#ue4-general
1 messages · Page 129 of 1
Floor is a grid and "Blueprint is exact same size", = same BP?
k
I can work around it easily enough
So bottom pic is where you started, then you moved it up into the niche, and it messes up?
I guess I am still confused
The question was about two meshes overlapping each other, being the exact same.
yes, ok - so this is the floor - composed of an instanced static mesh (one for each tile) and each is 100x100x20
yeah
Ok
when I "draw a blueprint", the floor part of the blueprint is the same 'tile' mesh, just using a 'blue' material
so when the floor tile transform === "blueprint" tile, they perfectly intersect.
ok
Are you saying you are using a floor for the "drawn" BP, the same as the "floor/tile" bp, so it's 20unit higher because it's on top of it?
correct
yeah so I'd need to hide the tiles currently being occupied by the drawn "blueprint"
So, you'd get the right height everytime
?
Now I am confused
Is the draw feature inside the same BP?
nope
as the FloorTile
then what's the problem with just not spawning floor tiles on Drawn BP?
it's dynamic, changes as you draw with mouse
So?
If they are literally the same exact floor
What's it matter if you make a new one?
Or in this case, don't make one?
the floor is a 1000x1000 grid, using instanced meshes
Or did you hardcode each 1000x1000 with 100x100 grids?
that's a small example, but the playable area is (for example) 1000x100 tiles, which are each 1mx1m
it's an instance of a mesh, yes
yup
ok
So, again
Why does it matter if you are redoing the same logic for the floors
To do it again in the "draw bp"
The floor grid are exaclty the same
I guess, logically to me. It doesn't make any sense why would you do this, when it's obviously an issue.
And the easiest solution is to just get rid of floors in the second BP
but I want the floor blue
Gotcha
as per the first screenshot
once the room is built, it's easy - I remove the instances on the floor which are now being occupied
Other than making it blue, is there anything else?
this allows me to replace the floor tiles with another separate mesh
You want the fancy grid mat?
Then you will need to do the logic, to delete those instances
From the first BP
yeah. I have that logic already once a room is built
do you delete the floor grid?
yes
so what's the issue again?
adding/inserting instances each tick on that size grid is expensive
Why would you be doing this on tick?
because the user is resizing the rooms
Right, but I don't understand why it has to be on tick
But okay, doesn't matter
So, once you create the room
ok not on tick, it's actually when the room dimensions change, but it's still expensive
The floor grids underneath are destroyed right?
correct
And you just want to move the room 20 units down?
when a room is built, it's another BP altogether
but no difference
the fact it's a different BP isn't an issue, Imean
I actually don't understand your issue now
If you want to move the room down
then do it once it's created
20 units down
I do, that's not the problem
yup that's exactly what I do
2 secs
see onthis image, there are 3 existing rooms
they have been 'moved down' 20 units - effectively, sunken into the floor
Aye
this shows the new floor texture as the grid's mesh is gone inthose spaces
all happy
(btw, this info would have been very helpful in the beginning)
Ok, so what's the issue?
You want it to sink, even when on top of regular floors?
well, I did type a paragraph saying exactly this. I'll explain in more detail
That are not deleted
the 'blue' room
is 20 units higher
this is because, if I nudge it 20 units down (so the walls are flush with the existing rooms) I will lose that blue floor
see where the mouse cursor is, the blue wall is 20 units higher than the 'built' wall
😃
Okay
So
What if you moved the floor 20 units up?
Until it's locked in
and then moved it down 20 units
that's what I do in that screenshot
well yes, the whole thing is higher. But I wanted to keep the consistency of the floor heights + walls equal
¯_(ツ)_/¯
raising floor 20 units is a workaround (perfectly acceptable)
Aye, you can bug some folks over in #graphics and perhaps they know of a way to do it via materials or post processing
But otherwise, it's just going to be a workaround
I mean
yeah, I'm happy with either workaround
not quite that simple, as the 'instances' array is... bloody big
would be fine - the 'new room' would be inthat spot
Well
If you snapped the rooms
while moving them
instead of allowing freeform movement
you could do a lot
the rooms are snapped to the grid locations
btw is there a good tool for quickly recording a snippet that's a good fit for discord?
Can anyone tell me what Rotation.RotateVector does exactly?
It uses the rotator and rotates the vector with it
anyone have any idea why when I play in standalone my character keeps spawining at 0,0,0 instead of player start? Driving me nuts
how can i reference a specific text box within a widget
make that text box into a variable and then it will be a variable in the event graph. Top right in the widget designer has the checkbox for that when you have the text box selectged
what is the best way to save data for players on a server so they can come back to it?
@magic scarab Depends
Is the server, a dedicated game server?
Is this an external backend server?
hm something like gta5?
well you connect to any random server, and get your userdata such as money level weapons
Are you talking about like character levels/items/etc saved?
k
They are using a backend server
That saves all that info
When the player logs in, they query that data that is associated with that player
Probably on a character by character basis
You can use Gamesparks and Playfab
those are both integrated into UE4
well
as plugins
whats better in your opinion
i cant even find the playfab plugin
Hi, I am having a problem running the first person blueprint on UE4. It crashes any time I try to create a new one, but the weird thing is any other one works fine. I'm on 4.14.3 pls help?
Is there anyway to avoid UV mapping when creating a game in unreal?
😛
You could use the world aligned nodes in the material.
But characters will look bad without any UV mapping. And yeah, no baked lighting either.
UV map is a map that maps textures in to mesh, you can't do it if you thinking about textured 3D, even in shaders alone you lose ability to position pixels on the mesh. So only way for UV free is to use screen pixels over pixels on the mesh
or going 2D
A wide variety of functions designed to aid in working with textures, such as reprojecting UVs, cropping, and many more.
you could potentialy map using vertecies colors thru
So, an engine launcher needs to compile shaders too..?
it probably compiles for engine assets
Is there something I can do to get faster compile times? I really doubt that there's any problem with my CPU.
Just now it took 114 secs to compile a new C++ script that I just made.
This doesn't make any sense.
Are these bad specs?
kind of
I wouldn't say dev VR on them
but it's also missing a video card from that list
oh but as compiling goes, yeah your CPU sucks for compiling
also it says you are using page filing
which probably means your ram is full
which probably means super long times for memory which could be the slow down you are seeing
How do I check if my ram is full or not?
Smfh. Is this bad too? @gentle ivy
Wow, I'm so choked. I just reset my computer to factory setting about a month ago too. I don't see how my shit's this bad.
hi guys
can any one give me some links to learn UE4 ? im lost
i dont know what to start with
i have 0 xperience with game dev
@swift sigil a factory reset isn't going to do you a ton of good—unfortunately those are just some really weak specs for the times, especially for a dev setup
Just doing some basic searching, it seems to be getting beat out by a dual core Pentium from 2014 (G3258) =x
I did a factory reset due to something not letting my Steam launch at all
Tried lots of stuff to fix it, but nothing would, so I had no other option
Any reason i should avoid setting the CharacterMesh collision preset to block Visibility?
Seems like it'd be an obvious choice, but someone with Epic clearly disagrees?
Probably not an issue but probably not needed as the character capsule around it is normally the colliding object and more performant
@plush yew the official YouTube channel for unreal engine has some starter videos. The docs page also has some learn ue4 pages.
@grim ore Thanks for the response! My capsulecomponent is using the Pawn preset which defaults to ignoring Visibility as well
I literally just factory reset again, and I'm re-installing Unreal.
When I used Unity, things were never this slow, but unfortunately it seems just to be my computer and the fact that Unreal has more components.
Seems like I'm going to have to buy new processor or whatever.
hi guys :) anyone available to ask what I hope is a pretty basic question?
actually, on second thought, this is pretty multiplayer focussed, I'll ask there instead
who all here sells on the UE marketplace?
Not me.
Could anyone help me some animation questions?
I'm wondering, does anyone have suggestions for creating ghosts? Ideally more realistic(non-cartoon)
Maybe particles will work but im not sure a walking smoke cloud would like that scary lol
just a 3d model with shader..
Realistic ghosts are easy. They take literally zero effort.
for realistic ghosts you dont even need an mesh or material. 
^
Haha
In all seriousness, though, "walking smoke clouds" are not that scary, io
imo
But then, I don't see why you'd be scared of ghosts anyway
That being said, define "realistic" ghost, as they're basically per definition non-realistic
So it just depends on your interpretation
Giant walking Stay Puft men?
well, there's a cool smoke effect in s2e2 of stranger things
But yeah, is realistic ghost like Bruce Willis?
(in sixth sense)
Stalker didn't really have ghosts, but it had some apparition like things. (They turned out to be a lot less scary once I realized you could kill them.)
Well, supernatural things are scary if you believe that they are real... which in video games... yeah
I'd imagine ghosts are best when you're afraid of what they might do, rather than what they actually do.
Scary games are more about psychological horror anyway
Unless you plan to spawn a creeper on top of the player.
There's the fear of it happening a second time.
If you consider losing your progress, i.e. you've built your character/base/something for 40 hours and are about to lose it... then yeah, psychological
that's true
but still, that's like stress... what people get in war
you can get creeper ptsd
I guess you have to define whether you want a game that induces fear or horror
fear is just imagining something you don't want to happen
I think horror is a much deeper thing
more specific
Fear: A fake bluescreen.
Horror: A real bluescreen.
Terror: A real bluescreen and your hard drive is set to format on restart.
It's like a Stephen King novel
or a new Windows release
There you go. I think horror is really about things you don't understand. And new Windows releases definitely fall into that category.
And to that point, games stop being scary when you know how they work. If video games = magic to you, then I think a smoke ghost can be perceived as scary. Or at least more scary.
Maybe a good boss could be a monster that throws fake bluescreens at you. Or if you take a hit, your PC reboots.
If the boss locks you into an unskippable cutscene, you'd probably prefer to reboot your PC.
But that's just annoying.
Now here's real horror for ya. When you start the game, it informs you that if you try to close it, it formats your hard drives. Then every time you fail a challenge it does something random to your files, like sends a bunch of nudes to your coworkers or something.
Of course, none of it would be real, but if the player thinks it is, that's enough.
I was roaming through Cel shaders and found this guy... http://darknesz.artstation.com/projects/VaD8X
And, my thread on the forums:
https://forums.unrealengine.com/development-discussion/rendering/85762-screenspace-halftone-filter
@next badger there's also an striking resemblances of stuff made by Jeremy Baldwin on quite a bunch of what he shows. At least a reference to the Original creator on his end would have been nice.
im creating a horror game fps.. i dont know what should i search in youtube 😦 can somebody can help me.. im tryin to find some tutorial about the player can hide in locker
if the player press F they player start hiding under the table or inside the locker
I think it more be being overlap events & moving the player in custom mode and putting restrictions in place
I dont think u will find such a specific thing
i doubt too...but the logic says to switch to animation of getting in to the locker and abrupt the player controls
In the world of code the only one limiting you is your imagination
the engine itself is only a tool, and a customizable one at that.
@lost ember You can check out this: https://github.com/FreetimeStudio/PortalPlugin
where the heck is the directional light in the advanced lighting room D:<
Thanks @tall pendant
Anyone fixed the issue is shadow artifacts on large objects?
Do you guys recommend Speedtree?
naaah Herointree is way better. Methtree is pretty good though.
dont forget Oxytree.
Already tried these. Weren't that good imo
How would I call mesh from other actor blueprint
usually you can do a getallactorsofclass
or a cast to
then make a node of whatever youd like to do to the thing you just referenced
like toggle visibility
then in the visibility node, you can drag off to the left I believe to get the mesh component
so you want to hide the players character?
It’s a gun
so you want to hide the gun?
@sage valveildex#6923 srsly. it depends on your project / need whether or not Speedtree makes sense. at least in my exp.
Yeah
I want it to only be seen by the player but not everyone else
It says target must have a connection
You can just say
MR6TP
It needs to know whitch one
which one
Think of it like this
"what if there is more than 1?"
That mesh is in another actor blueprint but idk how to connect it
ALright so
In that cast
You need to get a Reference to the actor blueprint
and cast to it
@hot ledge Watch this: https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
And you will know everything
And thensome
then the cast will give u a ref to the mesh u need
Thanks am gonna watch the vid
not quite, but watch the live training#
@pallid compass the number of nodes?
Plus version locking is essential if you're working on a certain version and then it starts auto updating, and you have to immediately fix your product to match its version
Plus direct support
That as well
For that stuff, I think it's best to contact them
no one seams to know lmao
It might be their way of saying licensed usage of the application.
I've no idea what the company is really about.
If it's anything similar to Heroku, nodes are instances that you're allowed to use.
Again, just message them to figure it out. Nobody here works for Simplygon sooo ¯_(ツ)_/¯
the free version app. has some feature cut: https://forums.unrealengine.com/filedata/fetch?id=1127225&d=1493818526
regarding the nodes - I think they mean for a company for example having 5 devs with 5 pcs having 5 nodes so they need to pay. if your working "personally" on one machine, go for the free version. I don't think it ships with you gmae, its just a editor plugin for LOD. but yes, message them to be sure 😉
im pretty sure the LOD generation for ue4 is done by simplygon now?
didn't check out 4.18 but until that you did'nt need simplygon just for lod. maybe HLOD, yes, but not regular LOD in static mesh editor
im 90% sure that is done by Simplygon inside ue4
yeah it is
it ships with ue4
ue4 has its own system, but simplygon is integrated into ue4
you can use it if you own a license
For someone who doesn't really care, you sure talk a lot about it 😬
I was making a joke 🎉
gotcha
oh nice
me im making materials
and also trying to make a house
i finished it just need to apply materials to it
hahaha i would love to but im just trying to learn how to make houses so that i can put them in my seen ;D
i think i need blender for that
but not too sure
Naeus are you watching a video tutorial
im studing the documentation for now
oh great
can you send me a link ? i want to learn that too
how to change actors with bleue prints
please
yeah gimmea sec
ok
i will be back
ok im back
Anyone here gotten a UE dev grant?
A handful of people did
Ask @brisk path about it. I think he mentioned his project got one like half a year or more after submission
Our project didn't get anything, nor they seemed to look at it 😛
@south ridge Yeah?
yeah. some guys waited over 6 months w/o epic even downloading their project 😛
Well, I stopped monitoring it after like 3-4 months, so maybe they eventually did look at it. The way queue progresses is arbitrary and they seem to be interested in specific kinds of projects at different times
@tall pendant I mean was it just a bad project?
Soulless?
One of those shit-ware games?
On steam
No, good projects have been left without response and some bad projects got response
@south ridge I didn't even know there's a queue you could look at
It's a super subjective selection progress
You can't, but sometimes the guys post on forums and stuff
At the time we did submit, they claimed to have had a 2 month backlog of projects to look through
@plush yew Those guys didn't show their projects IIRC.
hello
I would love to be able to hire someone who can actually do stuff I can't.
you can probably find something in the forums thread
@tall pendant like what
I uploaded a really old demo for them but i linked them my itch page
@plush yew how long some people have waited for their grant etc
@brisk path My game is only multiplayer
and then a few months ago i finally got it. Seems like they are looking for progress too
So i didnt have a demo, only like 20+ videos
from the last 7 months lol
starting from nothing
to what we have now
When did you submit it
You're probably gonna be waiting a while
I submitted mine around a year before i got it
@brisk path Can we update it and send more videos? lol
I didn't do anything like that
Just kept making progress and getting publicity through social media
dunno if that contributes to it
@brisk path thats why you got it
they grant the money to projects that look cool, so they use the grants as "look all the cool shit people make with ue4"
👍
They grant money to projects that are a good advertisement opportunity from them, plus randomly select projects on topics that they like
There have been batches of similar-themed projects that were given grants, with a mix of public and unknown projects
A high chance lottery
As it should be
it is indeed a lottery, but being popular in twitter/forums/etc will add more ballots
sure, i aint mad i didnt get nothing from my games. But it is free cash, so epic can just give it to whoever the hell they want
I've never thought about applying for any game projects or anything else.
Probably by the time I get around to it, no more funds will be available anyway 😉
but definitely, its about luck and being popular in media
We will apply again when we're closer to launching our game in beta haha
actually if i end up doing what im planing with my next game "cartoon style shooter in vr" it has all the ballots for a incredibly high chance of getting grant
becouse pretty much no one ever tries to do NPR with unreal
NPR?
(sadly) we choose to do our development with relatively little publicity until a certain milestone
non photorealistic rendering
hmm, are you sure?
And that milestone got delayed for reasons not dependant on us
how many toon shaded projects do you know with unreal?
A lot actually
well, i dont
Even one client I worked on
hmm interesting since my project is stylized hehe
That has a steam released game
can you link some?
@plush yew Project Wingman
would like to see them
isn't there a list somewhere of all ue4 released games?
No, it just has a free alpha for people to download during development
Oh
but that has lots of games, im talking about the toon shaded ones XD
Darksiders 3 and Crackdown 3
Putting out a free alpha has been extremely positive for me because it lets people give feedback and show what we can do in the future
Most of the games that receive grants have stylized, non-realistic art.
Doubt it lol
If you release the full thing for free and then charge it sure
but i'm only uploading tiny vertical slices
mhm
@maiden swift but there is stylized, wich still uses the normal shaders, and then something like toon shading, wich uses custom shaders and other fancy stuff
What's your game @plush yew
@brisk path Incomplete, but its a multiplayer survival game
We have the basics of rust... Crafting, Resourcce gathering, basic melee pvp, and a simplistic tribe system which needs an overhaul
But yeah
@frank escarp Now you're getting oddly specific. Your original claim was hardly anyone tries non photorealistic rendering. 😛
I'm saying that assumption was incorrect.
doesnt NPR really go with the fully toon or other renderings?
at least that is the context ive allways seen it
stylized still uses realistic materials
Toon shading is certainly not the only style that's not photorealistic.
Toon shading is a very specific style that mimicks the hard lines of cartoon illustration.
It doesn't have a monopoly on non-photorealistic rendering.
There are many non-photorealistic styles out there. 🙂
Lots of people have tried to do toon shaded NPR, judging by the incessant requests for toon shading.
normally i only see NPR said on the context of toon shading or something like that
NPR?
becouse it doesnt follow realistic light at all
Overwatch is a great NPR example that doesn't use toon shading.
i mean i guess u can look at breath of the wild too
Yeah I'd say so.
breath of the wild is toon shading on characters
thats pretty much the distintion i normally see when talking about NPR
NPR is when you DONT use normal light shaders
i allways see it talked more about the tech than on the style
But yeah the term non-photorealistic rendering (NPR) actually means Toon or Cel shading in games.
Your art can obey physics and still look non-photorealistic.
@tall pendant Cel shading is one particular style of NPR.
Right about what?
Look at that game
the NPR being more about the tech than the art style
the detective one, where you are a ghost and have to solve something
That is not PBR but the lighting still follows real world laws
I always ask myself
What if some random company... or even if myself, made overwatch before blizzard. Same exact heroes, and exact style? Would it be popular? It really bring the question: "Is a game profitable because its good? Or because of a name of the publisher? Or something else?"
wait maybe it is pbr..
PBR isn't about lighting IIRC
well.. to a certain degree
I think
Games are simply marketing
and thats it
Like you can make the argument for gameplay... or art, or some other thing
but in reality...
marketing is what makes a game profits
Actually, lighting is a big part of PBR.
I've seen some amazing games which make absolutely no money
no way in hell
100% sure of it
look at Paladins
Paladins ended up as "f2p overwatch"
but they have dev videos YEARS before overwatch appeared
and it was already like it is now
@frank escarp yeah
overwatch is only really big due to blizzard
It's marketing
anything blizzard does that is half good will explode
Anything blizzard does
becouse blizzard has blizzard polish
blizzard trademark is the extreme polish they give to the stuff
and it would make millijons
Cuphead also makes millions hehe @plush yew
Perhaps the finer point in the question is, is that Blizzard polish a real thing or something people imagine Blizzard does?
@tall pendant CupHead isn't my style of game lol
blizzard polish is a real thing
tho its a ableist game xD
just look at the UI
Okay
and the "character" and care blizzard gives to stuff
@frank escarp wait a second
If I had the amount of money blizzard had to dump into their products... I couhld do the same thing
You could too
well.... doubt it
Depends on the type of person you are.
you need to know who to hire and how to lead and how to move that
blizzard team are veterans
@frank escarp Yeah
Blizzard's talent for polish is not an imagineed phenomena.
getting such a team of veterans that have been doing games together for years... not easy
@frank escarp lets say i gave u 50 million dollars tomorrow
Having money and experaince and skill is two different things
thats one of the things nintendo has
Blizzard has the Top notch outsourcing studios working on their chars and weapons
experiance*
those guys are really good
look at ANYTHING nintendo does first party. They fucking nail it
u dont think u could make tons of moeny using that... perhaps 10-20 million and only using maybe 10 million?
lately, look at zelda and mario
zelda is their first open world game like that and it becomes one of the best open world games in all times
mario oddysey is the best 3d mario they have done
Look at no mans sky
at least so far
Mass effect andromda
OK
for the mayority of the time, while you can still move it
even with 1 million dollars u could make a good game
and yet, it is allways pointed well
infact its the same guys who are making the chars etc for Fortnite 😛
u know... you counld pay an artist to work full time anywhere from 55k to 110k+ per artist
mario odysey camera should be inspected seriously, becouse im pretty sure its the best thing ive seen
like im just gonna put that out there
I really disagree that money = good game
@pallid compass games are only money based
except indie games
indie games are based on sweat equity
the amount of sweat the devs put into it
money != succesful game
IF you dont have the skills & team supporting power
If you think game making is just about throwing money, time and talent at it, you're going to put out some impressive flops.
then ur gonna dun goof
E.g. Battleborn. 😄
Money helps, but money does not = more money
infinite devs
and infinite resources
and yet they had FF15 in dev hell for ages
and FF14 launched a fucking disaster
THIS ^^^^
and FF13
its not hard to not be dumb
Its harder than you think
Phil Fish "made" his game tho
and kingdom hearts 3 in dev hell forever
and he's def. retarded
and FF15 still after 7 years dev time (of dev hell) it launched and they had to basically randomly cobble together what they could ship
and rush it a bit
I think its alot harder these days to make good games than it was 10 years ago
I mean
man i hated ff15 and i was a die hard ff fan
who here actually thinks PUBG is a good game?
me
its not well made
personally i think its way easier nowadays
I think its good for its style, but lacks alot of polish
PUBG has no polish at all
its cobbled together randomly with duct tape
but the design of it is clear
from market place assets actually lmao#
It's milking a concept that isn't being milked by someone bigger.
the actual high level design is clearly very well thought
~ten years ago 99% of indies wouldn't even have a chance to use Unreal Engine
it was pricey
mate, Playerunknowns (lead designer) is the guy that basically invented the genre
like DayZ devs invented the open world survival genre
you mean he stole the idea from mods
a huge chunk of battlegrounds initial playerbase was people from his ArmA mod
but he didnt invented the gameplay
Honestly...
the whole genre of H1z1/PUBG games
is missing one thing
which i might actually do
with my friend lol
Was DayZ trying to copy/iterate on something else?
polish
Polish
No I men
crap u beat me to it
wich btw fortnite does improve a LOT
lmao
Whats it lacking then?
they were mods like set on an island with an magical zone...in some fanatsy game in 2004 IIRC
Sure initial playerbase of pubg was the following but the reason it got big isn't because it started with a following
did he made that mod? i doubt it
I thought DayZ planned to have a ton of zombies, but crapped out on it and turned out players preferred shooting each other anyway.
@gentle ivy it was how streamable/youtuable it was
I don't think that's exactly it either
battlegrounds bankrolled a good amount of popular FPS streamers to play it
and it became a huge success
there isn't 1 key thing
becouse streamers really did have material with it
pubg is a really good game on its own
its shooting is amazing
there is a reason tons of CSGO vets play it
it is pretty good if clunky as hell
yeah like PewDiePie ohh wait... xD
but what made the game "known", was to pay streamers to play it
it then turned out streamers and their audience really liked it
clunky is just the term people use when they give up before getting used to the timings
First, PlayerUnknown did not create the genre
fgs i cant read this and model at same time rip
lol if that's true then you just need a streamable game to make it
which isn't by any stretch true
see punch club
punch club streamable?
That said they apparently used a few ex squad developers (before my time) and @snow crown is convinced Squad strongly influenced Pubg
i do think playerunknown shooting is good. With clunky i mostly mean as a general term.
incredibly mis-sized textures, not very optimized, bugs around
I mean its not even "released"
Lol
this games are made to never be released
much much different than ark already actually
the playerbase is ok with the clunkyness and bugs
PUBG has actually changed and drastically already
devs probably prefer to add features more than fix stuff/optimize
@frank escarp ya
to be fair 2/3 of the hours developing DWVR was optimization/porting stuff
and i am not exagerating
That's the theory anyway. Worry about polish when you run out of features.
so why brother WHILE YOU ARE IN EARLY ACCESS
probably fix stuff from time to time, but focus on features
thats the key
imo polish can outrun freatures
becouse they are using the early access blue stripe as a shield
outside of EA
early access means absolutely nothing
its just a meaningless banner used as an excuse
Ark isn't going to get any more "completed" than what it currently is
Lots of games make millions
Squad made millions
Hell Heavy Gear was like 5 million
didn't make any money
millions of dollars seems like a lot then you realize base min paying people is 50k a year
Those aren't your typical indie game tho
depends on country
most indies make a lot less
for sure depends on the country
I know brazil is like 300 usd a month
eh "typical indie game"
hell i looked at jobs in spain and it was 15k a year for a medium tier programmer (not junior)
is actually fairly big
(euros)
numbers say ~3k avg. units declining on steam
@safe rose why do you think im not working for them
$75k is the absolute minimum I would take
15k a year wtf
If you sold 3k units only your game is probably a failure.
thats pennies
DWVR might not make me rich, but its actually a net positive + FUCKLOADS of experience
And even then, that's still low for what I could get.
sure
definitely more worth it than working for a local company
thats the other thing @frank escarp people measure game success vastly differently
you just said 3k units is a failure
what's successful for one title might be a failure for another.
As I've gotten more in offers. However, they all require relocation to various places where I've never lived before. And they are strangers...sooo...yeah...definitely just want to chill for a bit and see what I do.
alright my bad
(still european PS4 release left)
I don't mean to deminish your success at all
@gentle ivy but thats not deminishing or anything
3k units of my game is a huge success becouse ive spent 5k total on it
And you just use that to learn and get better for the next release
Measuring in units without knowing the production cost is quite meaningless unless you're in PR.
success is actually very subjective. some only meassure it in net profit
Production Costs are pretty much arbitrary
but thats pretty shortsighted imho
im not including my time becouse i just bother with the experience of doing it
In most Indie Dev life
Sure I mean I landed a 7.5k publishing deal and was able to successful release the game and I think that's currently 10k units
The Away Team
poorly
well, far better than me for sure
Man, I just need to chill out of contracts and focus on my own games...
I am on twitter with @underflowstudio
but thats about it
and I have sites and etc setup around it
that said I do have a famous publisher
and 10k? how in the hell
Time?
sales?
tweeting.
the fact that if you click hammerwatch then the publisher it shows The Away Team?
I dunno
thats mightly impressive for such a pixel art game
https://steamspy.com/app/426290 10k +- 3k
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
nice man
uhm, yes
??????
eh I mean that's not wrong
Are you serious?
becouse there is an overload
I agree
Heat signature didn't sell as well as gunpoint
"oh, yet ANOTHER indie pixel art game"
It's "overloaded", but it's also popular, and approachable.
I mean art style certainly ties into sales a lot
cup head would not be as successful if it was pixel art.
There's definitely a huge market in there
but his doesnt really have good pixel art
it has nice pixel art, but not "impressive" pixel art
calm down with the burns please
(not personal @gentle ivy , my game is shit style too)
I know 😃
it's not like I am pretending its amazing pixel art
its not like omni
or whatever
specially when i come from a games conference where the guy next to me is some guys who did some kind of metroidvania/whatever pixel art game
wich absolutely SPECTACULAR pixel art
like god tier
throws out burn heals at everyone
100% agreed art sells games and if my art was a bit better I might get a bit more sales. That said the art was provided by the publisher, the hammerwatch guys.
the thing actually passed a kickstarter
When you go on KS
to back up the saying "good art sells games"
without any marketing budgets
The art doesn't look that bad to me. But the screenshots are very menu heavy.
that game has pixel art so good it got frontpaged on polygon, kotaku, and i think RPS
Unless you are going to truly undersell your game on KS, just so you can get some hype/tag for "Successful Kickstarter"
the backers will download the game
Because one of us has done it here
games are inheritly spatial so it's going to make sense that the visuals sell the game a lot.
and steam algorithm tracks hours played and downloads
so they would give you a huge boost in the charts
becouse its a spike
100% at least you get into popular new releases even on a small-ish kickstarter
@floral heart yeah it's hard to market a text-based game
just from the people unlocking the game and starting to play it
HMmm
I don't know
Text games are pretty nice
I think someone could totally make a MUD
and it would sell well
Someone did
you clearly did something right on that game with the marketing or sales or similar @gentle ivy
neither do i
no its on steam
h a c k m u d is a cyberpunk themed text-based hacking simulator for intel-compatible personal home computers. Get lost in a deep and complex world full of challenging puzzles as you engage in a rich narrative riddled with intrigue and deception....
$14.99
492
not bad
so sadly or awesomely steam has more games on it this year then the last 3 put together
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
16k owners
so you can find literally any game you want + porn
Not bad, and I bet it wasn't as hard as trying to make a 2d/3d regular game
Especially at $15
One thing I've really noticed with text based games is content is actually more time consuming
than 2d/3d
and the things you type are read in like 5 seconds
Aye also, you have to read
but took like 30 years to write
yup that too
Which I obviously suck at
which the away team auto scrolls
which if you auto scroll the slowest then allow for saying clicking to advance it works really good
Aye
UE4 is the worst engine for 2D games. Fight me paper2D fans
oh? there isn't any paper2D fans. Yeah, thats what I thought.
No for real there are some 2D UE4 games on steam that are fairly good like talewind
but text based games in UE4 seem horrible. Specially if you want to do things that I did like randomly color one word in an entire line of text and render it all at once
There is also Project Octopath Traveler
not 2d
I wouldn't use unreal for 2D games in general, sounds a bit overkill
it's just not for that
ive been analyzing that game all i can
damn nintendo is smart
mario is mostly lit by ambient light + fresnel
http://store.steampowered.com/app/200190/Sideway_New_York/ have you seen this?
Battle your way through a twisted graffiti world where your prowess in puzzle solving makes the difference between life and death! Jump into one of the most unique and visually compelling 3D game worlds ever created. Follow the twisted journey ...
$2.99
106
71
light is static, with huge ambient, i dont really see a lot of radiance or things like that
that is damn cool
Embark on a new RPG adventure from the minds at Square Enix who brought you Bravely Default. Choose from eight distinct characters and see where the story ta...
That is some sexy
But...
It's also Square
its the team of bravely default
So duh
and bravely default got really good reception
and that style there is 100% approchable by an indie
it uses the same pixel art as normal 2d, and the 3d models are super basic
the map is also essentially isometric
but few indies can pixel art like this
anyone else hate perforce?
No perforce for life, but I think PlasticSCM is sexy
ugh perforce is the worst
I wish git lfs locking worked decently
why you hate it? 😛
what?
for me SVN is the worst thing ever 😄
how does LFS bloat?
becouse it stores one of every file
If you don't want GitLFS, but hate Perforce. then PlasticSCM is the answer
svn is pretty bad but I'd prefer it over cvs