Life as an unresolved external symbol.
Posts tagged fresh
Beginning Your Game Part 4
Mar 9th
Video Version
Subject: Beginning Your Game Part 4
Skill Level: Beginner
Run-Time: 54 Minutes
Author: Michael Allar
Notes: Setting up HTInventoryManager, HTInventory, HTWeapon
Download: Low-Res (32MB) Hi-Res (200MB)
Written Version
Subject: Beginning Your Game Part 4
Skill Level: Beginner
Author: Michael Allar
Notes: Setting up HTInventoryManager, HTInventory, HTWeapon
See the video for an in-depth explanation.
Beginning Your Game Part 3
Mar 8th
Video Version
Subject: Beginning Your Game Part 3
Skill Level: Beginner
Run-Time: 16 Minutes
Author: Michael Allar
Notes: The project I’m working on as I’m creating this documentation requires the classes we’ve made to be based off higher level classes. These were the changes made.
Download: Low-Res (32MB) Hi-Res (72MB)
Written Version
Subject: Beginning Your Game Part 3
Skill Level: Beginner
Author: Michael Allar
Notes: The project I’m working on as I’m creating this documentation requires the classes we’ve made to be based off higher level classes. These were the changes made.
In order to make these changes, you must be using the February build or later of UDK.
Beginning Your Game Part 2
Jan 15th
Video Version
Subject: Beginning Your Game Parts 1 and 2
Skill Level: Beginner
Run-Time: 1 Hour
Author: Michael Allar
Notes: This is really incredibly long but goes over how to create a blank slate for your game. Also goes somewhat in-depth on a line-by-line basis.
Download: Low-Res (66MB) Hi-Res (200MB)
Written Version
Subject: Beginning Your Game Part 1
Skill Level: Beginner
Author: Michael Allar
Notes: Gets your UDK set up so that you can start coding into your own game class!
You will have needed to have done Beginning Your Game Part 1 if you are sticking to the written series of these tutorials. The video tutorial on both tutorials covers both parts.
Why Is There A Part 2?
So, we now have an empty game mode that we can now start coding into. Great! Why don’t we start going over UnrealScript and start adding our own things?
Well simply put, we aren’t done yet. While we have our own game mode set up now, we still are using Epic’s player logic instead of a blank slate for us to use. The way the Unreal Engine handles player interaction is pretty important to understand:
Beginning Your Game Part 1
Jan 15th
Video Version
Subject: Beginning Your Game Parts 1 and 2
Skill Level: Beginner
Run-Time: 1 Hour
Author: Michael Allar
Notes: This is really incredibly long but goes over how to create a blank slate for your game. Also goes somewhat in-depth on a line-by-line basis.
Download: Low-Res (66MB) Hi-Res (200MB)
Written Version
Subject: Beginning Your Game Part 1
Skill Level: Beginner
Author: Michael Allar
Notes: Gets your UDK set up so that you can start coding into your own game class!
If you haven’t already, you need to install a fresh copy of Epic’s Unreal Development Kit (UDK). Without it, you can’t really build anything. ![]()
You also need a way to edit .ini and .uc files. Notepad will work, but I strongly recommend setting up nFringe or Notepad++.
It is highly recommended that you also set up UnCodeX.
At the time of this writing, the UDK version used is UDK-2009-12.
Setting Up Your Code Package
In order to begin coding your new game, you first have to put your code somewhere where the Unreal Engine can find it. This is where the Development\Src folder comes into play. All the code for your game belongs in the Development\Src folder, and your code that you will create will be in a folder with a meaningful name that represents your game. Each folder in Development\Src is a script package, so we call GameFramework, UTGame, UTGameContent, etc “script packages”. In each script package there is a folder within labeled “Classes” where all your UnrealScript classes will go. UnrealScript Classes are how you extend functionality to your game, making it your own. There lies a folder upon installation in Src named MyMod, you may use this folder to place your code in but I highly recommend naming it similar to your game name but keep in mind that you shouldn’t use spaces or weird characters in your package name as it will have to be referenced in code many times. You will see that for this tutorial, I have used “UDKGame” as my script package name. Inside this MyMod\Classes folder you will find a DO_NOT_DELETE.txt, but feel free to delete this. It seems that this file was only needed for Epic to package the installer correctly. Right now this script package is empty, so lets get ready to add to it!