Lunar Maze

So there was a game jam lately. A really Huuuge Game Jam I must say. During 24 hours we had to make a game based on a specific theme. The theme was… well… It was nothing explicit. The only thing we’ve got was this image:

relativity-1600

The interpretations were vary. There were games about Lego, about stairs and about relativity and impossible geometry. Most of the games were playing with the geometry. Mine too!

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Multidexing in Unreal Engine 4

When your app is growing, also its needs. Google Play, Facebook, analytics systems, advertising, crash reporters and more are put into the build and at some point the infamous “64k methods” problem occurs. Why? According to the Android Developer’s User Guide:

In other words – you can’t have more than 65,536 methods in Your java code (and it’s not so difficult to do this, because the full Google Play SDK uses about half of this limit).

Dealing with this problem is rather easy… if you are using Gradle. Unfortunatelly Unreal Engine 4 still uses Ant. So, what do we do when the “64k problem” hits us? Do we cry and fall into despair? No, no, no… This is how you can fix this:

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GIC 2016 lectures

So,.. I was at the Game Industry Conference in Poznań and I was lecturing about Unreal Engine 4 on mobiles and about Websockets. Because some of the attendants were asking about the presentations to download here are the links!

Also I’d like to thank all of you for been there. And for votes. You are awesome!

Building iOS game in Unreal Engine 4 via remote machine

In Unreal Engine 4 to build a source code for the iOS the Mac computer with installed Xcode is needed. If you are working for other platforms too, having two machines with separate projects might be troublesome. Or maybe you cannot afford buying a Mac for every working station? You can start a building process on the PC with Windows which will send the source code to the Mac computer, compile the code there, get the results and finish cooking and packaging the ipa on PC. How to do this? Here are the instructions!

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C++ Traits explained

Traits in C++ is a concept of using templates in order to implement different behaviour for the same class/function depending on the types that are used inside of them.

Ok, so why am I writing about this again?

There are many readings about traits, but for some reason I had trouble with understanding them, probably because of lack of life examples. I finaly got it when I had to use them on my own. So I decided to tell about my work, so maybe it will help someone to understand what it is and what cool stuff can be done with it.

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Unreal Engine 4 – Debugging on Android

andue4Debugging is the prose of life for every programmer. In Unreal Engine 4 there are many tools for debugging and profiling a game on Windows and Mac. Even for iOS, the XCode is a fine tool for nice bug hunting. But the Android was always… odd. For a long time the logcat was the only source of information about what is going inside the Unreal Engine game and it was always frustrating when something is crashing on device only. Theoretically, if something works in the editor it should works on the device too, but… this is theory and practice shows something completely different ;)

A new era for Android on Unreal Engine?

It might be, because with Visual Studio 2015 we received a powerful IDE that supports programming and debugging for Android (and other mobile platforms too) out of the box! And, it appears, that with the same tools we can easily debug the native c++ code on Android device!

Let’s get started.

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Real Boxing 2 Creed is live!

It is over. It is done. Oh boy, that was a hell of a project. The “Real Boxing 2 Creed” game, in which I was a humble engine programmer, hit the store and, oh man, it hit it hard!

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Using Cheat Manager in Unreal Engine 4

The cheat manager in Unreal Engine 4 is a class that handles commands useful for making testing much easier. In fact it’s a container for most of the exec functions. Those functions can be implemented in many places – GameInstance classes or PlayerController classes but it’s good to keep them in one place in order to have the project more organized.
There are plenty of commands in the base Cheat Manager already – you can check all of them in the following file.


But if you want to extend the Cheat Manager in your game there are few steps that must be followed.
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Real Boxing 2 Reveal

There were no any new parts of UE4 tutorial for beginners lately. This fact put me in disgrace, but last few weeks were incredibly tough for me, because we were working hard on soon upcoming game – Real Boxing 2!

The early version has made into the Gamescom and there is a sweet trailer on the Internet

The one thing I can tell is that I was working with the engine closely and have few ideas for new tutorials.

By the way, there is also a webpage: www.realboxing2.com

Well, this is it for now. There is still much to do. I’m sorry for quite a hiatus here, but I’ll do my best to post something right after this madness ends.

Simple protection against memory hacking

While playing video games with leaderboards you might notice that sometimes there are players with enormous, impossible scores.

lbhack

Impossible scores!

As you probably guess those ones weren’t scored by playing a game the fair way.
There are three (known to me) ways to do such a terrible thing:

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