🔴 Alpha 8.2 Release Notes - "AI System" 🔴
Added 2023-01-28 18:30:30 +0000 UTCCurrent Unreal Engine Version: 5.1
Download Links:
https://www.mediafire.com/file/ij2b4ih9wd5jafs/UF2D_5.1_A8.2.exe/file (Exe File if you are NOT using archiving programs such as Winrar.)
https://www.mediafire.com/file/xplrmi8agq26rwu/UF2D_5.1_A8.2.rar/file (Rar File if you are using archiving programs such as Winrar.)
( Make sure you install Unreal Engine 5.1 first! )
Greetings all! Finally the last and most important part of the Fighting Game System is done, aka AI! I hope you enjoy it and thanks for all your continued support!
This release is mainly about getting AI into the Framework. Since I was also learning how to do it from ground up, it took its sweet time come into play. But alas we have a starting ground (a good one). Next version I will be clearing up a lot of code related to it and improve some stuff that are still wonky.
Please don't hesitate to report any bug about both UF2D AND Website in bug-report🐞 !
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- AI System -
As mentioned before the last thing we truly missed was an AI System. We will get into detail on how to actually use it later on but as a showcase you can just see how it works for yourself. In the end we have the concept and I just to need to make it better than it supposed to be!
If you still want to have an early look at the files, you can check them in Omen's "AI" Folder.
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- Start of Example Moves and Codes -
I always thought while Omen (Ryu) has some starter moves with explanations, he can never be enough. So I decided to make another Fighter named "Omen_Examples", which provides examples that one may want to check out. As a starter pack this Character has many moves such as dashes and jumps!
- Ground and Air Dashes for both directions. Can hold Upwards to land slower or Downwards to land right away.
- Ground and Air Cancel Dashes (can do after a Heavy Punch) for both directions.
- Double Jump, Wall Jump; Jump Z Distance depends on how long Player holds Upwards. Can also go slightly forward and backwards depending on which direction the Player is holding.
- Laying Down Escape Roll.
- Toggle Forced Lock on via Taunt. Player can toggle so that Omen no longer forcefully looks at the closest Enemy.
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- Preload Target Blueprint -
In recent version I thought that packaging the game was fine. However all we had was invisible Fighters. This was due to the old preload system not working in fully packaged builds. It is now fixed with a small addition. Now instead of having the Character itself as a Target to get preload lists in folder, we just provide another type of blueprint to do the same thing, called "Preload Target".
Tutorials are also updated according to this small change.
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- Bugfixes for Movement and Releasing Hardcoded Values -
In previous versions Movement Addons had big bugs and limitations. I am releasing them slowly. This is starting with Gravity being adjustable runtime as the Air Dash of "Omen_Examples_Char" and Target Lock System being togglable as mentioned above.
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- Input Definition -
Input System had a certain issue where the buffering didn't work. I changed some stuff beneath the code so it properly works now. For example doing a "D DF F F - Punch" would cause Omen to dash but not cast Hadouken and instead do the Punch because the Condition to do "Air Hadouken" would be false due to Omen being on ground.
Due to this change you will feel doing moves is much better.
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-Attack and Reversal Definitions - As I have tested the fighting system with AI, I found a lot of bugs that needed to be worked on. Especially guard system was messed up so had to fix it. Reversal Definition was also not working correctly as it was ignoring hit stun. There are a few more things I want to check in next version but for now it is fine enough and bug free.
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That's all for now! It is time to work on Stages and improve AI !