Adventure Game Locomotion System v1.9.2 Packaged DEMO (Windows)
DOWNLOAD AGLS v1.9.2 DEMO PACKAGED
To change level - press '0' to open Levels Menu
Enable simplified FPS counter - press 'H'
Version 1.9, compared to v1.8, is a heavily technical update. I focused primarily on understanding and designing a new core locomotion system based on Pose Search Motion Matching.
I believe the changes introduced in this version of AGLS were the biggest challenge I have ever faced while working with Unreal Engine.
More technical details can be found in the project post that includes the project files.
Comments (26)
Sir can i just migrate my 1.9.0 agls from unreal Engine 5.7 to 5.8.....?
Hi. Simply launching UE 5.8 and attempting to open a project created in an earlier version of the engine will trigger a file conversion process. While the asset upgrade itself will likely succeed, a notification will subsequently appear stating that binary files for the C++ code need to be generated. This specific process automatically fails. Therefore, it is necessary to download additional content related to the plugin files. I often include these files alongside the download links for the full AGLS package. For version 1.9, you can find the link in this post: https://www.patreon.com/JakubW/posts/ue-5-7-5-8-v1-9-159860185?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Hey Jakub, love your work! Do I need the addional animations for the 'Grab Hostage' to work? As I'm testing, and it isn't executing
Hi. I'm sorry, but unfortunately this system may not work correctly in AGLS by default. I didn't spend much time on it, and I simply never finished the full implementation. I'll do my best to improve it in a future update.
hi how hard would it be to take AGLS and make 2.5D side-scroller with it, think Uncharcted but limited in 2.5D level design. Camera on the side and zoomed out a bit, not behind the character. Would architecture of this project fight that or would it be possible with some modifications in c++ or blueprints?
I understand a 2.5D camera as something similar to the solution used in Little Nightmares. The player can still move in 3D space, but the camera behaves more like a 2D. In that case, I think it should be possible to implement. Sometimes, for testing, I use something similar myself - for example, locking the camera on two axes. You can also press the 'U' key to switch the camera into Debug mode, where the camera rotation remains fixed. AGLS sometimes uses information about the camera transform for various systems, but you could track those cases down and modify them so they work properly with a restricted camera.
Hey there, amazing project. Is there any way to import any type of tiers onto roblox studio?
Hi. I'm not very familiar with Roblox Studio, although I believe it's a different type of game engine. As far as I know, there isn't any way to import UE5 assets directly into RS.
Hi, is it possible that in melee combat, we can modify the combat speed, the difficulty level (for bosses), and maybe change animations, and have finishers?
Thanks for the update. Could you add hip-fire shooting without aiming? Right now, it feels like a core shooting feature is missing, since most games allow players to shoot without aiming.
What's blocking your progress? Why no project files even though executable is ready?
I think the project files are finally ready. However, I would still like to describe, at least to some extent, what I have been working on recently. The project files should be available within the next few hours.
what will be its price?
and any demo video??
Hi, I'd like to ask a question. Do you use the UEFN skeleton or the UE4 Mannequin for GASP animations? I retargeted them for the UE4 Mannequin, but the animations don't seem to be working very well.
Hi. I still only use the UE4 Mannequin. In the project, you can use UEFN or UE5 Manny, but this is handled through real-time retargeting. Retargeting UEFN animations to the UE4 Skeleton is possible, but it requires a lot of work. In my case, some animations required an individual approach.
Amazing work, Jakub! Take your time with the files. As a fellow indie developer, your updates are helping me out more than you can imagine. Dreams are closer to reality because of creative people like you.
Thanks 🙂
Hi Jakub, thanks for sharing. How to test your new melee system in this demo?
Hi. By pressing the '0' key, you can open a menu with level selection. By default, melee combat attack is binded to the 'V' key, and Dodge to 'C'
Hi, when will it be available 1.9 for download?
Hi. The plan is within one to three days. The project files are already prepared, however I would like to provide a detailed explanation of what I have been working on recently. And there's quite a lot, although it's mostly very technical 😉.
no project files ;( ?
The plan is within one to three days. The project files are already prepared, however I would like to provide a detailed explanation of what I have been working on recently. And there's quite a lot, although it's mostly very technical.
Regarding the availability of the project files, I would like to ask for a little more patience. I know I planned to publish the files before the end of May, but while polishing the final changes, I encountered several difficult issues that took me a huge amount of time to resolve. I will try to explain this in more detail in the post containing the project files. Thank you :)
Can you bring it to version 5.5? Please, Jakub, I beg you.
