romeroblueprints.blogspot.com
Romero Blueprints: About Me
http://romeroblueprints.blogspot.com/p/about-me.html
My name is Marcos Romero, I am Brazilian. I started programming games with the C language in 1993 when I was 14 years old. I made available my old games and a variety of teaching materials that I created about game development on a blog in Portuguese called Romero Games:. In 1999, I started the first game development company in the state of Pará, northern Brazil. The company name was RH Games. For more information about RH Games visit the blog:. Later I received a poster manually. In March 2016, at the G...
romerounrealscript.blogspot.com
Romero UnrealScript: UnrealScript Syntax
http://romerounrealscript.blogspot.com/2011/10/unrealscript-syntax.html
Monday, October 10, 2011. The syntax of a programming language defines the format of its expressions and statements. UnrealScript has a syntax similar to C/C /Java, making it easier to learn. If you know nothing about programming, I recommend that you learn the basics of programming and object orientation before starting with UnrealScript. The image below is a quick reference known as UnrealScript Cheat Sheet. Romero Blueprints (Unreal Engine 4). Setting Up Notepad for UnrealScript. Using Variables in Un...
romerounrealscript.blogspot.com
Romero UnrealScript: Drawing the HUD (UnrealScript)
http://romerounrealscript.blogspot.com/2011/11/drawing-hud-unrealscript.html
Friday, November 11, 2011. Drawing the HUD (UnrealScript). HUD (Head Up Display) is a kind of panel used to display information to the player using image and text. There are two ways of drawing the HUD, the most common is using a Canvas class that has functions to draw graphics and text. The other option is using the Scaleform GFx. That integrates scenes built in Flash into the UDK. The image below shows the HUD subclasses in UDK:. Now we need to create a subclass of GameInfo. HUD (Head Up Display) is a ...
romerounrealscript.blogspot.com
Romero UnrealScript: ActorComponent (UnrealScript)
http://romerounrealscript.blogspot.com/2011/10/actorcomponent-unrealscript.html
Friday, October 14, 2011. ActorComponent is a base class used for components that can be attached to an Actor. For example, we have a component that defines the 3D model (mesh) of an Actor. There are components related to image, lighting, audio. There is a way to create an instance of a component inside the class's DefaultProperties block, as we will see in the next code sample. Then create a simple class that extends Actor as follows:. The image below shows our new Actor in the UDK editor:. The second e...
romerounrealscript.blogspot.com
Romero UnrealScript: Exploring the UnrealScript source code with UnCodeX
http://romerounrealscript.blogspot.com/2011/11/exploring-unrealscript-source-code-with.html
Friday, November 25, 2011. Exploring the UnrealScript source code with UnCodeX. The largest and most updated reference about UnrealScript is the source code that comes with the UDK. But sometimes it's difficult to follow the source code and understand the relationship between the classes. To help in this task we will use a tool called UnCodeX. Which was developed by Michiel 'elmuerte' Hendriks, and can be downloaded on the project page. I used the static mesh of " Jump Boots. OK" to start the search.
romerounrealscript.blogspot.com
Romero UnrealScript: Using Timers in UnrealScript
http://romerounrealscript.blogspot.com/2011/10/using-timers-in-unrealscript.html
Friday, October 21, 2011. Using Timers in UnrealScript. Timers are counters that exist in the Actor class. Each timer has a function that is called when the timer finish counting. Let's see a very simple example of Timer that counts 3 seconds and then explodes :). Class SimpleTimer extends Actor placeable; event PostBeginPlay() { SetTimer(3); } function Timer() { / this command writes a message on the screen worldinfo.game.broadcast(self, "KABOOM"); }. Execution time in seconds;. 0; } function. To test t...
romerounrealscript.blogspot.com
Romero UnrealScript: Pawn Class (UnrealScript)
http://romerounrealscript.blogspot.com/2011/10/pawn-class-unrealscript.html
Friday, October 14, 2011. The Pawn class is used to physically represent the players, characters and creatures in the Unreal Engine. It contains functionality for dealing with 3D models (Mesh), animation, collision, damage, physics, weapons, sound. An object of type Pawn can be controlled by a player or by Artificial Intelligence. This control is encapsulated in a class of type Controller and is indifferent to the Pawn class. In the next article we will see the use of the Controller class. Class TestPawn...
romerounrealscript.blogspot.com
Romero UnrealScript: Setting Up Notepad++ for UnrealScript
http://romerounrealscript.blogspot.com/2011/10/setting-up-notepad-for-unrealscript.html
Tuesday, October 11, 2011. Setting Up Notepad for UnrealScript. Notepad can be downloaded at: http:/ notepad-plus-plus.org/. It's necessary to add an "User Defined Language" to Notepad so we can use syntax highlighting with UnrealScript. Save the file userDefineLang UnrealScript.xml. On your computer. In Notepad access the menu "View- User Define Dialog.". In the window that appears click the button "Import." and select the file "userDefineLang UnrealScript.xml.". Romero Blueprints (Unreal Engine 4).
romerounrealscript.blogspot.com
Romero UnrealScript: Using Vectors in UnrealScript
http://romerounrealscript.blogspot.com/2011/10/using-vectors-in-unrealscript.html
Sunday, October 23, 2011. Using Vectors in UnrealScript. A vector in UnrealScript is a structure that contains the values X, Y and Z. The use of vectors simplifies many things in 3D game programming. Vectors can be used to represent position, velocity, acceleration, distance, direction. UnrealScript has some utility functions for vectors. The two most used are:. Vector A ): Returns the lenght of the vector. Vector A ): Returns a unit vector (lenght = 1). The Actor class has a vector called Location.