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Simple Nuxt set up using NuxtUI components and TailwindCSS
Tags: nuxt, vue, framework, typescript, tailwind
#13
Have a better Windows experience by taking cues from a better OS
Tags: windows, os, tips, powertoys, bash, winget
#12
A brief discussion of the Typescript, Astro, Tailwind, Alpine stack, and a step-by-step tutorial on how to use it to build a simple web app
Tags: t2a2, astro, tailwind, alpine, typescript, framework
#11
Expand upon the Custom Character Movement Component implemented in the previous entry to add a Crouching state, and transition the camera smoothly between the two target heights
Tags: UE5, C++, Core Movement
#10
Set up a new C++ project in Unreal to extend the Character Movement Component, tested with a simple sprinting implementation
#9
Add hex-based movement options to travel to the closest edge from anywhere in the current hex, and once on an edge, travel to the clockwise or counter-clockwise vertex
Tags: UE5, Blueprints, Hex Movement
#8
Expand upon the vertex movement implemented in the previous entry to allow movement to other vertices relative to the current vertex on which the player is standing
#7
Add hex-based movement options to travel to a given vertex from anywhere in the current hex
Tags: UE5, Hex Movement, Blueprints
#6
Use raycasting to find the hextile on which the player is currently standing, and spawn a decal to highlight the hex to make it visually apparent
#5
Simple Blueprint-only implementation of a movement system using the default Unreal Engine Character Movement Component
Tags: UE5, Core Movement, Blueprints
#4
Implement basic Save/Load functionality to persist the Tilemaps that are spawned from the HUD in "Editor Mode"
Tags: UE5, Blueprints, UI/HUD, Tilemap
#3
Extend the "Editor Mode" HUD created in the previous entry to include controls for manipulating the height of the tiles from the UI for prototyping features that require topographical variation
#2
Implementation of a HUD to use in "Editor Mode", connected to tile map generation logic to spawn new tiles, selecting both generation shape and tile type from the UI
#1
Background and context on the game development side project, including inspiration, some core game design choices, and decision to use Unreal Engine 5
Tags: UE5
#0