#Greetings Every Visual Coder! Our New uVS Home Had Arrived

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wary heart
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uVS is the reason i finally found a portal into gameDev.

I tried Unreal and my laptop shut down...

I tried unity with c# and i shut down (cant read code 100% words - and all those syntax... Lose focus quickly)

So i dont know if its my asperger or what...

And since i found out about uVS - everything changed. Ive been going deep into it for the last 4 months (since day 0 when i started with my gamedev)

And there's a lot of things not explained how its done.

So i decided to challege myself into developing features for my 1st game you can see here:

https://youtu.be/mmkYrmjsVTY?si=UqS-aWk8_igXo5JM

List of things i've managed to add in the first comment of this post....

Its has been a massive project for a noob /beginner like me... But its worth it. Because im enjoying my creation.

Its going to be published for android. Mobile games. Mobiles need a game like this. Its different from what ive seen in the playstore.

So anyways, since it costed me a lot of effort and stress... To learn all this. Thats why Im happy to help others learn too..

Thats why ive made a few short videos on youtube for others to see.

(Links in the 2nd comment of this post)

And i also have been active in the old (now closing) discord "bolt" server.

Now im glad we have a room here in the official unity server.

Not sure why in form of forums...so ill be the first to say hi. And I'll be reading this forum very closely.

Greetings from Ecuador. ❤️

I've been making this game for 4 months... and now it was time to add my first boss. It's not finished, but it's there to kill the player.

Since I started unity programming at the same time... this is quite a progress. Being able to do all this with just Unity Visual Scripting (because I can't write in c#... i get lost easily. no idea why. can...

▶ Play video
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List Of Features Added With 100% uVS

• player states. It runs, rolls, jumps, fly, melee, spin attack, throw grenade, change weapon, reload, cast spells, hp/sp and shield mechanics, knockback, cold slow movement, fire burning, health pack...

• damage UI - numbers jump!
• health, mp, shield, ammo and fire ready bars UI

• main menu with kills/deaths score, change spells menu, change and save sound/music volume

• enemies states. They follow map waypoints, jump or fly when needed. Goes back n forth patrolling map. In combat mode, they fire, throw grenade, cast spells, launch turret companion that sticks on surface. Floating health UI bar.

• boss states. Boss patrols air. It detects playet and starts combat. Shows hp UI. It dual shoot from different spawning location. It casts meteors. It spawns enemies. It charges and throws a deathly beam.

• Mount. Player can ride an UFO, fly around, shoot. Throw a special beam thst pushes enemies and explode. Initiate tractor beam that traps enemies and the push them away on shutting down skill. And dashes spin attack while reflecting bullets.

• object pooling. I barely have anything instantiated and destroyed. Most bullet types, hit FX, enemies, grenades, minions... Are pre-made on game start. And then enabled/disabled during game. Huge saver for garbage collector (better fps in short)

And more... Somethings i cant remember 🤪

By the way, melee sword attacks repel projectiles - and make these bullets my allies (counts as my kill). like Jedis. Cool feature to add!

P.s. i wish i could make this game a multiplayer. It seems complex and im focusing in othet areas first. Would be fun to challenge othet players in this game style. ❤️

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List Of Quick Tutorials

How to use custom events
https://youtu.be/iHtaIMx7Kfw?si=KEhnT1j7MdjQ2pgv

How to open & close UI menu
https://youtu.be/C1pxfDa9MwY?si=fuDb9MJZROrqzOBV

How to make a player controller without using physics (transform.position.set)
https://youtu.be/97iMEBacq_0?si=SHssE7RPlwqL5MuD

How to make a player controller with physics (and new input system)
https://youtu.be/cBcAKS1OW0k?si=VAXK2lNvqFf8yZ-B

P.s. not a youtuber, or professional teacher.

I enjoy sharing and explaining though. So if there's anything you see you would like to learn how it was done - ask. And i might upload a new video showing how it works.

The less onUpdates you have - the better your graph codes will perform.

And one way to connect one gameObject with another, send information from one script to another... is to use Custom Events.

So far - this is the best nodes I've ever learned to use in uVS. Now if you didn't know how to use them - this video will show you how they work.

...

▶ Play video

I was asked earlier how to open and close a menu... and at the same time pause the game. So here's a video to explain exactly that.

I'm not an expert, but I found entertainment inside visual scripting because I can actually add game logic and be able to see patterns visually. So I embarked on this journey 3 months ago (from this video upload da...

▶ Play video

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movePlayer?

  1. add player input (so keyboard is detected)
  2. add script machine and create new (use easy-to-read name)
  3. add moveSpeed variable float (to set speed)
  4. add node "on input system event vector 2" node, set [ Move ] as input action
    • find this here: rightClick graph background, Add node: Events ► Input ...
▶ Play video

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movePlayer?

  1. add rigidbody (constrain XYZ rotation so it doesn't fall)
  2. add player input (so keyboard is detected)
  3. add script machine and create new (use easy-to-read name)
  4. add moveSpeed variable float (to set speed)
  5. add node "on input system event vector 2" node, set [ Move ] as input action
    • find this her...
▶ Play video
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Greetings Every Visual Coder! Our New uVS Home Had Arrived

sweet quartz
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thank you, I was looking for some basic examples for visual scripting to get a feel for it, for anyone curious or new to visual scripting like I am, here's the jump script modified so you can't do inifite jumps(has a x second delay set via integer variable jumpDelay)

also requires a boolean variable "isJumping"