Master Kenth

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  • GameDev Xmas Challenge – Summary

    Finally done with the holiday fatigue (sort of) and ready to do the summary post of my December #OneHourGameDev project! (TL; DR: Made a digital version of ultimate tic tac toe in 24 hours. A few cool features but not publically available due to problems. It was fun. Timelapse at the bottom.) So what was […]

    2016-01-04 20:42
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    • Game Design
    • Unreal Engine 4
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    • Blueprints
    • C++
    • Challenge
    • Game Development
    • Gamedev
    • Programming
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    GameDev Xmas Challenge – Hour 11-12: Better drawing

    Today I smashed two hours and improved on the drawing. Firstly the gray background is gone from the marker when placed and what you draw now acts as a mask for a black image (though it’s still in during the drawing phase, working on that.) and secondly you now draw a connected rounded thick line (like a […]

    2015-12-15 12:18
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    • Programming
    • Unreal Engine 4
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    • Blueprints
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    • Gamedev
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    GameDev Xmas Challenge – Hour 10: Draw your own marker!

    Small but important progress today as the drawing functionality from the last session now is used to create the players’ own markers instead of those boring X’s and O’s. Since the drawing directly draws to a Texture2D object it’s trivial to expose it and use for another arbitrary component such as a PaperSpriteComponent. It seems […]

    2015-12-14 01:39
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    • Programming
    • Unreal Engine 4
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    • Blueprints
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    GameDev Xmas Challenge – Hour 9: Drawing now works!

    Only one hour this time around so still a bit behind but it’ll catch up eventually. This hour however has been super-productive as drawing directly to the texture with touch input now works! Still a few knickknacks to hammer out and the drawing isn’t exactly pretty, but it’s getting there. The logic to figure out […]

    2015-12-12 16:09 (mode_edit 2015-12-12 16:11)
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    • Programming
    • Unreal Engine 4
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    • Gamedev
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    GameDev Xmas Challenge – Hour 6-8: Git and procedural texture generation in C++

    Back from the dead to continue on my #OneHourGameDev contribution. Been busy working on another title and fatigued from working on said title, but now I’m ready and I plan to catch up with the lost hours over the course of the next couple of days. So what have I been up to then? First […]

    2015-12-11 14:02 (mode_edit 2015-12-12 16:05)
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    • Unreal Engine 4
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    • C++
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    GameDev Xmas Challenge – Day 5: Minor graphical updates

    Five days of #OneHourGameDev done, though today I was a tad bit busy and therefore I’m late on this post 😛 Today I started out with creating a very basic start menu. I fiddled a bit with UMG button styling but soon realized that I had to rethink how to design the buttons. I ended up with […]

    2015-12-06 02:35
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    • Unreal Engine 4
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    GameDev Xmas Challenge – Day 4: Kinda winnable!

    The game is winnable now! And this time I also have some screenshots. Today I fixed the bugs and connected the last dots to make the game winnable! You can now win by taking over sections accordingly, and a placeholder message displays when a player has won. The core gameplay is now sort of complete; […]

    2015-12-04 18:20
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    • Unreal Engine 4
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    GameDev Xmas Challenge – Day 3: “Almost winnable”

    Hour 3 has unfolded and some more progress has been made. Again, mostly code stuff and not so much visuals however the core game is almost winnable! There is now full logic for winning a section, which means that in addition to just rows from yesterday’s progress you can now also win by columns and […]

    2015-12-03 20:34
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    • Unreal Engine 4
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    UE4 shuffle array by RandomStream (C++)

    I was doing a blueprint room script that would randomly spawn objects in the room. One thing led to another and I needed a way to shuffle an array of spawn points for room objects randomly (preferably in blueprints), but with a specified random seed, so that I could easily find a random order that […]

    2015-08-28 19:09 (mode_edit 2015-09-10 16:20)
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    • Unreal Engine 4
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