Oh hell yeah. I know it's gotta be SO satisfying to watch this back and think on how it all came together. Take a few minutes to enjoy the progress you've made.. And then promptly get back to work, cause I wanna play it.
Nice work! For the swinging bars you can set the collision channel on camera to ignore so the spring-arm doesn't lurch the camera forward when it passes near a bar~~
I have a question about parkour action. How did you implement the function of moving your hand when the block moves while holding the block with your hand? I understand that if the movement mode was Fly, you should move the location arbitrarily. I wonder how you implemented it if you handled it with a separate logic instead of tick.
@@sycovoodoo155 MD6_Products. I bought the first version of the asset. The parkour stuff and the swinging part I implemented myself so it's just the ledge climbing
This is incredible! Would you mind my asking how you did the detection? Is it all dynamic done through a capsule trace or something equivalent? Or did you tag each parkour area manually/ This is really something superb, and I'd like to be able to get somewhere close to what you've created here in a personal project I'm doing myself. Regardless, excellent work! Excited to see what you come up with.
Absolutely love it. What type of game are you going for? By chance any tips on how to achieve this? Tutorials you particularly found help for or anything. I am making a game as well, and finding the animation part of things to be one of the most daunting. Would love to achieve something like this with such smoothness. At least a tip on what generally to look up? Any who, I just really think what you achieved looks fantastic. Inspiring. Though daunting to figure out how to do similar. xD
I'm going for a souls like atmosphere mixed with a sekiro and dmc style combat mixed and a tenchu/aragami type stealth with a few unique ideas that I've yet to show on youtube. I know it would pretty hard to imagine what I mean through text but It'd make sense if you could see it lol. For the animations, I've actually followed very very few tutorials beyond the basics when I first started i figured it'd be easier to figure out through trial and error. I suggest you check out the animation systems for Lyra and ALS and try to understand it through there
@ThunderWolfUE Neat. Ty. I am working towards something a lil similar so I can piece together a bit, just not the specific full scope. Should be promising. Personally, I am working on a game inspired by tenchu as well, but still very early on. Have bits and pieces of inspiration from all over, but tenchu and naruto are fairly major. I feel mine may be a bit more stealth focused like tenchu, though. Love seeing that things like tenchu are still remembered and inspiring more games. I gave up waiting for sequels, so I will be attempting one of my own. Will keep following along. I hope it goes well. Lots to learn, I was looking at als and goodness, and it confused me, but I have been trying to piece it together. GL!!!
One thing, I believe I noticed you said in one of the videos that you are using motion warping. Do you by chance know how to do that with replication? Was really excited that I got a takedown system going that looks great, but it just will not replicate worth a crap thanks to motion warping I believe. I tried the usual custom server and multi cast function setup, and it works for a simple montage, but not for warp. Not really any info anywhere either... REALLY want to use warping as it seems really useful, and really want a co-op aspect if possible. Just figured Id ask just in case there is a chance you know, as there isn't much out there on it. T.T
You can't use motion warping with replication as far as I know. Try manually interping the root component of the character to the warp target location and maybe you can replicate that I'm not too sure about multiplayer stuff
@@ThunderWolfUE I see. Thank you. I have sense been trying to make a SUPER simple roll as a test, and oddly.... It seems to work with the warping... Made it so it warps between jump and landing to control distance. So maybe you can, but the complexity of my takedown is failing at something somewhere? Time for a headache. hehe... Tyvm, just thought I would check. I guess that will likely be one difference in my game, multiplayer. If I can... xD Oh and last thing, will try to not bother you too much more unless replying or talking about the project, dont wanna be too much of a bother.. xD... By chance where do you get the model and animations, I seen a korean dev log that had the same samurai model, and you also have some nice animations, would love to get for testing quicker, but np of course if you don't wanna share. Just asking, will leave you alone
@@merccc1 They're from the Marketplace so I can't share them. The model is called The Fallen Samurai and the animations are simply titled parkour animations, by QwertNikol.
If you're talking about only the stuff in the video, not long considering the climbing system is an asset I've bought from someone's patreon and all I did was add the swinging mechanic and modified it to work with the parkour system
Nope the climbing animations are from the climbing asset itself and the parkour animations are from the marketplace by QwertNikol. I only edit the animations when necessary
Oh hell yeah. I know it's gotta be SO satisfying to watch this back and think on how it all came together. Take a few minutes to enjoy the progress you've made.. And then promptly get back to work, cause I wanna play it.
Ac1+ac3+ghost of sushima+prince of persia
This is just
Truly unreal
Plus Watch Dogs 2
Plus Ninja Blade
plus ninja gaiden
I love the horizontal wall run. Reminds me of the prince of Persia. Nice work
I like how I can notice details that are from AC3, like when he briefly stands up on the wall before climbing or jumping up it
This is smooth asf! Good effort!
Impressive & very unique in some sort of way but aswell as also quite similar to Naraka bladepoint movement
Man good job congrats to you for working on this beautiful start!
Nice work!
For the swinging bars you can set the collision channel on camera to ignore so the spring-arm doesn't lurch the camera forward when it passes near a bar~~
Looks great
Why ubisoft can't do this 🤦🏼♂️
true ubisoft does it worse nowadays
I really want to bring these mechanics to my games is there any tutorial or help on the internet to do this the right way
@@UnrealSri I have project files for the parkour component on my Patreon and the climbing system is an asset from some other guys Patreon
It's good but very floaty feeling
PARKOUR TIME!
tutorial , patreon ? I wanna learn how to do this please share
Pls links to dowload
what is this amazing character
I have a question about parkour action.
How did you implement the function of moving your hand when the block moves while holding the block with your hand?
I understand that if the movement mode was Fly, you should move the location arbitrarily. I wonder how you implemented it if you handled it with a separate logic instead of tick.
Which subscription do I need to get for the training of this project? This is the first time I will subscribe to someone.
Tutorial?
Please whos patreon did u get the climbing asset off
@@sycovoodoo155 MD6_Products. I bought the first version of the asset. The parkour stuff and the swinging part I implemented myself so it's just the ledge climbing
highly doubt it but I hope the new AC shadow's parkour is like this
I think you need to work on a new Assassin's creed, teach them how to do parkour
Incredible😮
good job
Reminds me of mirrors edge. This is great
This is incredible! Would you mind my asking how you did the detection? Is it all dynamic done through a capsule trace or something equivalent? Or did you tag each parkour area manually/ This is really something superb, and I'd like to be able to get somewhere close to what you've created here in a personal project I'm doing myself.
Regardless, excellent work! Excited to see what you come up with.
@@noadr5gon yeah it's done through multiple traces first check for the object than it's height and length etc so it works with every mesh.
@@ThunderWolfUE Word, seems much easier than manually marking grabbing points. Thanks man, the height and length is giving me some ideas
@@noadr5gon np. If you have any questions feel free to ask and there are tutorials you can follow at my Patreon too.
@@ThunderWolfUE Oh cool! If I get stuck Ill throw some bucks your way
Absolutely love it. What type of game are you going for?
By chance any tips on how to achieve this? Tutorials you particularly found help for or anything. I am making a game as well, and finding the animation part of things to be one of the most daunting. Would love to achieve something like this with such smoothness. At least a tip on what generally to look up?
Any who, I just really think what you achieved looks fantastic. Inspiring. Though daunting to figure out how to do similar. xD
I'm going for a souls like atmosphere mixed with a sekiro and dmc style combat mixed and a tenchu/aragami type stealth with a few unique ideas that I've yet to show on youtube. I know it would pretty hard to imagine what I mean through text but It'd make sense if you could see it lol. For the animations, I've actually followed very very few tutorials beyond the basics when I first started i figured it'd be easier to figure out through trial and error. I suggest you check out the animation systems for Lyra and ALS and try to understand it through there
@ThunderWolfUE Neat. Ty. I am working towards something a lil similar so I can piece together a bit, just not the specific full scope. Should be promising.
Personally, I am working on a game inspired by tenchu as well, but still very early on. Have bits and pieces of inspiration from all over, but tenchu and naruto are fairly major. I feel mine may be a bit more stealth focused like tenchu, though.
Love seeing that things like tenchu are still remembered and inspiring more games. I gave up waiting for sequels, so I will be attempting one of my own. Will keep following along. I hope it goes well.
Lots to learn, I was looking at als and goodness, and it confused me, but I have been trying to piece it together. GL!!!
Wat game is
looks very good
nice how long you needed for the implement of the movement and animations?
an hour or so. Implementing the animations is the easy part
@@ThunderWolfUE no am i mean overall + the code
Yet assassins creed still looks like it does
Finally a new video ❤
One thing, I believe I noticed you said in one of the videos that you are using motion warping. Do you by chance know how to do that with replication? Was really excited that I got a takedown system going that looks great, but it just will not replicate worth a crap thanks to motion warping I believe. I tried the usual custom server and multi cast function setup, and it works for a simple montage, but not for warp. Not really any info anywhere either... REALLY want to use warping as it seems really useful, and really want a co-op aspect if possible. Just figured Id ask just in case there is a chance you know, as there isn't much out there on it. T.T
You can't use motion warping with replication as far as I know. Try manually interping the root component of the character to the warp target location and maybe you can replicate that I'm not too sure about multiplayer stuff
@@ThunderWolfUE I see. Thank you. I have sense been trying to make a SUPER simple roll as a test, and oddly.... It seems to work with the warping... Made it so it warps between jump and landing to control distance. So maybe you can, but the complexity of my takedown is failing at something somewhere? Time for a headache. hehe... Tyvm, just thought I would check. I guess that will likely be one difference in my game, multiplayer. If I can... xD
Oh and last thing, will try to not bother you too much more unless replying or talking about the project, dont wanna be too much of a bother.. xD... By chance where do you get the model and animations, I seen a korean dev log that had the same samurai model, and you also have some nice animations, would love to get for testing quicker, but np of course if you don't wanna share. Just asking, will leave you alone
@@merccc1 They're from the Marketplace so I can't share them. The model is called The Fallen Samurai and the animations are simply titled parkour animations, by QwertNikol.
Wowww how long it took you to create this?
If you're talking about only the stuff in the video, not long considering the climbing system is an asset I've bought from someone's patreon and all I did was add the swinging mechanic and modified it to work with the parkour system
@@ThunderWolfUEwhat patreon
Muy bueno. Hace unos meses pensé en un juego asi.
AWESOME !!!!!!!!!!!!!!!!!!!
blend it with physics. :)
Szia te vagy karcsi plays moderátora?
Is this using motion Matching? looks great
I am not capable of making this. but from my perspective it looks incomplete like there is a choppiness to the transition between modes
Wooow! This is incredible! Did you make these animations by keyframing movements on your character rig? if so it must have took forever.
Nope the climbing animations are from the climbing asset itself and the parkour animations are from the marketplace by QwertNikol. I only edit the animations when necessary
@@ThunderWolfUE oooh ok!
@@ThunderWolfUE Great job! Your video came up in the recommendation
👍
Maybe try make it more realistic
Dislike for st-id music background