship, working on my own game project, it doesn't leave any time for anything really :( I'm hoping that once I release a game, that it sells well, and then after that, I don't have to work my full time day job, which will give me more time to do the things I love doing :)

    • @marcussperr1799
      @marcussperr1799 6 лет назад

      Any chance you could link some of the tutorials you might have used to teach you this particular event?

    • @otreum25
      @otreum25 6 лет назад

      To be honest, it is simply logic based, and could really even be improved upon now that I know a hell of a lot more about UE4. I started out by just drawing on paper how I thought It would work, like a top down type thing, then I messed around in UE4 to see if I could make it happen, first I started by looking how I could move actors in a direction, then I looked at physical materials to help actors like the player slide along the floor (as the vacuum can suck the player out, I just disabled it for this video. And I did this as one of the first things I did for the project once I learned the basics of UE4 (by following all of the official tutorials at the time), so it's a bit janky and hacky, so could be more efficient and realistic. The zero gravity thing was purely just to show zero gravity, and is by no means realistic, but the gravity was controlled based on air pressure going lower than a threshold value, the lower the air pressure, the lower the gravity for individual objects. I haven't worked on this in a while, so I can't really remember specifics of how it was all done, but to start you off, it was done with a series of blueprint actors that are simply trigger boxes that store actor arrays. I believe that on begin play, the actors add connecting actors of the same time (think of a corridoor, that has all of these volumes in it, and they each have a slight overlap) to an array so that they can update one another. These same actors are used as child actor components for the doors, so that when a door is opened, the volume that is on the outside, updates the one on the inside, and thus a domino effect occurs throughout the level, with each one of these actors updating the next one. There is a fall off effect of the vacuum (as you can see by objects far away being pulled slowly at first), to avoid the entire level getting sucked out the vacuum, but as far as air pressure, oxygen value etc, that eventually gets sucked out of the entire level over time, which is handy for if there was a fire in a section of the level, and player opens an airlock, it sucks the oxygen out, thus the fire stops burning, depending on the type of fire. As far as working out direction of pull, that is simply done by having an A-B-C system, where A is the origin of the vacuum, it then tells B to pull objects towards A, and B then tells C to pull C's objects towards B. I'm probably not explaining it well, the there are problems with such a system, but it is functional. I will eventually expand it to be node based, so each section has several nodes, effectively creating a vector field so that if there were 2 airlocks opened near to one another, that objects won't only get pulled in one direction, but I imagine this solution being way more expensive if I were to do it. Sorry I can't help further, but hopefully that gives you something.

  • @spicymemeboi2646
    @spicymemeboi2646 7 лет назад

    looks like it hurts

    • @otreum25
      @otreum25 7 лет назад

      Haha, it really does, doesn't it, haha. One day when I get back into the project i'm using this with, hopefully the gaming world will see it's gruesome but potentially helpful in-game purpose. (in game medical/surgery/wounds)

  • @sockonacab
    @sockonacab 7 лет назад

    Cool :3

  • @OoJxCorrey
    @OoJxCorrey 7 лет назад

    Hey do you know ifg this works in MP? so the clients can interact with 3D Buttons?

    • @otreum25
      @otreum25 7 лет назад

      I got it working a while ago, although, it felt real hacky. The computer object itself is a blueprint, inside that blueprint is a 3d Widget Component. The Widget component and computer blueprint communicate with one another directly, thus being able to do replicate certain things, such as button presses, screen changes etc. It's not perfect, but it works :) I haven't done a huge amount of work on the project in a while as it's scope is massive, and i'm running out of funds, so just working on a small party game for now to try and gain an income to power my main project, so as far as how to do the replicated 3d Widgets, I couldn't really go in detail.

    • @OoJxCorrey
      @OoJxCorrey 7 лет назад

      otreum25 Ok thanks for reply. Its a strange thing with 3d widgets and replications. If i start with ded server one client can use it but the sec not. I have the 3d widget as component in a actor bp with other components. Ive made a simple replication function but it seems the fail is in the 3d W self cuz also hover dont working on client side its like the component isnt there for the client.

    • @otreum25
      @otreum25 7 лет назад

      I think what I did was used the main computer BP collision to tell the server who should get control over the 3D widget, and it works fine. I can't remember if the hover functions show up for other players or not though. I imagine that I would need to create an event from the 3D widget to tell the main computer to replicate the specific button within the 3D widget being hovered. It's a silly way of going about it, but probably the only way without diving into C++ to create a replicated widget class (which is what I think I will eventually do as my main game project has computer interfaces all over the place which need to be replicated.

    • @OoJxCorrey
      @OoJxCorrey 7 лет назад

      otreum25 Ok, so you gave the collision the set owner function and then cast to custom player bp? Or controller or you made it other way? I think that is what i would try but dont know if this works.

    • @otreum25
      @otreum25 7 лет назад

      I honestly don't remember, but one way to find out, give it a try, that's what I do :)

  • @MetricZero
    @MetricZero 7 лет назад

    Holy shit, you made it so lights can be shot out! This is already better than most AAA titles lol.

    • @otreum25
      @otreum25 7 лет назад

      Haha! Yeah, it always bugs me when in games, you can't destroy lights. There are quite a few games out there that let you destroy lights though, and those games are generally pretty awesome :) It's the little details that have the biggest impact I think. The only drawback to this, is that without proper global illumination and decent performance under dynamic lighting, it is difficult to make the lighting look good. But I think for the type of game I am making, people will be completely fine with that.

  • @ggtony2235
    @ggtony2235 7 лет назад

    This is really cool~👍🏻~but I have a question~how did you blend with two different textures together~

    • @otreum25
      @otreum25 7 лет назад

      I can't remember specifics, but I looked at a render to target tutorial which showed how to paint a mask onto a blank render target. I think I used that blend target's value to drive the alpha of a lerp between the flesh and skin textures. The other way to do it I suppose is to have a flesh mesh underneath the skin mesh, and just modify the vertex normal so that the skin sinks beneath the flesh. I did this a few months ago and unfortunately due to a dead hard drive I lost the blueprint for it, so off top of my head, I can't really remember sorry :( This video is what I used to get me going though. ruclips.net/video/1Z-V1Buk6z8/видео.html

    • @otreum25
      @otreum25 7 лет назад

      Also, a much cooler version of what I did, which inspired me to try and figure this out, is found here. It's way better than what I have done :) ruclips.net/video/8D_XIhGAfXs/видео.html

    • @ИванНовожилов-э9з
      @ИванНовожилов-э9з 7 лет назад

      linear intrepolation node.

  • @murattarlan
    @murattarlan 7 лет назад

    Perfect..

    • @otreum25
      @otreum25 7 лет назад

      Haha, thank you.

  • @ceilingfan6511
    @ceilingfan6511 7 лет назад

    This is amazing, I can't seem to figure out a basic power system :D Is there any chance you'll ever show how you created your power systems? I've been experimenting with box collisions and splines, but I can't figure it out. Any tips to put me on the right path would help a lot

    • @otreum25
      @otreum25 7 лет назад

      I haven't worked on it in a while, and I had to create a new version of the power system to cater to my game's requirements, plus making it more optimized for network performance (it already was, but had way too many instructions than it needed). I just viewed the network like actual power. I'm not really an electrician but I just made use of inputs and outputs, logic gates etc. Basically the logic is this: TURNING POWER ON: 1. Send line trace from power source node to next node and check if it has power, or not, if it has power, stop looking for more nodes (this would not be the case anyway, but this could be used if two power sources worked on the same power grid for example, in my game, back up power is a thing, so I have this in place). 2. If no power is found in next node, check to see if it is broken, if it's not broken, give power to next node (this is represented by changing materials on node to be emissive for testing purposes, if it's broken, stop sending power through nodes. IF POWER IS CUT SOMEWHERE IN THE POWER GRID: 1. In the example of a power node that has 2 outputs (A straight section with ends A and B), we send a checking signal first, this doesn't do anything other than to look and see if we can find a power source in a particular direction, if we can find a signal, we don't do anything in that direction, then we change over to send a checking signal from the opposite point, and if we can't find a source, obviously we need to cut power in that direction, it's pretty simple. NOTES: There are other systems in place to avoid infinite checking loops, where if there were an actual loop in the power grid, there are fail safes that I have in place to avoid any sort of looping or incorrect behavior, but some of them get a bit complicated, perhaps unnecessarily so, but that's how I have it right now for prototyping purposes. I should also note that when doing a checking signal, the node that is broken sends a reference of itself through to the next node, which sends that same reference through to the next, and so on, so forth, each time, a counter is either added to, or subtracted from. In the case above, the count started with 1, subtracts when the signal leaves the node, it finds a valid node, adds 1, then does a check to see if the new value is 0, if the value is 0, we have pretty much exhausted the amount of nodes to check, thus we know it's time to do an action such as cutting power. If the checking signal were to come across a 3 way node however, it would add 2, as it needs to branch in 2 directions rather than 1. If it's 4 way, we add 3 etc.... None of that probably made any sense, because I was trying to summarize without going too in detail, but hopefully that gives an idea. No tutorials will be done, as it's something for my own game, and it's something I spent way too much time on, but hopefully the above gives you a rough idea.

    • @ceilingfan6511
      @ceilingfan6511 7 лет назад

      That actually makes sense and it helps a lot! Thanks so much for the explanation

  • @MrNutz001
    @MrNutz001 8 лет назад

    this is sorcery

  • @SprayOfTheWeek
    @SprayOfTheWeek 8 лет назад

    I know it was a year ago but I'm trying to make a terminal that can play a matinee or like this turn on the power to a lab. I cant seem to find a good tutorial to help me with this. Any way you could make a tutorial on how you got to this point. I know its been a while but it would be extremely helpful thanks

  • @franciss2016
    @franciss2016 8 лет назад

    I have played this map on a Brazilian Server. The map and gameplay are awesome and has a lot more variation in the layouts than other maps. Also the music badass. but I didn't like the captains feature, it kind of disrupted the game imo. The section where the ram gets pushed to the door has a seriously awesome battle scenario where both teams are spawning close to each other and then charging into a small closed off area. Was INTENSE

    • @otreum25
      @otreum25 8 лет назад

      Thank you for the kind words. For my first Unreal Engine and Chivalry map, I was pretty happy with it :) But I did go a bit overboard trying to make features within a map that weren't seen in Chivalry, like the Captain feature, and as a result, it just confused players. I love the close quarters chaotic combat feel, I think chivalry is missing that, most chivalry maps look like they are designed for huge armies, not small warbands, and thus the maps feel big and vast, but empty. I think I was trying to fill that gap by making just full on, crazy gameplay, and it worked. Most people loved it, but there were a few who complained...probably because they couldn't do their spinny whirly backwards, upside-down attacks without dying, they had to kind of gather with the other team mates and work together to succeed. Thanks again for the kind words, I appreciate it :)

    • @franciss2016
      @franciss2016 8 лет назад

      otreum25 hahahhahahaha Yes great observation on the gameplay I noticed the Same thing. most players want duels, but hey team objective is not like that. it's team tactics. I was wondering if you are making any other maps? I think it would be interesting to make a map or two that reflect battles from the era of the crusades. the map belmez is actually loosely based on a real historical event where the king of France Belmez ordered the extermination of the Templar knights. there are many to choose from. I totally agree with your take on the layout. I am sick of open spaces that create more running and Archer dodging than is fun.

    • @otreum25
      @otreum25 8 лет назад

      I won't be making any more maps unfortunately. I made the Colosseum map, which was great, but then I sold the map to Chivalry developers and I dunno what happened, they changed things, broke the map, and I couldn't enjoy even my own map anymore, not only that, but I think it's one of the most hated "official" maps now, which is sad :( I am currently working on my own full fledged game, have been since I released the Colosseum map, but I'm keeping that under the radar/close to my chest until it's ready to be revealed ;)

    • @franciss2016
      @franciss2016 8 лет назад

      otreum25 very interesting. the colosseum map has a lot of problems haha, ontheedge is an excellent map though, you clearly know what you are doing. well if you can't tell me what game you are developing can you at least tell me what type of game it is?

    • @otreum25
      @otreum25 8 лет назад

      Hahah, at least I gave the illusion that I knew what I was doing XD The map did take over 1000 hour of work.... I'm still working on how to sum the game up, but it's a multiplayer/singleplayer space sci-fi, space station survival simulation game with a procedural/dynamic storyteller, and mixes a whole bunch of sub-genre's together.... I don't like to relate it to anything, because the project wasn't originally inspired by any games, just sci-fi horror movies, but Space Station 13 (SS13) is the only game that exists that is similar, but not the same if you want to take a look at that. Mind you, mine is first person, and done on unreal engine 4, so faaaaar better engine than SS13 :P

  • @lvl99paint
    @lvl99paint 8 лет назад

    Awesome! You using physics volumes for this? Anyways, i like the hand crank generator thingy, very cool.

    • @otreum25
      @otreum25 8 лет назад

      Hi Portl_ Not using physics volumes, just normal volumes, and adding physics velocity to objects within those volumes. Basically each volume interconnects with the next, and I can't remember, but either in the construction script or begin game, the volumes get their neighboring volumes and add them to an array. If one volume is updated, it sends the information to it's neighbors, including direction, strength of vacuum etc. And yeah, the hand crank for generator was inspired by Alien: Isolation haha, machinery in my game should be highly interactive, and I want players to have to memorize how the machinery works, rather than run up to something and hit an on/off button. There is a reason for the complexity, but I won't divulge just yet. I look back at this video and think "How far have I come!?" because since this, the game looks very different, feels very different, and has a plethora of features and new things. But once it's ready to show off, I'll make more videos ;)

  • @lvl99paint
    @lvl99paint 8 лет назад

    I would pay money to know how you got that working! How did you make the screen interactive? So far I've been unable to do that at all.

    • @otreum25
      @otreum25 8 лет назад

      In the latest version of UE4 (4.13) the screen interaction is done completely different, and is very frustrating that they changed it. Now 3d Widget interaction is designed for VR, but not for keyboard and mouse, so if you want to type in a textfield for example, you can't, you need to create an in game virtual keyboard...so in my game, the player will need to type in computer commands (ie "-rprog <x>") and the player would sometimes need to type this fast...but now, I need to fit a virtual keyboard on the screen, and if the player was typing, it would be like he was typing with one finger, which is stupid. I'll eventually try to re-implement the old system back into the newer engine versions to work around this, but doesn't seem like epic games are going to go back to the older (better) system, or at least give us the choice to go back to it :(

  • @JasperCousins
    @JasperCousins 8 лет назад

    have you seen the game Natural Selection 2? it has alien growth that expands really-time just like this! I'm guessing you must have played that game too!? Now I want see you open an airlock and it all get ripped off the walls and get sucked out!

    • @otreum25
      @otreum25 8 лет назад

      Yeah, I love Unknown Worlds and their work. They have done wonders with Natural Selection 2, and definitely serve as an inspiration for the alien growth here. However NS2 growth is technically a lot better than my current implementation, and I need to do a lot of work, on how this growth actually spreads. I have implemented a flame-thrower now which removes the growth which is pretty cool :) Also, that would be really interesting, seeing the vaccuum suck it all out....That is assuming that the airlock doors could open with the growth stuck to them ;)

    • @JasperCousins
      @JasperCousins 8 лет назад

      Haha, thought so, it seams we play many of the same games, NS2, Overgrwoth and chivalry! NS2 is my fave of the bunch, although I think recent updates have not been all good, back in its prime I found this moded server with friendly fire and where gorges and commanders had much higher limits on structures they could build. As a gorge you could build 100 clogs, 30 hydras 30 babblers etc! It really felt like you were going into a proper alien base when you had ginormous clog structures bristling with hydras! Duion's Mod I think it was called, not seen it around in forever now though. Anyways sidetracked there! Hmm, yeah love the idea of doors stuck shut with goo, just thinking, if you got trapped in a section of corridor by the goo, would the doors work once cleaned up with a flamer? The option I prefer is that they would be permanently damaged and you would have to cut a hole through them once the goo reaches but maybe that's over complicating things, also might limit the things you could do with airlocks would be limited in that area later on so maybe not, haha.

  • @JasperCousins
    @JasperCousins 8 лет назад

    its awesome seeing all the things get sucked out the airlock!

    • @otreum25
      @otreum25 8 лет назад

      Sure is. I recently had to re-implement this, as UE4 updated and unfortunately some of the blueprints were corrupted when transitioning from version to version. But thankfully only took a few hours to work out why it wasn't working. The current version looks at more variables and doesn't make objects float in zero gravity until they aren't in a gravity field (if the objects are in space or if grav generators are disabled/disfunctional/sabotaged).

    • @JasperCousins
      @JasperCousins 8 лет назад

      Interesting, Would love it if you floated around when in zero gravity too! If there was air in the bit you were in you could just swim, and jump from the sides, in a vacuum this would be a bit trickier, but there would be no drag so you would never get stuck away from the walls, so could wall jump anywhere, could be very fun! Especially if the open door or wherever the air was going out of sucked you towards it too so you had to so some impressive parkour to stay inside, unless there is a handle to cling too or something!

  • @alexschmidt139
    @alexschmidt139 8 лет назад

    I was wondering if you are still working on this project and if not if you could release the source code because I would be very interested in taking a look at how you handled chunk loading, and looking at your rendering pipeline.

    • @otreum25
      @otreum25 8 лет назад

      +Alex Schmidt I didn't quite get right into the optimization side of things in the end, I mainly just relied on camera occlusion culling. And for the zooming side of things, well, I didn't have mip-maps for the tile textures, but that certainly would help in a big way when rendering so many tiles at once. If I got to entity and AI creation, I more than likely would have had basic AI for when the AI wasn't on screen, just to track movement and maybe if the AI was killed/attacked, but once in view, the AI would become more advanced to save on resources both on the logical side of the game, but also on the server, since it was going to be multiplayer. I was going to eventually do chunk loading (for the server), but I hadn't quite worked out what method I would go for as I hadn't got to that stage yet. I stopped working on the project after getting into the networking side of things, but I got it working cross platform on android, IOS and PC thanks to LibGDX. Unfortunately, to my dismay, the reason I stopped working on the project was my laptop that I had the latest version on got fried, alongside with my backup hard drive that contained the game. My main PC had a much much older version and to be honest, I became incredibly disheartened to work on it, so I saw a Chivalry: Medieval Warfare mapping contest using Unreal Engine 3 (which I had no idea how to use) and decided to dedicate myself 100% to that to try and win $10000. As a result of doing that contest, I worked on my Colosseum map, which is now part of the official game (albeit, it worked fine until the developers got their hands on it, and f'd it up, so now it has a bad name :( ). After that, I decided to work on one of the many project ideas I have, and have been working with Unreal Engine 4 since it was released to the public, and loving it's flexibility and ease of use. I was even considering creating this same very game using unreal engine 4.....personally, I think it is entirely feasible and probably very easy, but my problem is I always aim too big in my projects haha, and I am too stubborn to let go of the big projects and do something smaller. Unfortunately, I won't be releasing any source code (if I could even find it...I think it's actually completely gone now, as the hard drive that it was on, on my main PC pooped itself and I didn't recover it....unless I have the game on a usb somewhere, I don't think I have it anymore...all that work for nothing :( ...)

  • @E3_Kruger
    @E3_Kruger 9 лет назад

    Loving this! any chance of a tutorial or something? I'd love to see how this is done!

    • @otreum25
      @otreum25 9 лет назад

      +ModBodDolphin Hi, thanks :) There won't be any tutorials. But I will say that it is a lot simpler than you might think ;)

  • @true_xander
    @true_xander 9 лет назад

    Draining off an air cause loss of gravity? Wut? O_o

    • @otreum25
      @otreum25 9 лет назад

      +Александр Комаров It's not meant to make sense...just experimenting with dynamic elements of gameplay simulations.

  • @Simsaladoo
    @Simsaladoo 9 лет назад

    very cool stuff! so how are you enabling input on the widget if you dont mind me asking? is it just input on a line trace?

  • @Mobroz
    @Mobroz 9 лет назад

    I like this

  • @otreum25
    @otreum25 9 лет назад

    Yeah, I wanted to add some squishy sounds as they grew, but couldn't be bothered for this test :P

  • @neoxela00
    @neoxela00 9 лет назад

    Looks like an organic growth, i like it.. I was waiting for a squishy Halo Flood type sound :P.. Nice one!

  • @teddy-mryamz
    @teddy-mryamz 9 лет назад

    Are you using the SpriteBatch to do the rendering?

  • @RulesRedefined
    @RulesRedefined 9 лет назад

    Would be willing to put up this 3d model for purchase?

    • @otreum25
      @otreum25 9 лет назад

      RulesRedefined Hi RuledRedefined. Unfortunately I am not willing. But not due to selfishness, more so due to the fact that it's not completed, and I consider it a bit of a flop in it's design. (I approached the design incorrectly). I was working on a much better version, but have since stopped work on it. Also, the model is now part of the "Colosseum" map I made for Chivalry: Medieval warfare, which was purchased by the developers of Chivalry: Medieval warfare, along with the Colosseum asset itself, since it was part of the map.

    • @RulesRedefined
      @RulesRedefined 9 лет назад

      otreum25 No worries. Thanks for your reply. You do great work :)

  • @VreelDanelli
    @VreelDanelli 9 лет назад

    Beware of land ships.

  • @kodexishot
    @kodexishot 9 лет назад

    how to play this in multiplayer??

    • @otreum25
      @otreum25 9 лет назад

      Brother Gaming This was from 2009 man, I couldn't remember if I tried :P

    • @kodexishot
      @kodexishot 9 лет назад

      ah... :( okey

  • @neoxela00
    @neoxela00 9 лет назад

    Nice!

  • @kaydenisboss
    @kaydenisboss 9 лет назад

    Doesn't work the yomies bullshit

  • @xX123Dorian123Xx
    @xX123Dorian123Xx 9 лет назад

    This is what happens when companies are consumer friendly. AWSOME things happens, great work :D

    • @otreum25
      @otreum25 9 лет назад

      HolmsGaming Thank you for the kind words. :) Epic games live up to their name, they really are epic. Without them, things like this wouldn't happen...at least not from me.

  • @luiscarlosjayk
    @luiscarlosjayk 10 лет назад

    Hi, I have been trying to make the 3d widget example from official docs but the buttons don't get focused properly, neither clicked, of course. Could you help me with that?

    • @luiscarlosjayk
      @luiscarlosjayk 10 лет назад

      Ohh I found the solution: There's a bug with pivot and the experimental WidgetBlueprint, so you have to set pivot to 0,0 and then it worked! I'm so happy

    • @otreum25
      @otreum25 9 лет назад

      Glad you got it working! :) I had the same problem at first, but the mouse had an offset position to the screen and I figured the pivot had something to do with it, I changed them to 0,0 and it was fixed. Only to then find out heaps of people were having the problem, and the fix was already found haha. Sometimes it pays to experiment with settings, even if you think your idea is crazy.

  • @nicholasrulez
    @nicholasrulez 10 лет назад

    To many generators 7.8/10-ign

  • @neoxela00
    @neoxela00 10 лет назад

    Looks good, nice & smooth. Looking forward to seeing what is next!

  • @otreum25
    @otreum25 10 лет назад

    Hi GameDevCat (for some reason I can't reply to your comment directly...silly youtube)... Diamond Square I found, is the easiest method to understand. But some articles make it convoluted and ridiculously difficult to understand. After a while of editing and changing existing Diamond square code, you begin to really understand it's power. I have barely scratched the surface in terms of terrain generation. I want to do something more like in Dwarf Fortress with rain maps, heat maps, biomes etc.

  • @pedrorodriguez2683
    @pedrorodriguez2683 10 лет назад

    I'm almost sure the tmx map loader uses culling automatically.

    • @otreum25
      @otreum25 10 лет назад

      I wasn't a big fan of the tmx map loader, so figured i'd learn how to do it myself without that. I feel I have more control this way as well. Unfortunately though. I haven't worked on this for a while now due to other work, life, etc. But i'm sure one of these days i'll continue on with development lol

    • @pedrorodriguez2683
      @pedrorodriguez2683 10 лет назад

      Hey could you tell me what algorithm did you use for the islands generation. They llok very good!

    • @otreum25
      @otreum25 10 лет назад

      Pedro Rodriguez It's a modified Diamond Square algorithm. Link in description. javagamexyz.blogspot.com.au/2013/03/terrain-generation.html

    • @otreum25
      @otreum25 10 лет назад

      Also, this video is pretty early days on rendering. Here is where I got up to last. Auto-tile generation testing. ruclips.net/video/nYEB2TrtViE/видео.html

    • @pedrorodriguez2683
      @pedrorodriguez2683 10 лет назад

      Thanks!!!

  • @TheFlyverse
    @TheFlyverse 10 лет назад

    Looks awesome! May it be possible to share the source-code for learning purposes? I'm currently experimenting with, well, everything, and... yeah.

    • @otreum25
      @otreum25 10 лет назад

      I won't be sharing any source code, the project is aimed at being a retail game on steam, not just a project. Otherwise I would :)

    • @TheFlyverse
      @TheFlyverse 10 лет назад

      otreum25 Ok, thanks for the reply! I wish you good luck with your game =)

    • @otreum25
      @otreum25 10 лет назад

      Thanks for understanding, best of wishes for YOUR game development. The project is on hold right now while I do some Chivalry: Medieval Warfare mapping contest stuff, but shouldn't be much longer before I get back to work on this game.

  • @andrevonthyssen4086
    @andrevonthyssen4086 10 лет назад

    awesome , when will be the new maps released on official servers , cant wait to see some new maps on the 50 man servers XD

    • @otreum25
      @otreum25 10 лет назад

      Hi Andre, I am not too sure. TBS said they will be testing over the next few weeks...that was a bit over a week ago. I don't think my map will win or become official however. While people want to see it as an official map, and love it, people also love maps such as Belmez, Cove and Castle Assault. I even had a dream last night that those 3 maps would win haha.

  • @jrmftw2253
    @jrmftw2253 10 лет назад

    Amazing! Music is perfect.

  • @TyosonPlays
    @TyosonPlays 10 лет назад

    Epic :D Looks great mate!

  • @jrmftw2253
    @jrmftw2253 10 лет назад

    Love it :D

  • @KleinAmigo86
    @KleinAmigo86 11 лет назад

    Why does he look like Jean Claude van Damme in Street Fighter?

  • @otreum25
    @otreum25 11 лет назад

    There is an object called a "Slider" which you can create. It's the same as if you were to add a Button object or any other sort of object to the UI. This is a modified Slider object to allow for multiple slider values for the project i'm working on.

  • @ashokv9564
    @ashokv9564 11 лет назад

    hi..i`m very new to libGDX.. how can i get a slidebar in my project. can anyone please help me..