DESIGN & CODE

The last steps for Knightborn2D’s development was implementing all assets and sound design. I had experience before this project implementing sounds and Unreal Engine has a very intuitive audio system which makes the whole process and customization very digestible. And to my surprise it was the same for 2D content as well. For example, adding footsteps to the character involved playing a sound (2D/3D) during a certain frame of animation. Unreal’s Paper 2D system (used for 2D/3D hybrid games) uses what they call “flipbooks” for animations and it allows you to add sprites to an array and then add them to a timeline - keyframing the animation. The flipbook can then be referenced in blueprints to add frame-by-frame functionality.

Player blueprint’s event graph showing footstep code.

Reprise’s idle animation flipbook shown in the flipbook editor.
Frames are added to an array on the right and then to the timeline below.

To be continued…?

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Level Design & Code