Part 3 should be out on the 2nd of August! It should be the final part! It covers the melon scythe, the fist, cannons and making your island support multiple courses and rounds. Also don't worry I'm not becoming a fall guys RUclipsr or anything 💀 I'll have a sidescroller tutorial out soon.
@@Zyplaytime Well you'd need to make it as anyone would in Creative 1.0. So make an island using one of the 5 fall guys templates. The one issue is that creative 1.0 is limited when it comes to stuff as you can't use the sequencer/verse to do things. You'll need to rely on the prop mover and prop manipulator to move and disappear fall guys props which again is very limited and you can't make anything spin for something like the propellor or hammer. Anything I do with regular devices shouldn't change and you should be able to do it.
I guess it would make it more smooth, but high FPS animations take up a lot of memory/ram usage. Lowering it can help with making the performance of the game better.
Love the sequencer but apparently it's not the best when it comes to platforms we want to walk on specifically like the spinning discs or horizontal moving platforms, according to other map creators there can be desync in game or something if players are joining late, can you confirm or deny this at all, because i really can't be bothered using verse, the sequencer is a bit more convenient imo. and the issue with the glitchy platforms has been fixed (i think, has been working for me recently anyway) but if moving platforms end up breaking in other ways during gameplay that's gonna ruin my whole flow ps: in my top 3 uefn creators rn keep it up big man
Yeah, sure, make's sense. Sequencer can be buggy sometimes so I can approve of people saying there can be a few issues with it. There is a creative update scheduled for the 6th of august, aka the same day when all the fall guys islands can be published, so maybe Epic will have any desync issues fixed, or maybe not. I know you don't want to use Verse but there's a good verse device made by Couri inspired by Tom Jank's device that is a lot more versatile and supports multiple props, and you don't need to edit it at all really. You can get the code here -> x.com/fncouri/status/1816586187190206837 .
Good news, the victory animations/mechanics including custom UI are in part 3! Should be out tomorrow. As for the fall guys songs, I don't know if it's even allowed to use Mediatonic's own copyrighted music from fall guys other than the two we have. So I might not include how to get the wav files of any song as it's a bit legally-grey.
Question, in editor mode is there a way to rotate the platforms or make the pendulum movement or is that function only available for the computer editor? :'( Thanks i love your vids
If by editor mode, you mean creative 1.0, and computer editor is UEFN, you can really only do rotating platforms and pendulum movement with either the sequencer or Verse, which is only available in UEFN sadly.
my level sequence just randomly stops working and it's not looping, loop playback and autoplay is enabled, idk what's happening, maybe it's corrupted or something
Yeah, in part 1 I get the same bug, I don't think it's corrupted or anything just a bit buggy. I'm not exactly sure what is happening or how to fix it.
Hey would you know why when I put an animation on an obstacle, it starts rotating nicely and after a few seconds i see it rotate every 5 seconds (i put 60fps, but apparently I only see them the first few seconds) thanks! Great video btw
The "fix" I found was make it so it was set the cinematic sequence device to keep state. Another issue that comes after that is that if the player is on the platforms at the moment the sequence resets they glitch out and fall through. So a workaround for that too was to make the sequence 2 minutes long (or longer) as it minimizes the amount of times the sequence will reset. That's what worked for me, it doesn't get rid of the issue as it's more the UEFN sequencer that is at fault here but it's a good way to avoid issues.
@howtwoboss tysm man! I didn't change anything and it fixed itself lol but yeah these bus are a bit weird.. separate question: which musics are we allowed to use in our map and do we need to give any credits when publishing the Maori or not? Thx!
@@howtwoboss Hey I finally finished my map, but realised that as the first person to join in the game I get no animation problem whatsoever, however when people join during the game and spawn, they get that animation issue, and I dont know what to do about it... do you any more? Thanks
Well anything that uses relative tracks you can copy the transform track of something, then you can paste that onto another object. You just need to make sure the axis of rotation is the same and it should work. Normal transform tracks won't work as it requires the location of the object AND whatever you put that onto it will just go to the exact same position as the copied object's transform track. In this video i did the swinging logs with regular transforms but you can do it with relative too by making one key 90, then the other -90, then one more key to reset it back to 90, on whatever axis is right and that should work. As for something like flippers, or something that activates you will probably need to do it manually for every single one.
No, you don't need a transform AND visibility, you can just delete the transform track and keep the visibility only. Then attach that to the obstacle, and transform the obstacle. You should do it that way as the pivot point of rotation is in the correct place when you try to move everything.
I'm zooming through things as I probably covered in the last part, and don't want to waste time covering the exact same things. But sure, I should probably slow down 💀
Part 3 should be out on the 2nd of August! It should be the final part! It covers the melon scythe, the fist, cannons and making your island support multiple courses and rounds.
Also don't worry I'm not becoming a fall guys RUclipsr or anything 💀 I'll have a sidescroller tutorial out soon.
How do I do all of this on my Nintendo switch
@@Zyplaytime Well you'd need to make it as anyone would in Creative 1.0. So make an island using one of the 5 fall guys templates. The one issue is that creative 1.0 is limited when it comes to stuff as you can't use the sequencer/verse to do things. You'll need to rely on the prop mover and prop manipulator to move and disappear fall guys props which again is very limited and you can't make anything spin for something like the propellor or hammer. Anything I do with regular devices shouldn't change and you should be able to do it.
your videos helped me getting started with UEFN, thanks!
Amazing tutorial as always! Looking forward to Part 3.
does the fps of the animations in the sequencer matter? would it make it more smooth or is it not recommended. great vid
I guess it would make it more smooth, but high FPS animations take up a lot of memory/ram usage. Lowering it can help with making the performance of the game better.
My friend said you sound like Kermit the frog, and I can't unhear it now. Nice Video!
Bro is the most helpful I’m subbing
Nvm alrdy am
Thank you!!
Love the sequencer but apparently it's not the best when it comes to platforms we want to walk on specifically like the spinning discs or horizontal moving platforms, according to other map creators there can be desync in game or something if players are joining late, can you confirm or deny this at all, because i really can't be bothered using verse, the sequencer is a bit more convenient imo. and the issue with the glitchy platforms has been fixed (i think, has been working for me recently anyway) but if moving platforms end up breaking in other ways during gameplay that's gonna ruin my whole flow
ps: in my top 3 uefn creators rn keep it up big man
Yeah, sure, make's sense. Sequencer can be buggy sometimes so I can approve of people saying there can be a few issues with it. There is a creative update scheduled for the 6th of august, aka the same day when all the fall guys islands can be published, so maybe Epic will have any desync issues fixed, or maybe not.
I know you don't want to use Verse but there's a good verse device made by Couri inspired by Tom Jank's device that is a lot more versatile and supports multiple props, and you don't need to edit it at all really. You can get the code here -> x.com/fncouri/status/1816586187190206837 .
Thank you so much 😀
I would like a tutorial to make the end of round animation with the winner and fall Guys songs. It would be nice if you brought it
Good news, the victory animations/mechanics including custom UI are in part 3! Should be out tomorrow.
As for the fall guys songs, I don't know if it's even allowed to use Mediatonic's own copyrighted music from fall guys other than the two we have. So I might not include how to get the wav files of any song as it's a bit legally-grey.
@@howtwoboss Fantastic!
Thx you earned a sub
Question, in editor mode is there a way to rotate the platforms or make the pendulum movement or is that function only available for the computer editor? :'(
Thanks i love your vids
If by editor mode, you mean creative 1.0, and computer editor is UEFN, you can really only do rotating platforms and pendulum movement with either the sequencer or Verse, which is only available in UEFN sadly.
very nice bro
howtwoboss? more like howtwo skibidi edge fanum tax on kai cenat
real
fall guys go Gogogo 🎉
thank you for the video! I have a problem with the spinning things, when people join mid game it doesn't work good. do you know how to fix it?
Part 3
It's coming August 2nd as I said in the pinned comment!
WOW OOO LALA
my level sequence just randomly stops working and it's not looping, loop playback and autoplay is enabled, idk what's happening, maybe it's corrupted or something
Yeah, in part 1 I get the same bug, I don't think it's corrupted or anything just a bit buggy. I'm not exactly sure what is happening or how to fix it.
Add a cinematic sequence device with a play function that plays itself when stopped
Hey would you know why when I put an animation on an obstacle, it starts rotating nicely and after a few seconds i see it rotate every 5 seconds (i put 60fps, but apparently I only see them the first few seconds) thanks! Great video btw
Btw I realised you had the same problem in your part 1, did u ever find a fix? thx!
The "fix" I found was make it so it was set the cinematic sequence device to keep state. Another issue that comes after that is that if the player is on the platforms at the moment the sequence resets they glitch out and fall through. So a workaround for that too was to make the sequence 2 minutes long (or longer) as it minimizes the amount of times the sequence will reset. That's what worked for me, it doesn't get rid of the issue as it's more the UEFN sequencer that is at fault here but it's a good way to avoid issues.
@howtwoboss tysm man! I didn't change anything and it fixed itself lol but yeah these bus are a bit weird.. separate question: which musics are we allowed to use in our map and do we need to give any credits when publishing the Maori or not? Thx!
@@howtwoboss Hey I finally finished my map, but realised that as the first person to join in the game I get no animation problem whatsoever, however when people join during the game and spawn, they get that animation issue, and I dont know what to do about it... do you any more? Thanks
How do you make the Sequence play Ingame
You'd want to use a cinematic sequence device, then add the sequence into the sequence option.
Is there a way to get swinging things in 1.0? (I play ps5)
Not really as the prop manipulator is pretty limited.
bro but if i make any of these cinematic objects how can i multiply them without needing to edit each one of them? i duplicate the sequence?
Well anything that uses relative tracks you can copy the transform track of something, then you can paste that onto another object. You just need to make sure the axis of rotation is the same and it should work. Normal transform tracks won't work as it requires the location of the object AND whatever you put that onto it will just go to the exact same position as the copied object's transform track.
In this video i did the swinging logs with regular transforms but you can do it with relative too by making one key 90, then the other -90, then one more key to reset it back to 90, on whatever axis is right and that should work.
As for something like flippers, or something that activates you will probably need to do it manually for every single one.
@@howtwoboss :(( i feared so.. thanks a lot
yooooooo^^
How can I make the Ballballs Invisible?
The visibility track in the edit section of the pin balls in the sequencer.
Thank You so instead of attaching the binball to obstacle I should do the reverse and animate the pinball?
No, you don't need a transform AND visibility, you can just delete the transform track and keep the visibility only. Then attach that to the obstacle, and transform the obstacle. You should do it that way as the pivot point of rotation is in the correct place when you try to move everything.
Thank You I will try this, Love this series of Videos by the way Really helpful with the little tricks in Cinematics
How we supposed to do thisnin normal creative not uefn
I can't find the hop flower in any gallery
It's in the bouncer device gallery. The tires, blue mushroom and blue bouncer trap is with it in there too.
Try not talking so fast and clicking in between different things before you get a chance to see what you’re doing
I'm zooming through things as I probably covered in the last part, and don't want to waste time covering the exact same things. But sure, I should probably slow down 💀