Arcade Crane/Claw Machine

 

Arcade Claw Machine


Product overview

Unreal project including a working (playable) Arcade Claw/Crane Machine with 6 different demo toys and an Item preview and collection system.



Content

-Machine Blueprint

-6 different toy Meshes

-1 Game Mode

-1 Game Instance

-6 Widgets

-1 Prize Display BP with render targets to make the Prize preview appear inside a Widget.

-27 Materials + 1 Material Instance

-21 Texture files

-1 Test Level


Features

Arcade Claw/Crane Machine that can be controlled by the player

Joystick and button move as the player operates the machine

The claw detects if it is well placed to grab the prize

Machine can be rigged with a % of chances of letting go the prize

Time out function (The claw returns to initial position)

Widget which appears showing a 3D preview of the Prize got

Includes Inventory Widget to control the collection of Prizes

Add new prizes easily to the collection just editing the Game Instance variables



How to play

Get close to the Machine and play E to start a game.

Use W,A,S,D to move the crane.

Press Spacebar to open the claw as it goes down.

When the Claw is near the Prize  pres Spacebar again to close it and lift it.

The Crane will return automatically grabbing the Prize if it was caught.

Press E to get the Prize you've just catched and add it to the Inventory.


Starting the project

Open The “Epic Games Launcher”, go to the “Unreal Engine” section, and then click on “Library”.


Scrolling down your library you will find your “Vault” at the bottom. There is where your purchased content will be available.

Clickhere for more details about how to find your purchased content forUnreal Engine


Important:

BP_PrizeAnim must be present somewhere in the Level, 

as it is the actor which generates the preview of the Toy you've just got.

 (Can be hidden behind a wall or under the floor for example). 


Applications

-Make your games last longer adding Arcade Claw Machines and achievements about collecting the items got from them.

-Retain players during more time rewarding them with Tokens to play the Arcade Machine to get special Gear and Bonuses. Not just figures and collectible items, unlockables as clothes or powerups can be obtained from the Arcade Machine.

-The Arcade Claw Machine comes as a Ready to Play project. You can just add more items and easily make a game about collecting them. Great for mobile games where the player has to come back later or watch a Video in order to keep playing. You could even make players exchange repeated items online (that feature is not included in the project).

-As a decoration. Give a nice touch to your environments for games or animations adding the arcade machines even if they aren’t working.


Migrating Content to another Project

Make sure both projects are made with the same version when migrating content between them.

Right click on the assets you want to migrate, and it will appear a Menu.

Click on “Asset Actions” and then on “Migrate” and follow the instructions.

Click here to learn more aboutmigrating content from one project to another.


Make sure to copy the needed Blueprint content and variables also inside your character BP if you don’t want to use the one included.

And don’t forget to Edit the Input and add the Action Mappings and Axis Mappings so the keys and buttons respond correctly.


The Capsule Toy Machine Project


Default Controls:


Basic Controls

Keyboard

Gamepad

Forward/Backward

W/S, UpArrow/DownArrow

Left Thumbstick Y axis

Sides

A/D

Left Thumbstick X axis

Turn

Left/Right Arrows, Mouse X axis

Right Thumbstick X axis, Mouse

Look Up/Down

Mouse Y axis

Right Thumbstick Y axis, Mouse

Camera Zoom In/Out

Mouse Wheel


Play Arcade Machine

E

A (Face Button Bottom)

Inventory/CloseMenu

I/Q

Y (Face Button Top)

Jump/Open and Close the Claw

Space

B (Face Button Right)


Key mappings can be edited by Clicking on “Edit” from the “File Menu”, then on “Project Settings”, and, at the new window which will open, finding “Input” on the list of settings at the left.



Materials and material instances:

The Arcade Claw Machine uses a material instance to make it easier to choose colors.

Material instances have editable parameters with names such as “ChooseColor” to select a paint color.


Machines Blueprint

The Blueprint is ordered in named sections to easily find the one you want to adjust.


How to Change Claw Speed

The blueprint called BP_ArcadeClawMachine contains the code to change the Claw Speed.

Inside the blueprint there's comment boxes that indicate what each section does.

Find the "Crane Movement Forward and Backward" and "Crane Movement to the sides" comment boxes. 

And inside them you will find "Add" nodes which add +0.1 or -0.1, change the 1 for a bigger number to increase the speed.

Note: The speed also depends on the performance of your computer, specially if you are using the latest UE versions.


Variables

Arcade Machine:

-IsPlayerClose: Wether the Player is close enough to play.

-PrizeToGet: True when there’s a Prize ready to be picked.

-MachineWorking: True while the Machine is working.

-LastPrize: Number of the last Prize given.

-ShowPrizeWidget: The widget which shows which prize we just got.

-SaverSubClass: Manages the save game file.

-Fixed Mode: Mark true if you want to play the machine without a moving character at the level. For example to access the machine from a Menu.

-Capsule Price: Configure the price of your Capsule Toys.


BP_FirstPersonCharacter or any Player Character you are going to use

Your playable character needs some Blueprint code and variables in order to use the Machine. You can find an example inside the Included Character Blueprint included (BP_FirstPersonCharacter).


-Money: Temporary amount of money or tokens to play. (Comes from the SaveGame File).

-ClosestMachine: Helps the game calculate which Machine the player is using.

-ClosestArrayItem: Helps the game calculate which Machine the player is using.

-SelectedMachine: Helps the game calculate which Machine the player is using.

-SaverSubClass: Manages the save game file.

-Inventory Widget: Identifies the Inventory Widget.

-Out Actors: Array of Capsule Machines to calculate which Machine the player is using.


BP_CapsuleToyGameInstance:

-ToyList: Static Mesh array. Put there all the meshes of the Toys or Prizes you want to be available. The Item Number works as a reference to identify the Prizes at other Blueprints.

-CurrentMachine: Helps the game calculate which Machine the player is using.

-ToyIconList: Slate Brush array. Put there all the icons (image files) of the Items you want to be available as a prize in the same order used for the “Toy List” variable.

-ToyIconList: Text array. Put there all the names of the Items you want to be available as a prize in the same order used for the “Toy List” variable.

-CurrentToy: Last prize got.


BP_SaveGameFile:

-Collection: An array of Integers shows how many units of each prize the Player has got. It ,ust have the same number of Items as the ToyList variable from “BP_CapsuleToyGameInstance”.

-MoneySave: This Variable saves the total of Money or Tokens the player has left.


How to add your own Prizes to the game:

Add the Level Editor you can just drag any Skeletal Mesh Inside the Machine with the proper Physics and Collision configuration and it should be ready to be catched by the Crane.

Here you can see the default configuration used in order to make the included toys work:




If you want also to make the object collectible and recognized as an Item from the list you should add it to the variables “PrizeList” (Skeletal Mesh), “ToyIconList” (Image file) and “ToyNameList” (name you want to give to the Prize) inside BP_ArcadeToyGameInstance. Make sure the naming is similar to the ones included to avoid errors.








Thank you for downloading, I hope you like the product and that it gives you good results.

I would be glad to know what projects you develop involving the Arcade Claw Machine.




©apcgraficos


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