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OddPhishGames

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A member registered Jun 23, 2017 · View creator page →

Creator of

Recent community posts

Hi Belrion, thanks for playing! I enjoyed the gameplay video :) 

Thanks for playing the game :) Its good to get your feedback. Taking on your comment I will try to add more guidance in future games that are similar to this.  I think I will make a sequel to Crypt Raider so I will definitely take on your advice. Thank you! 

I just checked and I have it set to Discussion Board instead of comments so maybe that it why. 

I really enjoyed this game! The chicken models were excellent and the blood, gore, and feathers really added to the atmosphere. I liked the music. Overall very good and very ominous :o 

Hey Beef Gravy Studios! Thanks for playing my game and leaving leaving feedback. I really appreciate you making a YouTube video about it and have subscribed to your channel and left a comment. I agree there were a few bugs such as  jumping/collision, and the enemy AI in the last room didn't work very well. 

I am now working on my next game inspired by the TV show Mr. Robot, and it will be ready in less than a week. 

Thanks again dude, to you and your son! :)

Thanks for letting me know! I've fixed it now. 

// Fill out your copyright notice in the Description page of Project Settings.

#include "HealthComponent.h"

#include "Kismet/GameplayStatics.h"

#include "ToonTanksGameMode.h"

#include "Tank.h"

// Sets default values for this component's properties

UHealthComponent::UHealthComponent()

{

// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features

// off to improve performance if you don't need them.

PrimaryComponentTick.bCanEverTick = true;

// ...

}

// Called when the game starts

void UHealthComponent::BeginPlay()

{

Super::BeginPlay();

Health = MaxHealth;

GetOwner()->OnTakeAnyDamage.AddDynamic(this, &UHealthComponent::DamageTaken);

ToonTanksGameMode = Cast<AToonTanksGameMode>(UGameplayStatics::GetGameMode(this));

}

// Called every frame

void UHealthComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)

{

Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

// ...

}

void UHealthComponent::DamageTaken(

AActor* DamagedActor, 

float Damage, 

const UDamageType* DamageType, 

class AController* Instigator, 

AActor* DamageCauser)

{

if (Damage <= 0.f) return;

Health -= Damage;

UE_LOG (LogTemp, Error, TEXT("Health: %f"), Health);

if (Health <= 0.f && ToonTanksGameMode) 

{

UE_LOG (LogTemp, Warning, TEXT("Dead"));

ToonTanksGameMode->ActorDied(DamagedActor);

}

}

Here is my health code, a C++ Class. Tbh I can't explain it very well because its been a while since I did any programming. 

What might help you is to copy this code and paste it into Chat GPT, it should do a good job of explaining it. I will post the code in text in my next comment instead of an image.


Hi Derrick, thanks for checking out the game :) It's been a while since I created this but I am trying to open my UE project so I can post some images in this thread.  

For some reason the project file is not compiling, it says I need to rebuild because it was created in a different version. 

As soon as I get it open I will post some images. 

Thanks for playing and making a video. I really appreciate it! 

Decent concept but the controls are a bit buggy for me. Also it would be great to hear some audio.

Thanks for trying out the game! Basically for the audio I just had to use the "Play Sound 2D (node)"  when the player collides with a box collision on a blueprint, which was placed on top of the button. I will post the code in the next comment.