All posts by masterneme

Ninja Work It. Old meme NOW IN 3D! Made with Blender and Unreal Engine 4

There was an old meme a decade ago called Karateka Dance or Ninja Work(s) It. An animated gif with the ninja from the game Karateka dancing like MC Hammer to, I believe originally, the song “Harder, Better, Faster, Stronger” by Daft Punk.

I rotoscoped the frames in 3D with Blender, animated them in UE4 and made this video.

I did this to test an idea for an ultraviolent retro shooter with
dismemberment mechanics.

And it can be done…

I guess it can be useful for other stuff too… 🤣

Project Boon – Dev Diary #38 – Footsteps without Animation Notifies

Someone asked how to implement footsteps when not using Animation Blueprints and therefore without access to AnimNotifies.

Basically what I did is check everytime the Flipbook plays the 2 frames when each foot touches the floor, then trace to the floor and play a different sound depending on the Physics Material.

And because every time I switch angles the animation resets, I had to add some extra functionality to the sprite logic.

The solution is to save everytime at the end of the calculation what is the time of the Flipbook playback timeline and the angle, and at the start check if the angle has changed, and if it has, play the animation from the position saved previously with the extra DeltaTime.

Also, as you can see, I added a very basic patrol mode.

Unless something VERY interesting catches my attention the next thing on my list would be gore, specifically blood squirts, exploding corpses and blood pools.

Project Boon – Dev Diary #37 – Improving the BFG and making a (mini) Nuke Launcher

I’m still working on the demo but stuff has happened IRL and I haven’t finished it yet. Hopefully I can release it next week.

In the meantime I’ll show you some improvements I made to the SKAG 1337 which is Freedoom’s name for the BFG 9000.

Before this what happened is that the explosion put every character in an array and then damage them one by one from the closest to the farthest one.

Now the explosion damages multiple enemies at once in increments of distance and the result is much better.

Then I took the logic and modified the Missile Launcher to shoot Nukes instead of the regular projectiles.

And to make it look like a Nuke I multiplied the value of the increments by the scale of the sprite so it grows as the explosion expands.

I think it looks very funny 😂

Project Boon – Dev Diary #36 – Some “bosses” with improved pain state

This is a short video with 3 bigger monsters that could represent bosses with some interesting shooting patterns.

And they have some improvements in the Pain State, I’m using Timelines instead of Delays so when the Pain State is triggered I can stop any countdowns and just switch the logic to the stun without being interrupted by other function that was latent waiting for a Delay to finish.

Project Boon – Dev Diary #35 – Monster infighting system

A basic infighting system is in place.

When a monster is hit by an enemy it “tags” it as Target and a Timer

During the time the Timer is running the monster will only focus on that Target even if it’s hit by another enemy, including the player.

This happens until the Target is killed or the Timer stops. Then the
player becomes the new Target.

In that moment if it’s hit the cycle starts all over again.

The system works well and it made me realize that the actual AI needs tweaking.

Project Boon – Dev Diary #34 – Ghostly enemy and pain states

I added a new enemy, a translucent worm with a ghostly trail, is the
equivalent of the Spectre.

I finished the pain state in which enemies can get stun for a brief
period of time.

Thanks to a member of the Unreal community I changed the way some sprites face the camera, now it looks the way other sprite-based shooters do, with sprites perpendicular to the camera horizontal.

I also changed the sprites of the Serpent and the way the system detects your screen resolutions.

Now I’ll finish the infighting system.

Project Boon – Dev Diary #33 – A lot of improvements made

I’ve made a lot of changes since the last update:

-Actors have an audio component instead of using the “Play Sound” node.

-Soldiers drop ammo when dead.

-Enemies react when attacked.

-Minigunners shoot with the proper speed, now they’re extremely
dangerous. When I implement infighting it’s going to be hilarious.

-The crosshair uses an individual widget with a new material and can be easily customized.

-I removed the spread from the pistol, now every time you shoot it hits the center.

-Every weapon is an individual actor with its own logic. This is in fact the way I started the weapon system at first, then I put everything inside the Player Character, but this was a bad idea. Now everything works perfectly and is more manageable.

-For weapons I swapped Delays with Timelines and this made disappear any previous glitches I encountered.

-Weapons get attached to a Scene Component, it allows me to do switching animations and it’ll allow me to make the weapon swing when the player is moving.

-They also have some of the networking functionality in place, shooting is calculated server side and the effects (damage and sound) replicated.

-Some actors have a dynamic light component.

-The Main Menu is no longer a photo, is its own map with a special
camera actor (a pawn) that slowly turns randomly. I’ll use this new
camera for map and match endings like Quake does.

-There’s a basic menu with audio volume, video options, start map
options and server browser. It needs improvements but it’s functional.

I’ve spent a lot of time with the networking bit of the logic and I
haven’t finish it yet. I think I’m going to stop working on it until I
finish other things first because there’re still some fundamental parts that I can’t figure out and they’re taking me precious time away that I could spend on other stuff like better gore with gibbing or making more enemies.

It’s a little bit disappointing but it’s the best way to move forward
and get things done ASAP.

ProBoon – Pre-Alpha Gameplay

This is some gameplay footage from the pre-alpha version of my upcoming game ProBoon.

It will be released initially on Steam with a full single player campaign and multiplayer with different modes including co-op, deathmatch, duel, team deathmatch and invasion, which is a wave based cooperative mode against hordes of monsters.

Project Boon – Dev Diary #32 – Adding more monsters with some slight improvements

I added 4 more monsters and customized the basic one to shoot bullets instead of missiles.

The Movement State doesn’t work properly yet, I’m going to rebuild all the AI but the basics are there. They chase the player, they feint and they shoot as they should.

The Pain State (stun) calculations are also there as well as customized Speed, Health, Damage, Range, Spread and Reaction values.

Doom E1M1 Remake with UE4 and Freedoom assets (Update)

This is the first update of my Doom E1M1 remake with UE4 and Freedoom assets.

Now there are weapons, pickups and some decoration around the map. Rockets have splash damage so they’re more dangerous and fun.

All the game logic will be shared in the future for free so anyone can make their own sprite based FPS including multiplayer.

You can try this prototype here: