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

eNums

When working with variables, as the gamedev joke goes, thinking of a good name for them is one of the hardest tasks. We all have our own standards and ideas regarding this, but I generally rely a lot on UE4's categories to keep relevant variables grouped together. One thing I have been relying on a … Continue reading eNums

Localisation

Unreal Engine 4 has a very nifty localisation dashboard, which, once activated, does a lot of the heavy lifting when it comes to localising your game. With it you can gather all the texts in your game from folders you've selected and create a robust localisation using .PO files. There are a couple of caveats … Continue reading Localisation

Working in Unreal Engine

For any developer there is a wealth of options out there for out-of-the-box solutions. In the triple-I spheres the choice seems to be Unity or Unreal and both certainly have their detractors and supporters. Personally, I chose Unreal because it gels with me and I like BluePrint visual scripting. It may not be the right … Continue reading Working in Unreal Engine

Dialogs

One element of the old-style RPGs we all know and love, and that persist in video games to this day, are the dialog boxes where the text appears letter by letter. Why these exist exactly is not clear. If you think about it they don't make that much sense. But they are part of video … Continue reading Dialogs