Many thanks for all of your votes!
Final book should be created using:
As you can see there is a lot of people willing to focus only on Blueprints. Shooter Tutorial has been for more advanced developers – but still novice. You can find a lot of Blueprints tutorials and couple made in C++.
I would like to show you that C++ isn’t that bad. It’s just a word! I strongly believe that everyone can learn UE4 C++. If you were able to learn Blueprints you will learn UE4 C++ API without a problem. It’s almost the same, you don’t need to be C++ guru.
Still I’m focusing on novice developers. I will be doing C++ stuff when needed, will try to show you how to use engine properly.
There will be more advanced tutorials for C++ here at blog. Currently I’m working on extending editor tutorial – so more advanced developers will have something too.
So yea – book will be made using both Blueprints and C++ with more focus on Blueprints.
Again thanks for your votes! And I have added another poll you might be interested in! (sidebar)
I wasn’t able to find any tutorial or documentation about GameplayTags so I decided to create one myself. In this tutorial you will learn about:
- Actor / Component Tag system,
- UE4 introduced GameplayTag system
- How to use them,
- Why you should use them?
You guys requested melee tutorial and I’m right after game jam where my colleague (cheers Tomek!) did really simple but powerful melee weapon. This tutorial will be about:
- How to do melee damage,
- Create basic weapon class to drive melee damage,
- Weapons can be added to AI characters as well and they will do melee damage to others as well (Player and other AI)
- There will be two versions: one without any additional preparation and second one in which you need to add sockets to weapon mesh.
So, lets go!
I know that I haven’t posted anything for a long time. It was caused by lot of things: I have left my current job, 30 birthday, publishing game jam project on Steam, health issues… basically lot of stress… but I’m back!
First tutorial after my absence will be about melee damage! Stay tuned!
Intensive Exposure is now available on Steam.
It was really fun to create this, hope you will like it!
80 level did interview with me about Intensive Exposure. Check it out!
I would like to share some tips for you guys about creating full featured game in 42 hours. I will try to share some tips about:
- Team Structure,
- Team Organization,
- Time Management,
- Voxels in pipeline,
Hope it will be helpful for someone!
Intensive Exposure started as a game jam game created originally in 42 hours. The theme was “No one knows who I am”. It won both first prize and people’s choice award. With such a great feedback and given our love for the original concept we embarked on an adventure to create bigger and more refined version of the game.
It is my first game created without being so serious about it. Lot’s of fun!
You can support the game on Greenlight! And yeah I will be posting some tutorials from this one as we did a lot of stuff quickly.
Here you can read story of this project.
Another great news guys! ShooterTutorial will have soundtrack created by Karol Kosacki! Karol is experienced programmer… doing… yes – music!
While listening you can check interview which I did with Karol, asking him about tutorials, how to create music for indie games and other stuff.
I have asked him to put the music on Unreal Marketplace. It is available on iTunes as well! Big thanks Karol for contribution!
Yes, ShooterTutorial book will be free for everyone and available in web! (using Confluence as engine)
Today ShooterTutorial has been granted for Microsoft BizSpark. Basically I have got lot of support and you know what? Knowledge should be available for free.
Book will be different than blog. I have learned a lot and will focus more deeply on newcomers. Hope to share first chapter soon but… I still need to finish some tutorials 😉
Big thanks to Microsoft!