Materials: Clue numbers

For a change I thought I'd write about a hypothetical, and one of the things I usually do to avoid extra work. Or rather, not just to avoid extra work but to keep it easy to change things on a whim. Let's create a texture for Piczle Cross clue numbers with the minimum amount of … Continue reading Materials: Clue numbers

Further tips for working in Unreal Engine 4

Following on from a previous post that gave some tips on working in UE4 I thought I'd expand a little with a few more tips and tricks. Especially with the recent announcement of UE5 and a new royalty scheme, Unreal Engine is looking more and more like the go-to engine for gamedevs! Everybody has their … Continue reading Further tips for working in Unreal Engine 4

BluePrints: dynamic button graphics

Future-planning when I make my projects mostly revolves around doing a little work right off the bat to avoid tedious work later on. One example I'll give here is for those little buttons you see in the margins of the game that tell you what buttons do what. You'll have seen them in Piczle games. … Continue reading BluePrints: dynamic button graphics

BluePrints: Steamworks

I shan't delve into the details of Steamworks itself too much. Anybody with a desire to develop and a spare (recoupable) $100 can get access to Steamworks and its API and documentation. In this post specifically I'll write a little about integrating it into UE4 (sort of) and adding Steam achievements to Piczle Cross Adventure. … Continue reading BluePrints: Steamworks

BluePrints: Mouse input overlay

Piczle Cross Adventure was initially mainly designed specifically for the Nintendo Switch. I baked in a few extras to make porting to other consoles potentially a lot easier, and because of the size of the largest puzzles I also made a decision to not use touch input. A big headache in Piczle Colors was developing … Continue reading BluePrints: Mouse input overlay

Blueprints: Quick reflex input

One of the many reasons I decided to include a fishing mini-game, aside from it being required by law in any RPG-like adventure game, was to challenge myself on a few new scripting issues. Both the casting off and the reeling in require the player to press A when a pointer moves over a specific … Continue reading Blueprints: Quick reflex input

Blueprints: Get a clue

The nonogram puzzles in Piczle Cross Adventure are merely a string of 1s and 0s. Everything else required is calculated while playing the game. Actually, let me take a step back and correct this lie. The puzzles all live in one big datatable, with the puzzle part itself forming a string of 1s and 0s. … Continue reading Blueprints: Get a clue