Resources « Stevie's corner Welcome to my UT3 resources page :D This section consist of links to help a mapper start to build a level. Also, there are links to help you optimize your level, others that provide very useful information & others that are related to a specific topic. Something I want to point out is Odedge site. This friend of mine as build a complete list of level editing links for all the steps while your building a level. I’ll appreciate you let me know if any link is broken or invalid so I can fix it. Learning Unreal Engine 3 Editor from scratch & essential info 3D Buzz UE3 tutorials (This is a single video pack that combines all 3D Buzz videos on Fileplanet and has several hours of tutorials, a must ! Waylon BrinckHourencesThe complete static SM catalogUnreal Developer Network (UDN) General level design tips and highly recommended tutorials Chris Albeluhn’sChris HatchieIsaac Sukin aka IceCreamYouOliver aka mAlkAv! More specific “how to do” things Kismet Kismet tutorials by Matt Bromley (AVLD) Varia Tools
Adding Characters To UDK tutorial - Unreal Development Kit Game Engine i.e. Enemies and Players dont have the same model, a intermediate tutorial with a video to acompany it as per a request (video does not have a commentary cus i dont have a mic and i cant be arsed to go to the shops and buy one) To fulfill a request for a written version of this, here is a written version of this :P First Of All: I used Uncodex and Notepad ++, if you use a different piece of software thats fine as long as you know how to do the same things that i do. Now Open Up UDK but minimise it (DONT CLOSE IT,or youll be stuck later) So step One i guess: Open up uncodex, make sure your tree is nice and up to date, then look for a class called UTFamilyInfo. Step Two? Step Three. Now Go into your Unreal Frontend and recompile, this is where i make a mistake in the video because i had a spelling mistake :P oops Recompile and then all that testing i promised :P
Chris Albeluhn - UT3 / UDK Physics Tutorial Number 1 This tutorial will go through a simple setup for a physics asset which can be done in both UT3 and UDK. This particular one will be an old medieval street light dangling from a rope which is attached to a wooden support. This will focus only on the rigging and physics construction side of the asset. First we need a model. We need only 4 joints to make this all work. To export these assets, you will need 'Actor X'. the link can be found below. Importing the assets is the same as importing anything else. You will notice that when the 'lamp' is imported, it seems to be transparent. It will then come up with a window giving you different options for your new mesh. The 'UnrealPhaT' window should appear, if it doesn't simply double click on the newly created physics asset. To get a better grasp on this window and all the functions, take a look at Epics forum site located here. 1. Enjoy
DungeonDefenseDeveloperBlog Search public documentation: DungeonDefenseDeveloperBlog 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Blog 1: Day One Hey all, These are some exciting times for indie developers. As a long-time Unreal developer, I’ve jumped on this bandwagon, and over the coming months I’m going to be putting together a series of straightforward mini-game demos on the UDK. So without further ado, let’s chow down! When thinking about what kind of game to start with, I noticed that some people seem to be wondering about creating various kinds of third-person games with Unreal, which is an easy thing to do once you know how. Therefore, the first mini-game that I’m going to tackle will be called “Dungeon Defense”, and it will be a semi-topdown (more like ¾ perspective) action/tower-defense hybrid. But that stuff only took a couple hours, so I wasn’t ready to call it a day just yet. - Jeremy Blog 2: Day Three
Enter the National STEM Video Game Challenge Tagged with: high schoolMiddle SchoolSTEM The National STEM Video Game Challenge, launched in 2010, aims to motivate interest in STEM learning among America’s youth by tapping into students’ natural passion for playing and making video games. Organizers have set up a special Edmodo Community for educators to join and to help you get your students involved. Check out 2012 winners & games The Challenge Middle and high school students across the country are challenged to create original video games, individually or as teams, and to submit their games for the opportunity to win important recognition for themselves and their communities. Credits The National STEM Video Game Challenge is presented by the Joan Ganz Cooney Center at Sesame Workshop and E-Line Media.
Free Kid-Friendly Avatar Creators This seemed to be the most popular site that was sent to me. It is hosted by the Wildlife Conservation Society and the New York Zoos and Aquarium. Students can choose their gender, their skin tone, and add eyes, hands, feet and 'backsides' that are all animal parts. To use this as an avatar, students would have to click 'I'm Done' and then save the image to their desktop to use. It is free and does not require a login account. The only downfalls are that you can't link to the image unless you email it to someone, there is no embed code, and the image includes a fairly large background since it's intended as a desktop image. This site allows you to create a personalized avatar for free. that looks like a superhero. Reasonably Clever Lego Avatar You can use this site to create a Lego avatar. The Simpsons Movie Avatar Creator I'm not sure if my district blocks this site, but it's an obvious winner with kids! You can then get a link to the image and an embed code. Ruth Cohenson (@tearoof)
The Scrolling Game Development Kit Homepage Art game thoughts re Chain World At GDC, there was a Game Design Challenge (I’ve participated in one of these, in the distant past!). This year the topic was religion. And you’re going to need to know everything about what happened to make sense of this post. Jason Rohrer won the challenge, with a game that was a Minecraft mod with very particular rules. A video of the entire challenge: Game Design Challenge 2011 on YouTube Side note: I actually received a “miracle” during this process, and then it was taken from me for the purposes of keeping score, something which I felt was rather gamificationy. In any case, since then, Chain World, the winning idea, has morphed a bit, with the privilege of playing the mod next going to a bidder for charity. Which then led to some tweeting back and forth about whether this was in the spirit of the idea, including heated remarks and comments from Jason himself. This morning I found myself reading the tail-end of Raph Koster’s A Theory of Fun For Game Design. Fighting words!
Boss Design: Tips From A Combat Designer « #AltDevBlogADay There is no truer test of the combat designer than a boss, because they, more than any other cast member, thread those tightest of needles: challenge vs frustration. Your task is difficult, and, unfortunately, this topic of boss design expands far beyond one simple article. I wish I had a simple solution for you. Every boss is different, though, which means there can be no magic formula. No, one thing, that good bosses have, and bad bosses lack. Anticipation For animators the principle of anticipation is the idea that you must prepare for any action the character is going to take. Let’s say I was designing a giant crab boss, and I want to introduce two attacks to the boss. Attack 1: claw smash Startup Anim: raises right claw up above head and clicks claw (80 frames)Sound: clicking claw soundHit Anim: smashes claw down on the ground and creates a shockwave that expands in 360 degrees at a rate of 0.5 Hero Units a second for a total of 2 seconds. Attack 2: claw swipes Staging Timing Exaggeration