#21. Posted:
Status: Offline
Joined: Feb 29, 201212Year Member
Posts: 355
Reputation Power: 2539
Very good bro! |
- 0useful
- 0not useful
#22. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
@BDZ
Thanks bro for the compliment! |
- 0useful
- 0not useful
#23. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Fursan al-Aqsa Dev Blog #7 - Making Off SplitScreen Multiplayer
In this article I discuss the technical details of how I implemented the Multiplayer with SplitScreen for my game. indiedb.com/games/fursan-al-aqsa-...ultiplayer It's worth a reading https://media.indiedb.com/images/games/1/73/72158/17-_Fursan_al-Aqsa_PC_Multiplayer.png |
- 0useful
- 0not useful
#24. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Fursan al-Aqsa - Enemies AI Update
https://media.indiedb.com/images/games/1/73/72158/18-_Fursan_al-Aqsa_-_Enemies_AI_Update.png indiedb.com/games/fursan-al-aqsa-...-ai-update This video shows the updated enemies AI in action, alongside the preview of a very fun new game mode: "Blow Them Up" Let's frag! In the next post I will reveal the tech detail of this new AI system I created using Kismet, the Visual Programming Language of Unreal Engine 3. Cheers! |
- 0useful
- 0not useful
#25. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Fursan al-Aqsa Dev Blog #8 - Enhanced Artificial Intelligence for Enemies
In this article I discuss the technical details of how I created various AI algorithms for my game entirely in Kismet, the Visual Programming Language of Unreal Engine 3. indiedb.com/games/fursan-al-aqsa-...or-enemies https://media.indiedb.com/images/games/1/73/72158/Cover_Shoot_AI_2.png |
- 0useful
- 0not useful
#26. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
#FursanAlaqsaGame meets @MortalKombat!
Can you guess what I am planning next to my game? Cheers! #Blood #KnifeKills #FinishHim #FlawlessVictory #Fatality https://media.indiedb.com/images/games/1/73/72158/Skeleton.png |
- 0useful
- 0not useful
#27. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode.
The basic tech behind it is very simple. On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones). So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false). And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3. Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList). So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable. If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed. It's that simple! Cheers! https://media.indiedb.com/images/games/1/73/72158/HeadShotsCounter1.png https://media.indiedb.com/images/games/1/73/72158/HeadShotsCounter2.png |
- 0useful
- 0not useful
#28. Posted:
Status: Offline
Joined: Feb 03, 20195Year Member
Posts: 5
Reputation Power: 0
Fantastic work! We have been following your work since you advertised it on our forums! We look forward to the opening on your game! |
- 1useful
- 0not useful
#29. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like @Quake and @DOOM. Also you can see the finished HUD for Multiplayer.
indiedb.com/games/fursan-al-aqsa-...er-pickups |
- 0useful
- 0not useful
#30. Posted:
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Status: Offline
Joined: Nov 17, 20159Year Member
Posts: 124
Reputation Power: 4
Fursan al-Aqsa Dev Blog #9 - Making-Off Weapons and Projectile Physics
In this article I discuss the technical details of how I created the weapons of my game, and how I did the physics simulations for the projectiles using Unreal Script. indiedb.com/games/fursan-al-aqsa-...le-physics |
- 0useful
- 0not useful