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'''Splash screen'''
'''Splash screen'''


[[Image:UE4_ProjectSettings_SplashScreen.png|400px|right|thumb]]
It's not a level splash screen. It's shown when the game starts. In 600 x 200 pixel.
It's not a level splash screen. It's shown when the game starts.


Settings > Project Settings > Platforms > Windows > Splash
Settings > Project Settings > Platforms > Windows > Splash
:Editor Splash, Game Splash
:Editor Splash, Game Splash
Watch out for ''dead space'' at the left bottom area as it gets occupied at runtime by text displaying the engine version, the game's name, copyright, and loading progress.
<gallery>
Image:UE4_ProjectSettings_SplashScreen.png|right|thumb|Spash screens and game icon
Image:UnrealOni_ProjectSettings_SplashScreen_at_runtime.png|right|thumb|Editor spash screen at runtime
</gallery>




'''Game icon'''
'''Game icon'''


Beneath the Splash, the Game Icon can be set.
Beneath the Splash, the Game Icon can be set. In 256 x 256 pixel.
: For Photoshop there is a free plugin available for making *.ico files.




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:Movies Are Skippable [x]
:Movies Are Skippable [x]
:Add element to array, insert an MP4 video
:Add element to array, insert an MP4 video
:Some older engine versions require the MP4 to have 25 fps.
:Bug: On Windows the mouse cursor will be shown during video playback.
:Bug: On Windows the mouse cursor will be shown during video playback.
<!--:: demonstrated in [https://youtu.be/gwlAt-0rwnQ Oni 2 Tech Demo - Episode 1]-->


An animated intro would be nice but that's unfeasible for us. Instead ingame cutscenes could be used.
An animated intro would be nice but that's unfeasible for us. Instead ingame cutscenes could be used.
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====Munitionfrenzy====
====Munitionfrenzy====
[[Image:UnrealOni_cheatcodes_munitionfrenzy.png|right|thumb|Weapon cheat "munitionfrenzy"]]
[[Image:UnrealOni_cheatcodes_munitionfrenzy.png|right|thumb|Weapon cheat "munitionfrenzy"]]
[[Image:UnrealOni_variable_of_type_object_class.png|right|thumb|Setting a variable to type object '''class''']]


Creating an array of weapon classes was already tricky... For RealOni we should better have the means to fill that array automatically.
Creating an array of weapon classes requires to go into the side menu of the variable where you can chose between instances, classes, and soft references.
 
:For RealOni we should better have the means to fill that array automatically.


The nodes for all the locations and rotations are meant to spawn the weapons in a circle whereby the player stands in the center.
The nodes for all the locations and rotations are meant to spawn the weapons in a circle whereby the player stands in the center.
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==Debugging==
==Debugging==
===Live scripting===
===Live scripting===
[[Image:UnrealOni_dev_console.png|right|thumb|Dev console (construction)]]
In Oni you can do some scripting with the developer console.
In Oni you can do some scripting with the developer console.


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Todo: Use = sign and spaces as separator and a select node to handle the different variables and functions.
Todo: Use = sign and spaces as separator and a select node to handle the different variables and functions.
<gallery>
Image:UnrealOni_dev_console.png|right|thumb|Dev console (construction)
</gallery>






===Sample functions and variables===
===Sample functions and variables===
[[Image:UnrealOni_console_func_ai2_chump.png|right|thumb|Function ai2_chump]]
;ai2_chump
;ai2_chump


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Also, the attached ai2_followme is not implemented yet.
Also, the attached ai2_followme is not implemented yet.


Dev notes: the rotation parts can probably by recycled for cheat code '''''munitionfrenzy'''''. <!--use loop for increasing the angle-->
<gallery>
Image:UnrealOni_console_func_ai2_chump.png|right|thumb|Function ai2_chump
Image:UnrealOni_console_func_ai2_chump_result.png|right|thumb|ai2_chump called from a custom dev console
</gallery>
 
 
==Ingame menus==
===Text pages===
'''Styles'''
 
Requirements for text pages with multiple styles:
* User widget (blueprint)
* Rich text block
* Data table (blueprint) with row structure "Rich Text Style Row"
* A new font file (if necessary)
 
Procedure:
* Add some default text to the rich text block
* Add a default row to the data table named "Default" and set the other defaults including the font
* Move and save rich text block in order to see changes
* Add more rows to the data table, those are the style
** Row name equals tag name which can be used in the rich text block
** Tags are to be used like HTML. <code>This is a text in default style and <nowiki><xeno30>this is a text in a style I named xeno30.</xeno30></nowiki></code>
 
[YT tutorial https://www.youtube.com/watch?v=msy7bRDpKF4]
 
<gallery>
Image:UnrealOni_rich_text_block_for_multiple_styles_user_widget.png|right|thumb|User widget with rich text block
Image:UnrealOni_rich_text_block_for_multiple_styles_data_table.png|right|thumb|Data table for rich text block styles
</gallery>
 
 
'''Images in rich text block'''
 
These images can serve as inline images, being only as big as the default text.
 
Requirements:
* RichTextBlockImageDecorator (blueprint)
* Data table (blueprint) with row structure "Rich Image Row"
 
Procedure:
* Add images to that new data table
* Use image tags in rich text block as following: <code><nowiki><img id="tagName"></></nowiki></code>
 
 
===Diary===
===Main menu===




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===Things that possibly need C++===
==Things that possibly need C++==
* Permutation of soundtrack parts
* Permutation of soundtrack parts
* Fine-tuned jetpack mechanics
[[Category:Fan-made games]]