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

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

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

Blueprints: Score-chan actor

A little technical blog post this week, as I talk through the creation of the Score-chan Actor BluePrint in Unreal Engine 4. Paper2D functionality in UE4 is not officially supported anymore and has a couple of quirks. However the Sprite and Flipbook Actor Blueprint classes are very useful and contain everything you need to quickly … Continue reading Blueprints: Score-chan actor

Creating the Piczle Cross puzzles

One question people might want answered is "how many puzzles will Piczle Cross Adventure have?" and the answer is, at this stage... I'm not sure. The game's initial design aimed at a minimum of 150, but because I spent some time building data-driven systems to handle the puzzles it is child's play to add more … Continue reading Creating the Piczle Cross puzzles