You have to pay $19 at least once to use UE4. You don’t have to maintain an active subscription.
There is no way around this. The only aspect of UE4 available to the general, non-paying public is games. No modding, and no development. The only exception to “no modding” is if all the mod tools are developed without Epic code.
If it is anything like MK9’s chip damage, then it only needs to increase. Blocking is very prominent to the point where you notice how much chip a blockstring is inflicting if you are just playing casuals. A guard bar is always welcome, but i’d start with 80% chip damage for now.
Make it UT3 Fighting Style. Open space free run, and have dodge/parry/block as defensive mechanics. First Perspective View also ^^
so you can use like a roll or side step to get out of someones view ^^
I don’t think it fits with what is going on here though.
Sad to hear there is no legit free option, even if it meant you couldn’t sell your games or something. Go suggest that, I’d be more willing to invest (timewise) if it meant I could get off the ground with no overheads. Fuck it, let people sell the games but take a hefty royalty or something.
Looks like the thread is progressing nicely a few suggestions in the gameplay department
get rid of standing / crouching combos as well as character specific combos. I believe this is important for immersion sake as well as creates a better pvp experience making combos too convoluted and dependent on collision parameter outside of spacing your making it a player vs game instance. This is one of the things I like about juggle systems (think MK9, Injustice, Tekken) for the most part the follow ups are always the same.
Movement advanced movement should be interruptable either by crouching or blocking, or some other method I’m personally a fan of the block button, crossups are dumb, so think dash blocking in MK9 if you go that route. It adds a lot of depth in the angles and approaches people use while speeding up the game a bit. I see your still on the fence about dashing
Knockdowns and oki are a big thing as well there should be an advantage to the person who knocks down but there should definitely be options for the defender, there should definitely be a throw invincibility window as well try to eliminate degenerating situations where its less about player reads and interaction and more about flipping a coin.
The latest issue of cgworld has an article which goes over the process of making guilty Gear xrd (fighting game on the unreal engine, also happens to be the most beautiful fighting ever made in existence imo) http://www.amazon.co.jp/gp/aw/d/B00JU52BO4
Someone was also kind enough to scan and post the article for us. It’s in Japanese though but if you could find someone willing to translate, I’m sure it would offer a wealth of information. (download link is in the post) http://www.polycount.com/forum/showpost.php?p=2063637&postcount=185
I began rebuilding the project from scratch in preparation of creating the forth coming tutorial videos, and I have a couple of animations to create in order to get air and crouching attack animations going.
Next week I will be out of town for Nordic Game Conference, so things will be quiet on this front until the week of the 26th.
What are the licensing restriction on using UE4/UDK 4 for independent game developers?
Is the engine still geared toward fps or no?
Is it still free up until the first $50k made off sales? Scaled royalties? Is it totally free until you sell software with unreal middleware in it?
Unreal is the best engine for mmofps IMHO.
I was out of town at the Nordic Games Conference last week, and prior to that I was helping out on the Unreal 4.2 release, getting the Vehicle Sample Content ready, so progress on the Fighting game front has been slow.
I worked on it today, but encountered a bug with the crouching punch. I am aiming to get that ironed out this week.