Do I Start Over? | Punch A Bunch Devlog #6

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  • เผยแพร่เมื่อ 21 ก.ย. 2024

ความคิดเห็น • 709

  • @joshhodel9776
    @joshhodel9776 4 ปีที่แล้ว +344

    Character fix: in blender remove the bad half of your skeleton then select your good half and use the symmetrize command. Make sure your bone have the right naming format like Righthand.R ! This it’s important for blender to know how to symmetries the bones 🦴 good Luck!!!

    • @mosstheboss9563
      @mosstheboss9563 4 ปีที่แล้ว +11

      I could be wrong but I think that deleting bones and adding new ones will make unreal think that he's using a different skeleton

    • @brednuss2317
      @brednuss2317 4 ปีที่แล้ว +5

      only if the bones have different names if the names are the same it should work I guess

    • @sugarcomadreams
      @sugarcomadreams 4 ปีที่แล้ว +2

      this should work perfectly.

    • @BaseRealityVR
      @BaseRealityVR 4 ปีที่แล้ว +9

      @@brednuss2317 This! is correct, A skeleton is only defined by the bone name Hierarchy. I have made lots of skeletons in my learning maya adventures and as long as the bone names are 100% the same, it will see it as the same.

    • @joshhodel9776
      @joshhodel9776 4 ปีที่แล้ว +2

      @@brednuss2317 yes, that is correct you need to have the same bone name and hierarchy to re-import with the same skeletal info.

  • @yojith411
    @yojith411 4 ปีที่แล้ว +167

    Don’t worry bruv you can do it

  • @DewayneHicks
    @DewayneHicks 4 ปีที่แล้ว +286

    The KO hit could be the one that sends them flying out of the ring lol
    E: welcome to UE4 blueprint development, where all your code ends up looking like spaghetti haha

    • @gasparweb
      @gasparweb 4 ปีที่แล้ว +5

      Number #1 reason I'm reluctant to start using UE (using Unity right now). C# is so pleasant to use! And for me C++ is no big deal, but the documentation/examples/tutorials ratio between Blueprints over C++ is overwhelming. What are your thoughts on this?

    • @DewayneHicks
      @DewayneHicks 4 ปีที่แล้ว +11

      So I started my programming journey with C++ so it has a very special, be it annoying at times, place in my heart. But when I first got into game development, as a hobby, and tried using UE4 it was a bit overwhelming and not very well documented, and just overall not very beginner user friendly. I switched to using unity and C# and loved it honestly. Now fast forward a few years and I'm working a new job and we use UE4 almost exclusively, and being forced to actually sit down and learn the engine, it has come a long way since I first used it, I can now see why a lot of people prefer to use it. Yes BPs almost always end up looking like spaghetti at times, but it's not to bad to go in and fix that after you have it working right. And really the way I work is prototype in BPs then translate that to code. It's actually quite nice. You just have to put in some time to learn the engine, but with unity you can pretty much just jump right into it.

    • @gasparweb
      @gasparweb 4 ปีที่แล้ว +6

      @@DewayneHicks thanks! I didn't know that workflow: BP to prototype, then C++

  • @meenajayaprakasam9171
    @meenajayaprakasam9171 4 ปีที่แล้ว +108

    The left hand could be how it is right now, it could have a different power level, this makes it seems like the right hand or left hand is the dominant hand. Just a suggestion. You can make the player bounce into the ropes to gain momentum. I think that this will really fit with the physics theme of the game. The slowmotion punch could be added when you bounce off the ring and hit your enemy, this could also very well with the knockback which you want. Also love your content.

    • @TheMaitreC
      @TheMaitreC 4 ปีที่แล้ว +5

      True. We all have a dominant hand.
      The matter is we can choose the left one has dominant now if we are lefty irl.
      I will go with it and just do another animation for the left punch just as you suggested.

    • @meenajayaprakasam9171
      @meenajayaprakasam9171 4 ปีที่แล้ว +2

      @@TheMaitreC Glad that you found it helpful

    • @andrewtate8007
      @andrewtate8007 4 ปีที่แล้ว

      no wtf, its better to just remake everything to make it symmetric it's not like its a whole lotta work

    • @meenajayaprakasam9171
      @meenajayaprakasam9171 4 ปีที่แล้ว

      @@andrewtate8007 Yeah it is, it may take upto a whole week to perfect it.

  • @CosmicComputer
    @CosmicComputer 4 ปีที่แล้ว +124

    you could roll the slow mo during a critical hit... imagine the particles flying out at slow motion :D

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว +34

      Yes! I'm thinking particles for the next video 😁

    • @v3nd3l47
      @v3nd3l47 4 ปีที่แล้ว +11

      @@Pontypants Maybe tooth particles.

    • @BooshyBrows
      @BooshyBrows 4 ปีที่แล้ว +2

      Eww, or blood splats, that ring is gonna get messy! If you could make blood splats, or sweat splats persist on the canvas that could be pretty cool.

    • @JeloOW
      @JeloOW 4 ปีที่แล้ว +2

      @Luke he is making the game "family friendly" so no blood splats but sweat splats would be cool

    • @adrrob6187
      @adrrob6187 4 ปีที่แล้ว

      @@v3nd3l47 really cool idea

  • @charango96
    @charango96 4 ปีที่แล้ว +105

    Heeeeey buddy I hope you read this. Your problem with the bone seems to be a pretty straightforward one, what's wrong is the bone roll, that stuff always gets messed up when you symmetrize a rig. To fix it you can select your bone in edit mode in blender and press ctrl R to manually adjust the roll (you should try to match the value to the bone roll of the opposite side) another thing you can do is select the bone that is right and then shift select the bad bone and press shift N, this will bring up a panel to adjust the bone roll with different settings, if you choose Active bone (I think) It should copy the roll of the good bone properly, you can do try the other options to see what works best. Hopefully that will save your rig. Good luck!

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว +37

      Aaaaawesome, saving this!! Thank you!! What about my already made animations though? They are based on the poop rig no? I would also need to regenerate the skeleton inside Unreal I think as well? Ooh lots of work..

    • @charango96
      @charango96 4 ปีที่แล้ว +16

      @@Pontypants you only would be changing the roll of that one bone so maybe make some adjustments to the animation of that specific arm, I don't know how unreal works but I imagine reimporting the rig and animations should work properly?

    • @DuckTheFinn
      @DuckTheFinn 4 ปีที่แล้ว +1

      I think the roll should be the same but negated on the other side, so the pose mirroring works in blender. So if right shoulder was 22 degrees, left would be -22. You can find the roll values in edit mode when you select the bone and go to the n-panel. Same goes for every other bone.

    • @mch43856
      @mch43856 4 ปีที่แล้ว +2

      @@Pontypants Your animations will still work on the edited rig because the naming is same, only thing you need to do is hop into the graph editor and adjust the rotation there, graph editor enables you to edit the curves of the animation and it will affect all keyframes. There's addon slike MotionTrail3D that enable you to change the curve live in the viewport.

    • @HardusvanZyl007
      @HardusvanZyl007 4 ปีที่แล้ว

      I wanted to say the same. No need to do everything from scratch. Most times rigs can still be edited after animations..

  • @backwardsdovah9373
    @backwardsdovah9373 4 ปีที่แล้ว +1

    4:43 I like the cut where the dog arrives. BORK BORK.

  • @DanielRodriguez-rn9pd
    @DanielRodriguez-rn9pd 4 ปีที่แล้ว +14

    Slowmo should definitely be the final blow, it would make for an amazing knockout scene.

  • @sudhanshlone8284
    @sudhanshlone8284 4 ปีที่แล้ว +22

    THE SLOW MO LOOKS SOOOOOO FRIKIN EPIC AND SATISFYING

  • @fishymonster2463
    @fishymonster2463 4 ปีที่แล้ว +14

    You are definitely my favorite small youtuber, hopefully one day you’ll be my favorite big youtuber

  • @michaelzhao5873
    @michaelzhao5873 4 ปีที่แล้ว +29

    I really like how the punching mechanics has progressed! I think you've nearly reached the sweet spot where the game mechanics look satisfying and addictive. It's something that I want to achieve in my game in my devlogs!

  • @whyisitalwaysmewhohastodoe5535
    @whyisitalwaysmewhohastodoe5535 4 ปีที่แล้ว +2

    Ive Looken Far And Wide, And i Still Cant Find A More Open And Friendly youtuber
    You're Great PontyPants, Keep Up The Outstanding Work

    • @pencilRC1
      @pencilRC1 4 ปีที่แล้ว

      I see you’re one of *those* people

  • @Avengerie
    @Avengerie 4 ปีที่แล้ว

    That right-hand/left-hand pubch thing makes a lot of sense actually. Boxers have dominant hands too.

  • @alwinlangmann89
    @alwinlangmann89 4 ปีที่แล้ว

    This „ultra knockback“ punch would be super neat if you charge a big hit, and the opponent gets bounced back by the strings behind him, so he could have a brief „comeback“ moment where when he gets pushed back to you he can give you a uppercut or something

  • @pfd_mark_taylor
    @pfd_mark_taylor 4 ปีที่แล้ว +8

    If you haven't implemented collisions with the ropes and poles, totally do that! And when you do, add physics to the ropes. I want to see them swing around a bit when you hit your opponent into them! Eventually some day, add unlockable or combo special hits! Like a tornado fist looking thing, where your fist spins around, winding up for a blow that picks your opponent up and throws him out of the ring - that'd be awesome. Love your videos - keep it up.

  • @toluyole
    @toluyole 3 ปีที่แล้ว

    "And then it just hit me . . . *I SUCK!!!* "
    I don't know why but that just motivated me so hard!!!

  • @nabbit1147
    @nabbit1147 4 ปีที่แล้ว +13

    I see Pontypants upload, i click straight away Keep up the good work and don't worry, you can't proceed without some amount of failure, you just need to be strong and find a way around the difficulties you are having :)

  • @TR58699
    @TR58699 4 ปีที่แล้ว +17

    I would really love To see a "STUN" feature, in which the enemy Gets Stunned for 1-2 seconds After they receive critical hit

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว +6

      My thinking is - if you run out of stamina and you take a hit, you get stunned. This so that you'll be careful about throwing too many punches around. But maybe it will disrupt the flow of the game.. We'll have to try it out!

    • @aw1lt
      @aw1lt 4 ปีที่แล้ว +1

      Pontypants you underrated fricker.

  • @YtFroggy
    @YtFroggy 4 ปีที่แล้ว +12

    Man my heart was pounding when I read the title

  • @flersber8102
    @flersber8102 2 ปีที่แล้ว +1

    You could do a shockwave that will send you and your opponent flying away from each other when you either land a big attack or a flury of blows

  • @MythicLegionDev
    @MythicLegionDev 4 ปีที่แล้ว +3

    I've actually run into the exact same problem when I first started rigging models in blender - unfortunately I'm not sure how to fix it though. If you do have to start over at least you'll be starting with experience! Best of luck and have a great trip!

    • @gamerweed6949
      @gamerweed6949 3 ปีที่แล้ว +1

      Devlogggggggggggggg!!!!!!!!!!!!!!!!when

  • @ArtistMW
    @ArtistMW 4 ปีที่แล้ว +1

    I don't think the shoulder rotation should take much to fix, especially if you're already happy with the right-side punch animations.
    1. In Blender, fix the shoulder rotation by rotating the bone in edit mode
    2. Go through right-side animations to make sure they're fine
    3. Mirror right-side animations to make left-side animations
    4. Export model/rig/animations from blender with the same filenames you had before the fix
    5. In UE4, find the original mesh/skeleton/animations, right click and choose "Reimport"
    Keep up the good work dude. These devlogs are great!

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว +1

      Oooh yes! I like this :D THANK YOU!

    • @coltonmccormack8978
      @coltonmccormack8978 4 ปีที่แล้ว

      The comment that saved Punch A Bunch (and got your name on the Epik Pegboa).

  • @royaljunior2125
    @royaljunior2125 2 ปีที่แล้ว

    Currently I'm binge watching this series and in last episodes i was like, 'man this looks good! ...Why is he only punching with the right arm?'

  • @Konitama
    @Konitama 4 ปีที่แล้ว

    I ran into the same issue with Trello until I realized you can make checklists. Now I have it set up so the major completed feature of the game is the card, and inside there I add a checklist of all the tiny bits for that feature broken down. Then if I feel like working on that feature I can open up the card and pick something from the checklist. The nice thing is the checklist numbers show up on the card.
    So like you make a "Punches" card and inside you add a checklist with like "Add a jab", "Add an uppercut", etc... and on the outside it shows completed stuff like 1/5 completed of Punches.
    That way it's still organized by major goals and all the mini goals are inside each one.

  • @GILGIL1116
    @GILGIL1116 3 ปีที่แล้ว

    1:37 "a hit stop is stoping the flow of the game" pontypants 2020

  • @arvis_1498
    @arvis_1498 4 ปีที่แล้ว +1

    If you hit a hard punch, you can deliver punches to specific points, marked by glowing balls, to do a combo, in slow-mo.If you complete it the opponent gets tossed away.

  • @cosmocorner
    @cosmocorner 4 ปีที่แล้ว

    For the absurd super punch, I had a thought. What if the lower the stamina of your opponent, the more knockback there was? So if they're full, they likely won't get knocked at all, but the finishing blow sends them absolutely flying. That could be fun.

  • @anilcantrn
    @anilcantrn 4 ปีที่แล้ว +4

    That is some options for bone rotation I could think.
    1) Retargert manager. I am not an expert on this topic but I think you can re rig your character in blender, import it in unreal and with animation retarget manager, you can retarget all of your old animations to new skeleton by one click. This is a clumsy system for me but it does worth to give it a try.
    2) Unreal python. Not the one that comes with epic. Okay, I know this shits magic from mixamo assets that I have use. You can find a python code that creates a completely new "root" bone and keep the bone hierarchy to match the mixamo skeletons bone hierarchy with unreal's bone hierarchy.
    (In case if you don't know, unreal uses a root bone to keep mesh location fixed with the capsule)
    So Unreal python is that much powerful. I am not an expert on it but GitHub repo explained very well how it works. You can find it by searching "Unreal engine python mixamo root bone" and understand the how that API interacts with skeleton. Then you can write a code that does "get that bone -> rotate this bone x degree -> rotate child's for -x degree -> get animation curves -> rotate this bone for -x degree" or something like that. I believe unreal python will definitely work for you. If you have any questions, I'm here. Keep going!

  • @henriquealves3086
    @henriquealves3086 4 ปีที่แล้ว +1

    Make like Punch-Out, you need to punch down you enemie to win, and if you are down you have to press fast a button to recover yourself.

  • @treewithat48
    @treewithat48 3 ปีที่แล้ว +1

    You could have a king of the hill style game mode where getting hit once sends you flying out of the ring

  • @get_left1266
    @get_left1266 4 ปีที่แล้ว +1

    The KO should definitely be in slow motion

  • @legacytriforce
    @legacytriforce 4 ปีที่แล้ว

    Speaking of the Hit-Stop, you could add it at the end with the K.O. and a camera motion to the ragdoll player that is knocked out and with the knock back effect. Also watching the slow-mo effect gave me a slight laugh when you showed it. :D

  • @pabloluis3641
    @pabloluis3641 4 ปีที่แล้ว +3

    I'm so happy your channel is growing. You deserve it and more. 3200 subs in a small time. :)

  • @rikdegraaff891
    @rikdegraaff891 4 ปีที่แล้ว

    The system you came up with for punching controls in the end is super ingenuous and I can absolutely believe that it feels super intuitive. It also gave me an idea. What if holdng a guard button makes the boxer enter the guard position and the two triggers then control the height of the guard on each side of the body. So if you don't hold the triggers while guarding, your boxer holds their hands in front of their face. If you hold the right trigger down slightly, their right hand drops to roughly their neck, and if you fully hold down the left trigger their left hand drops to their chest.
    What's a bit difficult to figure out is how to combine this with punching. You might want to make it possible to throw a jab from a guarding position. Maybe very briefly pressing the trigger down and then releasing it immediately makes you throw a light jab?

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว +1

      that's an interesting idea - to combine the block/hit buttons to make something different. I like it.

  • @TUKMAK
    @TUKMAK 4 ปีที่แล้ว

    Always have a base pose that you work from. I'm not sure how it works in blender but there is a reset to base pose button in 3ds max. Then always save a frame with that base pose, copy it over a frame and then start animating, that's always a best practice a lot of animators do. You can also right click and select to view the rotation values of any object including your bone and just try to copy those rotation values to the other side for every animation before you mirror them. Hope this sparks any ideas. I don't think you'll have to start all over on the animations, I really hope not. You seem like a chill person that isn't easily discouraged which is awesome, you got this man 👊

  • @grass1358
    @grass1358 4 ปีที่แล้ว +1

    You should add a feature, for your ultimate move, when you hold the punch button the fov should go back a little, at the same time a little shake on the screen, and some sparks going around the glove then when you release the punch button the fov goes back quickly in a motion, then a cut scene happens, it looks like a camera going close to the glove and a slow motion part comes in and when the punch hits the other player, the other player bounces back, the cut scene ends and then the other player stays on the floor for 10 seconds so you can punch him on the ground, i'm sorry if this is too much for you but it would be really sick if you could implement it!

  • @joshpeace2673
    @joshpeace2673 4 ปีที่แล้ว

    For your skeleton problem in blender!! make a backup first! ! try presing alt +p to clear your patented bones then delet the bad arm bones then select your good arm bone and duplicate them, the press S, x, -1 this should mirror the arm bones put them in place then re rig your charicter. Hopefully this helps .

  • @yiturkobe93
    @yiturkobe93 3 ปีที่แล้ว

    That punch out of the ring thing can be a controlled "bug". If you can give it a percentage chance of happening like 0.1% of powerful hits ends in knocked out of the ring with an immediate win, that would be a fun rage sequence potential.

  • @-June0
    @-June0 4 ปีที่แล้ว

    Some ideas.
    1. Make a satisfying damage counter
    2. Olso make you fight with your left arm
    3. Make even more different attacks like a quick attack combo, a grab and trow etc.

  • @ibingeyt6077
    @ibingeyt6077 4 ปีที่แล้ว +1

    OMG! That's so rough! Game making takes alot of courage and patience...this proves you have what it takes to be a Great Game Dev! *Don't give up!* You can fix the problem because there is a solution to every problem and remember, we are here to support you all the way.

  • @mimic4415
    @mimic4415 4 ปีที่แล้ว

    Hit stopping doesn't really work as well for just any punch, but if you have a really powerful punch, then it'd work very well. If it still feels weird, you can make some kind of effect happen when you land it, like a small burst of particles in the impact area, or with the slow motion one, make the screen around the players go a little darker. Hope this helps!

  • @thinkingoutsidetheskybox6183
    @thinkingoutsidetheskybox6183 4 ปีที่แล้ว

    A thing to keep in mind about pressure sensitive buttons relating to strength is the accessibility problems it could cause to people with muscular dystrophy or repetitive strain injury. If you want to learn more about designing with accessibility in mind, I highly recommend Mark Brown's "Game Maker's Toolkit" video series "Designing for Disability."

  • @microbarbare
    @microbarbare 4 ปีที่แล้ว

    If you can't fix your problem directly on your existing rig, I would suggest you to delete only the wrong side and redo a clean mirror. As long as you keep the same bone hierarchy and naming convention, your animations will still work fine! The position of the left arm during the right punch animations will change a bit, but you will be able to mirror the animation without problem. Sorry I'm from Maya so I can't give you more Blender technical details x)
    Anyway keep going man! Your videos are a huge inspiration for me :D

  • @tawagotoCage
    @tawagotoCage 4 ปีที่แล้ว

    re-start from scratch if u need, but never NEVER give up broh, we are here whit u, never forget that

  • @heartbreakandmotorjive1867
    @heartbreakandmotorjive1867 4 ปีที่แล้ว

    You should make it so that when someone "gets knocked out" they literally get knocked out of the ring. That would be super funny.

  • @BlueGooGames
    @BlueGooGames 4 ปีที่แล้ว

    Love the slight zoom on the punch instead of camera shake!

  • @refry6307
    @refry6307 4 ปีที่แล้ว +1

    The final punch should launch them out of the ring in slow mo

  • @nilangbhimani9011
    @nilangbhimani9011 4 ปีที่แล้ว +2

    Slo-mo is awesome

  • @irusansonofarusan
    @irusansonofarusan 4 ปีที่แล้ว

    Man, I hate it when problems like that occur. It really saps your energy. However, from experience, these problems are usually much quicker to solve than you think they're going to be. You've already done the hard work, and sorting it out is just a matter of doing some rote changes and stepping through all the export/inport steps you've done before. Pour yourself a stiff glass of brännvin, knuckle down, and it'll be done in no time :)

  • @phileon2323
    @phileon2323 4 ปีที่แล้ว

    About your problem:
    If you are righing in blender, you don't have to rig both sides by hand, you only have to work on one side, and there is an option to mirror the rig along the x axis. So just erase the bad half and keep the good one, and mirror that. That should fix your problem.

  • @maciejzjawin4477
    @maciejzjawin4477 4 ปีที่แล้ว +3

    Yay finally after hours of anticipation

  • @Thatkidiskidding
    @Thatkidiskidding 4 ปีที่แล้ว +4

    Epik epik ePiK E PIK EPIK EPIK EPIK EPIKEPIK

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว +1

      more likes on this comment please.

    • @Konitama
      @Konitama 4 ปีที่แล้ว

      *woof woof*

    • @Thatkidiskidding
      @Thatkidiskidding 4 ปีที่แล้ว

      Thats epik

  • @AlexDoubleAU
    @AlexDoubleAU 2 ปีที่แล้ว

    6:34 dude went from boxing to One Punch Man REAL fast

  • @legalpsycho2322
    @legalpsycho2322 4 ปีที่แล้ว +1

    The zoom and the slow motion go well together.

  • @brannonharris5571
    @brannonharris5571 4 ปีที่แล้ว

    that moment the Global Time Dilation worked was amazing to see!!

  • @stupidvarietyhour
    @stupidvarietyhour 4 ปีที่แล้ว +1

    Nice Ponty. Really cool video!

  • @starkerrobert
    @starkerrobert 4 ปีที่แล้ว +1

    Idea for the hold and charge attack:
    The longer you hold down the button, the more you turn to the site you want (for example to the left) -> you turn on the z axis
    When you leave the button you spin the way back (also on the z axis) and land a CRAZY and EPIK hit!

  • @gurliecampbell7236
    @gurliecampbell7236 4 ปีที่แล้ว

    Look at the bags under his eyes thats dedication

  • @sea_ferret
    @sea_ferret 4 ปีที่แล้ว

    Dude I'm drenched from that fountain

  • @blahuhm6782
    @blahuhm6782 4 ปีที่แล้ว

    I didn't know until this episode where you were from, but the shots outside got me think "Is that Vancouver?"... I spent a year there back in 2000, for school... looks lovely, will be cool to see the vlog, and great progress on the game, it's fun to watch

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว

      I’m Swedish but I do live in Vancouver :)

  • @samuelhedrick356
    @samuelhedrick356 4 ปีที่แล้ว

    Slow mo looked so good.

  • @NeatGames
    @NeatGames 4 ปีที่แล้ว

    The slow down time is great!! Maybe instead of being in a regular boxing ring, they can fight in a cube/futuristic room and when you land a super punch you get that super knock back and they slam into a wall?

  • @gottenrotten3864
    @gottenrotten3864 4 ปีที่แล้ว +2

    So cool seeing progress on this game!

  • @notmysql
    @notmysql 4 ปีที่แล้ว +1

    14:47 legit thought the PH intro started playing LOL

  • @troyd9212
    @troyd9212 4 ปีที่แล้ว

    This moment is why I started watching these videos. I am curious to see how you handle the situation. I see a ton of "devlog #1"s with only a few following. This is mostly because many devs are like me and bail on a project when problems start getting bigger. I really hope you continue to show these moments and finish the project. Regardless, you have my support and I learn a lot from these videos. I hope to finish my own project one day

  • @ianishvijay
    @ianishvijay 4 ปีที่แล้ว +1

    Smashed like at 2:14 seeing your reaction

  • @thumbsup9767
    @thumbsup9767 4 ปีที่แล้ว

    You are stronger than this problem so hope you figure out man. You are doing a great job with this game💪

  • @owenjohnson7868
    @owenjohnson7868 4 ปีที่แล้ว +1

    This will save your a lot of work and it’s this. Make the boxer right handed

  • @Sybyh
    @Sybyh 4 ปีที่แล้ว +11

    *FATALITY !*

  • @theintern3481
    @theintern3481 4 ปีที่แล้ว +1

    Pigeons notices you are at the stage where everything becomes tedious....Pigeons Knows of blenders BoneRoll/Joint simulation mechanics...This can solve Sir Pontys Issues...Pigeon notes you will need to adjust most, if not all preset fighting animations...Pigeon also has an idea for your player stat system... Pigeon suggest, adding a stamina bar, This limits stuns/overpowered spamming with some added stratagy...Instead of showing your health, Brusing could be intresting...(Pigeon knows this is big hard/annoying to set up).. Pigeon hopes this helps keep light to the Swedish Lightbulb... -PigeonDev❤

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว +1

      Ponty thanks Pigeon for epik advice. Pigeon has many great ideas and Ponty will try them out. Stay airborne. ❤️🎈🙏🏻

  • @drepple
    @drepple 4 ปีที่แล้ว +1

    I think the slow-motion effect looks great, but you should know that a possible reason for the hitstop looking weird is that if a game has screenshake or hit effects, they're visible during the hitstop, not after it, so that it feels more like an impact rather than a pause. I reckon if you applied the screenshake during the hitstop it'd at least look a whole lot better than it did before you went with the slowmotion effect.

  • @nottavegan7311
    @nottavegan7311 2 ปีที่แล้ว

    that kncokback effect should be used purposely for a 1hit multiplayer gamemode. Super tense and fun!

  • @SmilingRob
    @SmilingRob 4 ปีที่แล้ว

    To manage Blueprints spaghetti, I like to select a group of nodes, right click, and convert to Macro, makes it much easier to reason about.

  • @heckensteiner4713
    @heckensteiner4713 4 ปีที่แล้ว

    Absolutely love the name Punch A Bunch

  • @PseudoFanboy
    @PseudoFanboy 2 ปีที่แล้ว

    the fountain bit truly solidified the tone that we're a rubber duck ponty treats like a pet

  • @Greencoldmint
    @Greencoldmint 4 ปีที่แล้ว

    To solve the mirrored skeleton problem: I don't know if it's feasible but if you are right or left handed your punches will probably be stronger with your dominant side. You could let the player decide which one is their dominant hand and have the character mirrored. It will probably feel good with the triggers too since using the trigger with your dominant hand feels stronger than with the other one. (I'm not a developer, so I don't know if it's something possible to implement and how easy it might be) 😅

  • @lonelylama5222
    @lonelylama5222 4 ปีที่แล้ว +1

    1:55 Nice music

  • @GreenLionYT
    @GreenLionYT 4 ปีที่แล้ว +5

    You could just have different attacks on each hand. The character doesn't have the same strength in it's left and right hand so left hand punches would be weaker so they could have different animations.

  • @madyumii
    @madyumii 4 ปีที่แล้ว

    2:32 he’s becoming one with the tambourine gang.

  • @shubhamdesoria3805
    @shubhamdesoria3805 4 ปีที่แล้ว

    I hope you fix your problem. About the K.O. and slow motion, K.O. punch that knocks the enemy out of the Ring and your slow motion you can combine them both. You can make a uppercut animation and add slow time when you hit enemy and after that you can launch the enemy in air and out of the ring. Bonus! after enemy launches out you can add a winning animation. Hope you like this.

  • @bigboybiggins
    @bigboybiggins 4 ปีที่แล้ว +6

    6:43 if you ever implement an option for a stronger punch to be used after a while/a critical attack, the opponent could be knocked back like that but bounce back off the ropes?

  • @hotpocket6628
    @hotpocket6628 4 ปีที่แล้ว

    You never fail till you give up

  • @mch43856
    @mch43856 4 ปีที่แล้ว

    You can select your nodes and right click then click on "Collapse nodes" will help with the spaghetti code.

  • @theemeraldfalcon9184
    @theemeraldfalcon9184 4 ปีที่แล้ว +3

    "What country did they make Ikea in, I don't know, not Sweden, right?"

  • @DeanAshford
    @DeanAshford 4 ปีที่แล้ว

    Love how bouncy the characters look :D
    Also, that slow mo impact was sweeeeeet.

  • @anti5520
    @anti5520 4 ปีที่แล้ว

    for the hold back thing you should make it so when its all the way back the camera starts to shake more and more

  • @frankysmagic4169
    @frankysmagic4169 4 ปีที่แล้ว

    This could be later on, but u could add a KO system that’s similar to assassinations in most games. You could implement that flying off the stage knockback thing as a KO, other KO’s could include the opponent bursting into confetti (idea from halo haha) or ur character withering away like when thanos snaps. Just a thought, I feel like it could add extra customisation with each of ur friends having a different KO, that would be fun to see friend 1 making me get abducted by aliens when I lose and then friend 2 making me fall through a hole in the floor. :) great work excited to see where this goes

  • @xiao-ans
    @xiao-ans 4 ปีที่แล้ว

    If you change the arena to more grey and neutral colors, the character won't look weird with other colors anymore!

  • @AtomicO5_
    @AtomicO5_ 4 ปีที่แล้ว +1

    you should make the massive punch at 6:38 a finishing move or a last hit move

  • @pviccs
    @pviccs 4 ปีที่แล้ว

    HIE!!! my english is bad but im gonna try to help you with the hit pushes.
    01. you can just invisible block the outside of the ring, so the players cannot fall of when gets a critical hit (02.)
    02. when we get a critical smash/hit on the other player, the camera slows down when the player is getting hit by the other, and he also gets pushed against the ropes whos blocking the ring.
    03. the ring ropes can also be like an elastic rope, like, knockback things.
    WHY KNOW WHAT I MEAN?
    ♥ stading you here!!! allready loving punch a bunch. kisses from BR!

  • @sjoerdev
    @sjoerdev 4 ปีที่แล้ว +33

    i know that in unity, you can easily just change a bone's rotation from the hyrarchy tab whithout going back into blender. i dont know if this could also work in unreal, if not maybe go into unity and after fixing it there, try to bring it back into unreal?!?!?!?! idk either :(
    anyway, didnt you say in one of your earlyer video's that you wanted to change the character anyway? that this was just a temporary look?!?!

    • @SmilingRob
      @SmilingRob 4 ปีที่แล้ว +6

      Yeah in the UE4 skeletal mesh asset you can do that too.

    • @FreeLeaks
      @FreeLeaks 4 ปีที่แล้ว +2

      He said that it was temporary but after further thinking he decided it fits perfectly for his game style and it was unique so he is making it a permanent decision in the game.

    • @twopieces8154
      @twopieces8154 4 ปีที่แล้ว

      Bandit I love the character style

  • @Tom-lf7zw
    @Tom-lf7zw 6 หลายเดือนก่อน

    The 7 o clock cheering thing is very surreal

    • @dez8506
      @dez8506 6 หลายเดือนก่อน +1

      I was about to comment this xD man its weird to think that it was 3 years ago.

  • @LeBesta_
    @LeBesta_ 4 ปีที่แล้ว

    When you are holding the down trigger (for convenience, lets call it R2), rather than having to release it slowly you could make it so that pressing the same side upper trigger (R1) resets the arm position. It might not feel right for the game, but I is worth the try

  • @diswouter428
    @diswouter428 4 ปีที่แล้ว +2

    also- I think when the enemy or player is hit hard enough he should stumble for a few seconds (with a slight stamina decrease as a penalty, also having the punches be weaker and the movement slower for the timeframe he is stunned), and when they're knocked back a little bit their legs should almost buckle in a sense-this just adds to the all around believability of it being a, well, boxing game.

  • @vvill-ga
    @vvill-ga 4 ปีที่แล้ว +10

    IMO "Do I Start Over" is such a clickbaity title for this video, even though the whole video is amazing already.

  • @Avengerie
    @Avengerie 4 ปีที่แล้ว

    Hit-stopping looks like lagging
    Slomo looks amazing

  • @gabkiu
    @gabkiu 4 ปีที่แล้ว

    wow.... thats heartbreaking, best of luck to you!

  • @aleksitjvladica.
    @aleksitjvladica. 4 ปีที่แล้ว

    My brain is slowly melting as I'm watching this devlog.

    • @Pontypants
      @Pontypants  4 ปีที่แล้ว

      That sounds scary :S

    • @aleksitjvladica.
      @aleksitjvladica. 4 ปีที่แล้ว

      Thumbs up from Me, but that's true :-).

  • @borgesstd
    @borgesstd 4 ปีที่แล้ว +1

    This is the First vídeo I've watched on your channel, and I liked a lot!! I was thinking that If the last hit turns out to be a strong one the super knockback happens :)

  • @omerfarukbykl6097
    @omerfarukbykl6097 4 ปีที่แล้ว +1

    13:00 I use trello too, very helpful.
    You can see the texts of the labels if you click on one of those colors. It gets visible if you click on them.