I did some searching for designs and found a picture of a wood storage cart that looked quite nice at ShopNotes. The actual plans for the cart aren’t online so I improvised based on the photo and cutting diagram. I also adapted it to 6 feet as I have limited space in my garage and seldom work with anything larger than that. My ‘schematics’ (really just math to see how much wood to buy) are below:
[Edit] Also found an underdocumented spreadsheet and a VCarve file I used to verify the measurements I came up with (though I ended up shifting the shelves down a bit so I’d have a 5th open-top compartment):
Time to go shopping:
Some build shots:
I probably went a little overboard with the screws and glue; the thing is built like a tank. Finished shots:
A 1..4 player local multiplayer game where cats (made out of slime) compete to grab snacks and get the best spot on the colored couches, strewn about in a lake of lava because why not.
Created for the Simple Jam in a weekend using Unreal Engine 4.12. Simple Jam aimed to keep things manageable by limiting the number of rules and assets to 5 each. Here is how I spent that budget:
Roll down the ramp
Transform to start flying
The floor is lava, so don’t touch it
Grab some snacks
Secure the best seat on the couch
Lake water setup (stretching the definition just a teensy bit)
Cat model [saved for later]
[saved for later]
Turns out learning Z-Brush in a few hours is not actually a thing, so there’s no cat model yet; use your imagination. I’m watching Z-brush tutorial videos now and will probably work on it a bit more post-jam as I had a lot of fun making this.
You can download and play it from itch.io (Windows only ATM).
Angry Duck Diver was created as part of the 2016 Train Jam (March 10th to March 12th).
It’s a bullet-heavy vertical scrolling shmup/STG which contains neither ducks nor diving. Instead you have to constantly balance your avarice and cowardice, building up bonuses and choosing the ideal moment to bank your points before you are destroyed.
The theme was maximum capacity and I interpreted that as a risk/reward mechanic where you increase your bonus gauge as you approach maximum capacity, but you also increase your hit box and risk destruction, losing all your unbanked points.
The Train Jam was an amazing experience, both as a jam and as a journey. The scenery is gorgeous and inspiring, and jammer disciplines seemed much more diverse / evenly spread than I’m used to at local jams (which tend to skew heavily towards programmers). I’m certainly planning on doing it again next year. However, one downside was the venue for the theme announcement/team formation before boarding the train; it was narrow and loud so it was hard to hear pitches or mingle with different folks pre-jam, and so I didn’t form or join a team before we got on the train.
An intrepid grave looter accidentally disturbed the ritual of the groundhog and was cursed to never stop running. Trapped in an eternal hell, they fall back on old habits and decide to loot some graves.
Each grave you destroy will either provide delicious loot or disturb the dead.
Collect ingredients to perform rituals that cleanse the restless dead. When enough have been gathered, cross over the altars dotted thru the cemetery.
Use your shield amulet in a pinch, or gather more armor from the merciful angels.
I’ve gotten into a bad habit of skipping writeups for my projects even though I usually take build photos. I’ll work on that moving forward, but I’m also going to catch up on some of the backlog with a series of quick ‘from the archives’ articles. More info soon, but here are a few builds to look forward to:
Tappy Chicken is the first UE4 game shipped on mobile platforms. It’s a very accessible one-button game, and you can download the entire game source assets and blueprints from the UE4 marketplace for free.
The shipped version targets the following platforms:
iOS: iPhone 4 / iPad 2 or above, running iOS 6 or above.
Android: Devices with an OpenGL ES 2.0 GPU that run API level 9 (Android 2.3) or above.
HTML5: Browsers that support WebGL (Latest Firefox, Chrome, Safari, or Opera)
A Blueprint Macro lets you reuse a set of nodes over and over, and can be created in any blueprint (using the Add Macro button on the ‘My Blueprint’ toolbar). You can also turn a selection into a macro by right-clicking on a selected node and using the ‘Collapse to Macro’ option. A macro works a lot like a collapsed graph; you can define arbitrary inputs and outputs, which will show up as pins whenever you place a macro instance. Here is an example of a macro named IsValid, which checks to see if an object pin is valid or not:
This macro can then be placed as an instance in another graph as ‘shorthand’ for the nodes it contains, allowing you to reuse code and hide complexity:
As you build larger projects with Blueprints, it’s easy to end up with an overwhelming sea of nodes. However, we’ve built in a number of different encapsulation and code reuse mechanisms to help you battle the chaos.
To encapsulate something is “to show or express the main idea or quality of (something) in a brief way”; in other words we can hide a complex sequence of nodes with a simple stand-in that conveys the same meaning or idea. You can still drill down and see how it works ‘under the hood’, but you don’t have to worry about the details when looking at the broader picture. Continue reading “Managing complexity in Blueprints”
We’ve worked really hard to provide you guys with lots of helpful shortcuts to streamline your workflow within the Editor. One of those improvements is the addition of asset navigation shortcuts.
Opening an asset to edit
You can Pick an asset to edit from almost anywhere in the editor by using the Ctrl+P shortcut. This will open an asset picker with the search box already focused. Once you’ve filtered the results, you can use the arrow keys to select an asset and hit Enter to start editing it. The mouse also works to select or scroll, and you can even drag/drop out of the picker into the level editor.
Working with the assets of selected actors
When you have one or more selected actors in the level editor, you can Edit their associated assets using Ctrl+E. For example, a selected static mesh actor will open the associated static mesh, while a selected blueprint instance will open the blueprint.
If you want to perform some other action on the asset, or just find out where it lives in the Content tree, you can use Ctrl+B to select the associated asset in the Content Browser. This shortcut also works in any asset editor, selecting the current asset being edited in the content browser.