#platform fighter ue4
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shawnthebro · 11 days ago
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Upgrading our Stage & Level Select is equally as important as our Character Select!
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unrealengine4y · 3 years ago
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The #UE4-powered fighter Omen of Sorrow will soon be fully cross-platform compatible thanks to Epic Online Services! https://t.co/oHsJThH70G (via Twitter https://twitter.com/UnrealEngine/status/1495800167613804552) #UnrealEngine #UnrealEngine4 #GameEngine
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linuxgamenews · 5 years ago
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Robot Champions crowdfunding with Alpha Demo
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Robot Champions is a combat fighting game on Kickstarter for Windows PC, with plans for Linux support. Thanks to developer Prospect Games. The crowdfunding campaign is more than half funded. Doing so in less than a week with 26 days left to go Robot Champions is an online physics fighter. Which also takes robot combat to the next level. From developer Prospect Games, creators of Unbox: Newbies Adventure and Terrawurm.
Linux Support:
We're developing in UE4. Currently, we're focused on Windows. But want to bring Robot Champions to as many platforms as possible. We've had several people report successfully using Proton to play PC. And that's what we're currently recommending to Linux users.
The use of Unreal Engine 4 for Robot Champions is no surprise. But this also makes the use of Proton possible. At least until the native Linux release is available. You can play the pre-alpha demo on Steam right now. Likewise, the game runs great for an Alpha build.
In the year 2064 robot combat has become the ultimate sport. As Roboteers from across the planet build fierce fighters. And then battle in hazard packed arenas for gears and glory. So welcome to the greatest show on Earth. Get ready to bash, smash, rip and flip your opponents.
Robot Champions live on Kickstarter
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Robot Champions is a chaotic local and online arena fighter. Playable for 1 - 6 players. As a result, gameplay is entirely physics driven. This ensures that players feel every crunch. While their robotic warriors smash the competition. So get ready for fast and frenetic matches. Likewise, every aspect of Robot Champions's design is to be responsive. With impactful gameplay in mind. Allowing Roboteers to enjoy combat from the first round. Getting into combat is simple. Select your 'bot, apply perks to modify performance. You can also go crazy with customisation and you're ready to fight. Select from a growing list of Flippers, Spinners, Hammers, Grabbers and more. Competing in Robot Champions will take you from Cairo and Tokyo. All the way to the edge of the Galaxy. Every arena is full of hard hitting hazards to guarantee every fight is explosive. Prospect Games will be raising a minimum of £30,000. The Kickstarter campaign is due to finish on September 24th. Help fund the development of Robot Champions. Check out the playable an online pre-alpha demo on Steam. While the game is currently planned for Windows PC only in August 2020. The team is working towards releases on as many platforms as possible. Linux support will be included with the success of Kickstarter.
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mathewpriceindiedev · 6 years ago
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Genre of game
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Side-scroller
For the foundations of my game, I have chosen to utilise the side-scroller template which comes pre-included inside Ue4. Having used this template beforehand to create games a of a similar format, I feel it’s my safest bet to tweak around inside the template further in order to achieve something greater.
This meaning I am not going to the traditional route of a platformer regardless, but to use the side view as a means of getting the results I want for a game. Other than using the side camera that comes included, everything else I create Is going to be exclusively made by me. 
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Beatemup 
Taking inspiration from beatemups such as smash bros, I am relatively wanting  to base my game around the single stages featured inside mostly known beatemups like smash. The use of interesting backdrops and atmosphere, the simplistic yet also complex design of each stage is a key point I want to focus on in my games particular environment.
This perhaps may just be a single level with a larger amount of detail focused inside one scene rather than expanding it over multiple levels. Also the combat in my game itself will take inspiration from smash as it is a cool yet simple style compared to that of something like street fighter or mortal kombat.
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shawnthebro · 5 months ago
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It isn’t over until it’s over. Let’s go over Sudden Death improvements!
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shawnthebro · 1 year ago
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It is time to let multiple players control their actions on the Character Selection menu!
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shawnthebro · 1 month ago
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Upgrading our menus is always worthwhile. Let’s ensure we select the right character!
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shawnthebro · 2 months ago
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We nearly have a fully-functional Sudden Death mode. Let’s keep improving it!
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shawnthebro · 3 months ago
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Sudden Death now only includes eligible characters! Let’s make it happen!
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shawnthebro · 4 months ago
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Sudden Death is really coming together! It is like an entire new match on its own.
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shawnthebro · 4 months ago
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For those who prefer Blueprints to code, here is the fourteenth episode of the Blueprint Input Buffer system (Quarter Circles)!
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shawnthebro · 4 months ago
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Tag Team matches are nearly ready! Let’s make more features work for four (and six) players
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shawnthebro · 6 months ago
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A match isn’t over until a winner is decided! Let’s speed that process up by adding Sudden Death!
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shawnthebro · 7 months ago
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Crouching and crawling adds complexity to our fighting style! Let’s flesh it out!
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shawnthebro · 8 months ago
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Lost a match or just want to go again? Let’s make the functionality for rematches!
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shawnthebro · 9 months ago
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There needs to be a process after a match is over. Let’s begin setting that up!
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