Making CHAIN COMBOS for my 2D Beat 'em up - Devlog

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  • เผยแพร่เมื่อ 20 ธ.ค. 2024

ความคิดเห็น • 45

  • @CobraCode
    @CobraCode  2 ปีที่แล้ว +8

    This ended up being a lot tougher than I expected

  • @Schlittlenutacus
    @Schlittlenutacus 2 ปีที่แล้ว +16

    As someone who thought that adding a 123 combo would be simple I'm so glad there is someone out there who shares the pain and hopefully I can get it sorted soon.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Yeah it is surprisingly hard!
      I hope you'll get it sorted out as well.

    • @Schlittlenutacus
      @Schlittlenutacus 2 ปีที่แล้ว +1

      @@CobraCode hopefully ;-; I went through three different iterations even making a psuedo code version of it that looks good on paper but I'm bad at ide's

  • @ouckah
    @ouckah 2 ปีที่แล้ว +5

    I'll definitely be reviewing this when I want to try some chain combos

  • @WAR_1933
    @WAR_1933 2 ปีที่แล้ว +6

    You are covering so many great elements this is great to see

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you :D
      I'm glad the video is being helpful

  • @BuvesaGameDevelopment
    @BuvesaGameDevelopment 2 ปีที่แล้ว +4

    i like how you show your progress and explain the code / logic behind it. Hope your projects turn out great :)

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      Thank you :D
      Seeing comments like this is extremely motivating!

  • @RioFordays
    @RioFordays 6 หลายเดือนก่อน

    This is nice.
    It's a real shame notifies aren't reliable.
    Would you care to elaborate further on how to set up the hitboxes with the socket system? You kinda brushed it off a little, here.

  • @palantahot8793
    @palantahot8793 2 ปีที่แล้ว +2

    Does anim notify isn't working really well? Because that the main reason i want to buy PaperZd

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Hey. This isn't really an issue with anim notifies in PaperZD specifically, but with anim notifies in unreal engine in general.
      Most tutorials use anim notifies to trigger hits and other gameplay critical events and I also used this method for many years without noticing any issues with it.
      However it turns out that anim notifies aren't guaranteed to trigger when you call them but the end up being put into a queue and they might be executed with a slight delay or in very rare cases not be executed at all. So this could lead to your character getting stuck in a certain state or an attack being triggered late. For many games this might not be fatal, but if you're making a fighting game or something along those lines this could be very problematic.
      I've gone down the rabbit hole, but almost nobody is talking about this and I still haven't found an ideal solution so far.
      As you can see in the video I was using the socket method which I am still using now for the beat 'em up, but I am still not that happy with it because the workflow is a bit cumbersome.
      For 3d games I've been using anim notify state instead of regular anim notifies recently which at least according to the documentation is supposed to fire off guaranteed. I haven't had any issues with it so far.
      th-cam.com/video/pFrRHd83X58/w-d-xo.html
      But I'm still looking for an ideal solution for this myself :/

  • @Mike-rt2vp
    @Mike-rt2vp 2 ปีที่แล้ว +3

    I have to be honest, blueprint nodes are confusing as heck. What is the best way to get comfortable with the whole node system?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +2

      Yeah I feel you. I really didn't like blueprints at first, but over time learned to love them.
      I made a video before on how to keep your blueprints clean and more organized which might be helpful:
      th-cam.com/video/4D5UfHZx_qU/w-d-xo.html
      Other than that I think it's just getting used to it over time by making a bunch of small games and projects.

  • @lonniehill6140
    @lonniehill6140 2 ปีที่แล้ว +2

    Awesome.... and what was that game at the end of the video?looks interesting

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thank you!
      The game at the end with the boxing doberman?
      It's called Fight 'N Rage and I've been playing that a lot for inspiration when working on my game prototype :)
      store.steampowered.com/app/674520/FightN_Rage/

  • @itiswhatitis7959
    @itiswhatitis7959 2 ปีที่แล้ว +2

    Can you suggest how can a beginner learn blueprints like you ?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Hey, really learning blueprints is gonna take a while and you'll have to dedicate at least a couple of months to it, but I made a video for beginners to get started!
      th-cam.com/video/opyV7rhKSFc/w-d-xo.html

  • @hundsy5287
    @hundsy5287 ปีที่แล้ว

    0:30 @CobraCode , could you PLEASE help me with that HUD function that you made? the enemy's HP is on your UI and that is what I'm searching for a long time!! No one could help me with this, everybody just teach how we can add the float health bar on top of the character, for example, but that is not what I'm looking for... thanks!

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Hey, that part is actually not from my game but just something I showed as a reference from streets of rage 4.
      But making a hud like that isn't really that hard.
      The only difference is that you need to save a reference to the last attacked enemy within your player or the game mode and then display that enemies current health.

    • @hundsy5287
      @hundsy5287 ปีที่แล้ว +1

      @@CobraCode Thanks! could you maybe do a tutorial later? I'm always failing with this to work properly when I'm fighting with any different client's character. I did something like that works on an AI, but not with others characters BP... doesn't exist a tutorial about that, so I think that is a good idea ;) thank u again n sorry about my writing, i'm still learning english as well xD

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      @@hundsy5287 I probably won't dedicate a tutorial to this, but I do have plans to make a full udemy course about making beat em ups that should also include a section about making UI like this!
      That's still pretty far in the future though.

    • @hundsy5287
      @hundsy5287 ปีที่แล้ว

      @@CobraCode this course will teach this for multiplayer games? if it will so consider me as your new student ;)

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      @@hundsy5287 I plan on teaching LOCAL Multiplayer, but I don't think ONLINE Multiplayer will be included, since it would make things way too complicated

  • @MrLordR1
    @MrLordR1 2 ปีที่แล้ว +2

    I'm not able to do the damage system perfectly, how did you configure the hitbox check loop and how did you configure the collision? I'm causing damage on contact
    the hitbox check didn't show up the loop part :(
    Your channel is the best my teacher.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +2

      The process has many steps so I might not be able to explain it properly in text, but I'll try!
      I still have a very simple system for the hitbox where it's basically just a box collision that is on the player character. When you play the animation of your attack you need to decide which frame of the animation you want to check for the hit overlap. Once you reach that frame you just check overlapping actors of that box collision and then apply damage to them. I explain the concept here a little bit: th-cam.com/video/en_FdMiUnCo/w-d-xo.html
      If you have the PaperZD plugin you can use the anim graph to start checking for the collision, if you are doing it with raw paper 2d you need to check on tick loop which animation of your flipbook is playing right now and on which frame it is currently and then use a DoOnce node to fire off the collision check.
      Sorry, it's a bit complicated but I hope this at least steers you in the right direction.

  • @Pac-bq2sn
    @Pac-bq2sn 2 ปีที่แล้ว +1

    great vid 💙

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thank you :D

  • @Mike-rt2vp
    @Mike-rt2vp 2 ปีที่แล้ว +2

    Have you implemented a dash in this game? As in tap forward forward and the character will dash with the appropriate animation.
    Totally just a suggestion, but I think it would be insane to add that and even an air dash. Though I don't even remember if you have jumping attacks in your game.

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Thanks for the suggestion!
      I actually am planning to add either a dash or a run for each character when double tapping forward, but it's not a priority at this point in time.
      I do have jump attacks, so yeah air dashes would be cool for certain characters :D

  • @ggggmeier
    @ggggmeier ปีที่แล้ว +1

    Hi Vielen Dank Für deine Videos!!!!! Ich versuche ein Kombo System wie bei Mortal Kombat zum beispiel : viereck viereck dreieck. kannst du mir helfen? 😛🥸🥸🥸🥸🥸🥸

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Hey, ja das ist etwas was mich auch interessiert und eine Sache ueber die ich in der Zukunft Videos machen will.
      Aber ich muss selbst noch viel nachforschen weil das ein ziemlich kompliziertes system ist und ich auch erstmal gratis sprites oder 3D models mit animationen dafuer finden muss.

  • @ZaynNaz
    @ZaynNaz 2 ปีที่แล้ว +2

    I am trying out a combo system with 2D and it’s proving to be difficult because I can’t seem to figure out how to reset after a few seconds if the player hasn’t pressed the attack button again. (Increments on hit) Fairly simple right. 😤

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Yeah it also ended up being a lot harder than I imagined for me xD
      Here's what I ended up doing to reset the combo if the attack wasn't pressed again.
      At the same part where you increment the combo counter also use a set timer by function name and call your function to reset the combo counter to 0.
      In my case I have combo reset timing at 1.5 seconds cause I wanted it to be pretty long like in fight and rage.
      What happens here is that it will try to call the function after 1.5 seconds, but if you increment the combo again before that the last timer will actually be cancelled and set to 1.5 seconds again. So you'll basically try to call the reset function all the time, but if you keep attacking you'll just always cancel it and override the timer.
      TryResetComboCount will reset back to 0 as well in case you reached the last attack in your combo.
      (pay attention to the last node)
      blueprintue.com/blueprint/fxp4noap/

  • @AliArcade7
    @AliArcade7 2 ปีที่แล้ว +1

    what's that game on last part of video?

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      It's called Fight'N Rage.
      Have played it a lot and it's super fun!
      store.steampowered.com/app/674520/FightN_Rage/

  • @MondyTS
    @MondyTS 2 ปีที่แล้ว +2

    Dude, i want to make a DMC style game but I have almost zero knowledge in gamedev, I'm just a 3D artist. There are almost zero tutorial about a similar combat system but I think that with your devlogs i could really learn a lot even if your game is 2D

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Yeah there really isn't a lot of info out there.
      Awesome, I'm glad the videos are a good reference despite that.
      I actually have a 3d brawler planned as well and will start making videos about that at some point, but it'll still be a while.

    • @MondyTS
      @MondyTS 2 ปีที่แล้ว +1

      @@CobraCode cool! Your videos a great btw

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว

      @@MondyTS Thank you :D

  • @gamemaker2dfighter
    @gamemaker2dfighter 6 หลายเดือนก่อน

    Do u need a fighting game character to use i have 1 u can use over 600 frames of animation

    • @CobraCode
      @CobraCode  6 หลายเดือนก่อน

      Hey, thanks for the offer.
      Just checked out your channel and the stuff you're working on looks really cool.
      I'm finally getting to the point though where I'm decent enough at pixel art to draw my own sprite sheets and finished my first draft.

  • @YahyaDanboos
    @YahyaDanboos 2 ปีที่แล้ว +1

    Oh wow, didn't know Notifies were unreliable 😱

    • @CobraCode
      @CobraCode  2 ปีที่แล้ว +1

      Yeah I was also shocked when I found that out considering that pretty much everybody I know uses them like this. I guess in most games things don't need to be frame-perfect so you won't really notice it. But if you put the notify right at the end or beginning of a montage it might not play at all and you end up with a character locked in a weird state.
      The documentation actually also mentions this.
      `Due to their synchronous nature and the precision resulting from it, Branching Points are more performance expensive than Queued. You should only use them when an event must be fired at a precise moment along the animation timeline, such as jumping directly to another animation that matches up frame-to-frame. If being off by a frame (or some percentage of one) is not important, you should use Queued instead.`