Or, more specifically, singletons are global variables. Really, that statement shouldn’t surprise anyone. But, every once in a while, usually in the middle of designing or researching code templates for creating singletons, people can forget what the singleton pattern was actually designed to accomplish. Continue reading
Ah, the QCF+Punch (Quarter-circle Forward and Punch). Also known as the “Hadouken” motion or “Fireball” motion. It’s a standard in fighting games to have a tier of special moves tied to complicated input commands like QCF+Punch. The extra difficulty in executing the command lends a greater sense of accomplishment that, when paired with a suitably powerful attack outcome, can make a game feel more visceral than if a powerful attack were launched with a single button press.
In my latest game prototype, I decided to implement a simple Street Fighter-like command input system for executing special attacks. The big trick here is to take a stream of (imperfect) human input, compare it against a list of canonical actions, and match in such a way that a human player will be satisfied that the system is responding accurately to their input. This is how I put it together. Continue reading
As you can probably guess from my post on getting the UDK to launch without cooking, I like writing batch files to make my work more efficient. Since that post, I’ve added a few more UDK command-line arguments to further improve my workflow. I’d like to share those here and help others find their UnrealScript bugs earlier and more easily than before. Continue reading