Adding KNOCKBACK and WALL BOUNCE to my Beat 'em Up Game

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  • เผยแพร่เมื่อ 29 ธ.ค. 2024

ความคิดเห็น • 54

  • @CobraCode
    @CobraCode  2 ปีที่แล้ว +4

    Was looking forward to doing this one for a long time!

  • @noharachamploo6091
    @noharachamploo6091 2 ปีที่แล้ว +5

    You might just be my favorite Dev on youtube now. Everything is clean, the code, the visuals, the explanations, even down to the music during your presentations.
    🔥

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thank you :)
      I'm sometimes not sure if these videos should even have music at all, but it really helps to cover up small noises during the recording.
      So I'm glad to hear you're enjoying the choice of music!

  • @CyberWolf755
    @CyberWolf755 2 ปีที่แล้ว +3

    This is amazing. I really love that the Tekken mechanics inspired you.
    I'm an avid Tekken player myself, when I have time to play.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you :)
      I was really big into Tekken 7 until Soul Calibur 6 came out which then consumed all of my attention.

  • @MetaCzech
    @MetaCzech 2 ปีที่แล้ว +5

    The combat system looks really cool and juicy, good job :)

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thank you :D

  • @RylanLego
    @RylanLego 2 ปีที่แล้ว +2

    Just wanted to say thank you so much for your video tutorials! It's been so awesome seeing the potential of Paper2D games in Unreal :)

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thank you :D
      I'm happy to see so many people seem to be interested in it!

    • @RylanLego
      @RylanLego 2 ปีที่แล้ว +1

      @@CobraCode You're very welcome! Also, I know it might not be part of your game, but it would be awesome to learn how Wall Jumping works in 2D! 👀

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      @@RylanLego The character actually comes with animations for clinging onto walls so I was thinking of putting in wall jumping, but other things have just been higher priority so far xD

  • @ArtistGamedev
    @ArtistGamedev 2 ปีที่แล้ว +1

    I was literally just fighting with knockdowns and recovery in my own game this morning. So glad you posted this. Will be rewatching a few times to figure out where I'm screwing up.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Perfect Timing :D
      Sorry this is more of a conceptual overview than a full code along.
      If you just can't figure it out and have specific questions, maybe I can answer!

    • @ArtistGamedev
      @ArtistGamedev 2 ปีที่แล้ว +1

      @@CobraCode Thanks! Honestly, my blueprint seems overly complicated and when you switched to a state machine, I realized that is much better than my testing several booleans.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      @@ArtistGamedev Ahh yeah I know that problem. It makes sense at first to just start out with a boolean but if you don't take a step back and refactor at some point it becomes a complete mess xD

    • @ArtistGamedev
      @ArtistGamedev 2 ปีที่แล้ว +1

      @@CobraCode So I think I'm going to have to start from scratch on the enemy AI. I'm really impressed with your progress. Did you any tutorials for 2d Beatemups that you think might help? I haven't come across any.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      @@ArtistGamedev Thank you :D
      Yeah I also couldn't really find any tutorials. But I took it really slow though and developed this over the course of a couple of months while doing research.
      I mostly just played a lot of beat 'em ups for reference and tried to really analyze what was going on. I also looked at slowed down video footage to get a better look on some details of what's happening.
      I mostly looked at streets of rage 4 and fight 'n' rage. This interview doesn't really go into technical things too much but is just a nice inspiration: th-cam.com/video/tF-rMNY0fBk/w-d-xo.html

  • @ihittinghard
    @ihittinghard 2 ปีที่แล้ว +1

    This looks so cool

  • @HediDev
    @HediDev 2 ปีที่แล้ว +3

    This makes you feel the combo .
    Like in Naruto Clash of Ninja series .

  • @Gloromo
    @Gloromo 2 ปีที่แล้ว +1

    Finding your Channel was a true blessing :D! Now if only I could find out how you did that impact distortion wave effect thing.. that's the last thing I need to know

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Haha, thank you!
      I'm actually not that good with making particle effects, so I mostly just use packs I buy on the marketplace.
      For the wallbounce effect I used one of the effects from this package and then just slightly changed some settings.
      www.unrealengine.com/marketplace/en-US/product/408385ffae4347b1929090c4f8611731
      But it seems like this asset is not on sale anymore :(

  • @bernardosardinha
    @bernardosardinha 2 ปีที่แล้ว +2

    That´s looks really cool man! It´s a shame that the people of epic didnt show some love for paper 2d in unreal engine 5.
    We need some kinda anim notifers for the flipbooks.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +2

      Thank you!
      Yeah it's a shame paper 2d didn't get anything and the starter template even got removed.
      I do understand though that 2d is not the direction they want to go and they are doing other amazing things instead of that!

    • @bernardosardinha
      @bernardosardinha 2 ปีที่แล้ว +2

      @@CobraCode it is kinda strange because octopath traveller was a huge success!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      @@bernardosardinha Yeah very true.
      I wonder what kind of additional tools that team built to make the development smoother. I assume they rewrote some engine code.

  • @ZaynNaz
    @ZaynNaz 2 ปีที่แล้ว +2

    I would love to see a tutorial series on teaching the mechanics on using 2d in unreal with various different functionalities.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thanks for the suggestion!
      You mean a tutorial series on different genres using 2d in unreal engine?
      Like a tutorial for a platformer game, one for a top down rpg game, and things like that?

    • @ZaynNaz
      @ZaynNaz 2 ปีที่แล้ว +1

      @@CobraCode yeah, I think it would be a very great learning experience to see how to make a game in 2D for unreal engine in different ways like for example let’s say you made a tutorial series- maybe one section of the series is all about setting up the character and tilesets to be able to start creating a level and the next section might be filled with lessons pertaining to health, damage, attack animation - I would definitely enjoy watching a series on your 2D beat ‘em up, its actually one of my goals to one day make a beat ‘em up like that but can’t exactly find a good place for 2D tutorials. I also wouldn’t mind other game functionality like a Jrpg and it’s mechanics, or even a MOBA 2d thing.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      @@ZaynNaz
      Oh I see!
      Yeah I definitely want to make longer tutorials about 2D games that are multiple hours long and cover making a full game step by step.
      But in order to be able to do that I need to provide assets so everybody can follow along and I am learning pixel art for that purpose right now.
      The problem with telling people to download 'free' assets that I have no control over is that they could just be taken down any time and then nobody can follow along with the video anymore and it becomes worthless, so I'd like to avoid that risk.
      I will gradually move in that direction, but I think it will still take a while until I can realize that.

    • @ZaynNaz
      @ZaynNaz 2 ปีที่แล้ว

      @@CobraCode I understand that, I am really looking forward to all of that when you are ready to make those tutorials!

  • @nweet1470
    @nweet1470 2 ปีที่แล้ว +4

    please more tutorial !I love the 2D/3D mix, it looks very very good
    i just discover your youtube channel and it's very cool

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you for the kind words!
      I have a lot more videos planned :D

  • @Cloroqx
    @Cloroqx 2 ปีที่แล้ว +1

    In regards to your pivot problem, you could switch out meshes with different pivot points.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you, that's a good idea!

  • @SleepingHollow
    @SleepingHollow 2 ปีที่แล้ว +1

    For the screw state rotation could you use a scene component in the center and attach the sprite to it as a child so that when it rotates regardless of where the pivot point of the sprite is, it'll always rotate correctly?
    Just an idea I had, awesome work so far!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you for the idea!
      I actually tried doing that, but since my character is based on the parent class of PaperZD character I can't slip a scene component into the hierarchy above the sprite since the hierarchy is inherited from the parent :(

    • @SleepingHollow
      @SleepingHollow 2 ปีที่แล้ว +1

      @@CobraCode aahh okay I see, that makes sense.
      Would it not allow you to use the attach component to component?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      @@SleepingHollow Ahh yeah if I did that on BeginPlay it might possibly work. Thank you, I'll give that a try!

  • @AxZelAnimations30
    @AxZelAnimations30 2 ปีที่แล้ว +1

    Just a quick question.
    Will you make your AI/CPU just be similar to the player?
    Mine was the PlayerController will just be replaced by a CPUController so both Player and AI share the same limitations.
    Although the problem is that I want my CPUController to look at the player, much like a straffing but in 2D (like how Nekketsu Kakoutou Densetsu's AI or the usual Beat-Em-Ups. Sonic Battle doesn't have that straffing and they just go towards the player without running or moving away, which is originally my plan.)

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      I still haven't though too much about the ai, but I mostly want to keep the enemy characters as close as possible to the player because ideally I want to make the enemies unlockable as playable characters as well.
      I might run into game design issues with that though since the enemies should probably have a longer windup so the player can react and things like that, so not quite sure if that will end up working out correctly.

    • @AxZelAnimations30
      @AxZelAnimations30 2 ปีที่แล้ว

      @@CobraCode Same, basically I wanted to make everyone playable, even simple mobs.
      I was able to pull a simple CPU months ago, the Player Character is controlled by simple conditions and it works for me but it's just a simple Follow Character and Decide actions when near the attack range, I kinda want it to move around now and I can do it BUT I want to think if it's better for the CPU to keep facing its target or not. This FacingTheTarget logic would only ever work on a CPU though, I'm making things complicated >.>

  • @uipkostikker
    @uipkostikker 2 ปีที่แล้ว +1

    This looks great. Are you using UE5? If you are, have they added any new/useful features for 2D games?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      I have been using UE5 for other short prototypes so far, but I do plan on upgrading this project to ue5 as well until the next video!
      No we didn't really get anything.
      They even removed the paper 2d starter template, so that makes it harder for beginners to get started with it 😅
      But since I'm going for that 2d/3d hybrid look I'm really excited to try out how the new lighting system will work with fireballs and special moves like that.
      Also I'm just really excited about the new community hub and the editor re-design.
      I would love for them to add better 2d support, but their priorities are elsewhere and I can totally understand that.
      But the guys from the paperZD marketplace plugin are actually working hard on a big update now, so I think that is a worthy alternative once it's out and supports ue5.

    • @uipkostikker
      @uipkostikker 2 ปีที่แล้ว +1

      ​ @Cobra Code Aa that sucks. I thought I heard something that they were improving 2D. Was looking to make a little hack n slash dungeon game with this kind of style for an upcoming game jam. I'll give paperZD a go and just make it like that.
      Thanks for the reply bro!

  • @wata1991
    @wata1991 2 ปีที่แล้ว +1

    Would it be possible to get access to this unity project files to look at the details of the logic at some point?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Hey, it's actually an unreal engine project.
      But sadly I can't share the project files because it uses free or bought assets which I am not allowed to redistribute.
      I'd have to make a completely clean template only using assets I create myself. That is something I might want to do in the future, but it's not gonna happen any time soon since I have a lot of other videos and projects planned.

  • @wata1991
    @wata1991 2 ปีที่แล้ว +1

    super cool, I'm also a fighting game player very interested in learning some game dev to try to create something like this :) I'm currently learning rust + bevy game engine but my goal is to recreate a 2D fighter prototype like what you have!

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Awesome :D
      Nice, I didn't know there's already proper game engines out there that support rust.
      I hope you can make it work!

  • @IcrapOnU2be
    @IcrapOnU2be ปีที่แล้ว

    Did you use a timeline with a make rotator for the spin? I am wondering cause timelines can't be part of functions, so it needs to be in the main graph I guess

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      I actually just have a boolean with isSpinning and then check for that on tick.
      If the character should spin I just add rotation to the sprite.
      I think this would be hard to control with a timeline since you don't know how long the character should spin because the fall distances could differ.

    • @IcrapOnU2be
      @IcrapOnU2be ปีที่แล้ว

      @@CobraCode But then how do you make sure they go back to the start position? With setting relative rotation, I don't know how to make sure they will definitely be landing at the same rotation

    • @CobraCode
      @CobraCode  ปีที่แล้ว +1

      ​@@IcrapOnU2be In my case I didn't really care about those small details and I think most implications of this won't care.
      The moment the character hits the ground i just reset it back to the default rotation.

  • @kurtisbrown3d620
    @kurtisbrown3d620 6 หลายเดือนก่อน

    please do a tutorial for knockback :)