#ue4-general

1 messages ยท Page 198 of 1

honest vale
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I fear GDC will be too focused on using UE 4 for TV or something like that ๐Ÿ˜›

devout gulch
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of course

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t least

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it's not VR ;d

ionic hornet
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@cloud cobalt thx for help

cloud cobalt
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I want a GDC session where Epic goes all "We've fixed all these things that technically are in the engine but don't really work"

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Like I tried using FABRIK animation last week-end - great, it's already in the engine ! Aaaand it's a community feature that doesn't support physics constraints, so it's only useful for limited use in organic models

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Like how particle lights technically work but actually are a worthless piece of shit

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Or dynamic shadows of hell

reef mortar
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@honest vale I thought it was only me that had this impression that recently Epic is talking about everything but games, hah.

honest vale
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yup

cloud cobalt
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@lyric owl I was talking about Epic ๐Ÿ˜ƒ

lyric owl
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they weren't considering games?

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this is strange

cloud cobalt
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That's a bit hyperbole but Epic often appears to follow trends while forgetting day-to-day gamedev

lyric owl
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Considering they have a lot of success with Fortnight it's all good

wary wave
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Epic follows trends because that's what the mob at large demands

lyric owl
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yeah trends are good got to be on cutting edge

wary wave
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however their own day-to-day game dev seems to follow trends too, but way, way too late

cloud cobalt
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Mobs don't make what Fortnite & PUBG make though

wary wave
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Fortnite being the obvious exception in that regard

lyric owl
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it's not about money

wary wave
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it's always about money, it's business

lyric owl
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yeah not for mob

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it's business for them to provide product

cloud cobalt
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UE4 is a really great engine that has some glaring issues for mid-level users - those who can't afford large engine changes, but are actually shipping games and need robust features

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There's a consistent trend at Epic where they announce shiny great new GDC-style features, only to kind of forget about them once they've been released once

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I don't remember how many times I used a feature only to discover it's only partially supported

frank escarp
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@cloud cobalt not really

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medium level users are gold with ue4

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biggest issue with ue4 is the noobs

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due to all the tools and C++ being C++

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i know plenty of serious indies, and they never need to touch the engine code

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at most, something llike what ive done

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single line small tweaks

cloud cobalt
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But then we're also stuck with stupid issues we can't fix ourselves, like shadowing, particle lights, etc

reef mortar
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My biggest problem with Unreal so far is the lack of DRY.

To build a dedicated server... geez.

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@cloud cobalt we technically can. It's open-source, though yes it requires certain knowledges and all..

subtle heart
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Why is ue crashing when I initialize a Timer like this GetWorldTimerManager().SetTimer(TimerHandle, this, &AProjectile::Explode, MaxAliveSeconds); (at begin play on an actor)

reef mortar
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@subtle heart probably wrong place, buddy. try #cpp

subtle heart
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oh, sorry ^^

cloud cobalt
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@reef mortar It's not that simple imho. We went through every release from 4.1 to 4.19, for years, because it's a long term project and we need active support for Linux etc. Doing changes in rendering etc isn't possible because we'd need to maintain that all the time

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Unless you get it high quality enough to submit for a PR

reef mortar
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That's what I meant. I mean, regardless of the issue you can always open a PR.

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I agree, not simple at all.

devout gulch
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unless your rendering PR is few lines long and fixes some glaring performance issue

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it's not going to be accepted

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don't even bother

cloud cobalt
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Basically what I dislike is that the engine feels a bit stretched to partially support some cutting edge features, without really stabilizing the thing for everyone

reef mortar
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Agreed. ๐Ÿ˜ƒ

cloud cobalt
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Typical examples being lighting channels (or the FABRIK stuff I was talking about)

reef mortar
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Am a newcomer to this Unreal world but I have this same sensation regarding various things. Lots of nice features, but a lack of polishment is always there.

devout gulch
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Kite Demo is my favorite

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done once

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barerly working

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and all the tools used to make it

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are now barerly working

cloud cobalt
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Now the engine is great as it is imho, compared to the competition. It's been a great enabler for me.

reef mortar
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Even comparing to Unity?

cloud cobalt
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Yeah

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I'm mostly a material / programmer person, Unity wasn't even a consideration before material graph

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And C++ is great for me

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It's just annoying to see the heavy push for VR stuff or CAD stuff while fairly old features are all but forgotten

reef mortar
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It's all about money, right? Haha.

frank escarp
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unreal 5% is bigger than unity

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i pay now more money to unreal than if i just bought unity pro

devout gulch
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I actually just consider Unrael the least annoying option

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Unreal*

cloud cobalt
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Unity is obviously cheaper for all but failed free-to-play games really

reef mortar
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@frank escarp what do you mean by unreal 5% is bigger than unity?

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specifically unreal 5%?

frank escarp
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unreal cost is 5% of GROSS sales

reef mortar
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oh ok gotcha

frank escarp
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means that if you game costs 20 dollars in the store, you need to give unreal 1 dollar

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before the store 30% cut

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before taxes

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before bank fees

reef mortar
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geez stop! lol

frank escarp
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its not really a 5%

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practically is around 10%

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10% of profit of the game

reef mortar
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I'm Brazilian. Have all that plus exchanging taxes. ๐Ÿ™„

devout gulch
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the only reason it's done this way, isto prevent creative booking

cloud cobalt
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Though it's gross sales minus refunds and taxes

frank escarp
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indeed

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its so people dont go full holywood accounting

cloud cobalt
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For a 20 dollar game, it's more like 5% of 18 dollars

devout gulch
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you can at least try to account it into cost for taxing

cloud cobalt
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But yeah for you, it's more like 10%

plush yew
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Happily would pay UE4 50% instead of being forced to use Unity

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The tools are worth it

frank escarp
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just commenting on DWVR cost

devout gulch
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but if you think you are going to make lots of money you should get custom license

frank escarp
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30% from Sony/Steam, plus tax, plus bank fees (fucking bank)

cloud cobalt
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To be fair, Steam is 30 fucking percent, 6 times more than UE4, and even state taxes are more than UE4

frank escarp
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and then i have to pay around 0.7 dollars per sale at 15 dollars

cloud cobalt
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Even my bank is close to one percent total I think

frank escarp
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the problem is the stacking Stranger

tall pendant
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lol. an 30% cut is already an catastrophy from an ecomonic pov

reef mortar
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Everything is more than UE4. ๐Ÿ˜›

plush yew
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most music royalty cuts are about 50 - 80% so 5% is completely fine imo in comparison

cloud cobalt
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UE4 is the biggest help for me, and one of the cheapest. I'm very much fine with it myself

plush yew
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Steam is 30%? damn.. i mean they do host download services, matchmaking (so you can find others to play), achievements & more

frank escarp
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well, i have actualprofit from my games, so im happy

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sadly my games are not big enough to be worth a custom license

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i mean DWVR has sold around 35.000 or so. Im paying Epic a 5% of that

plush yew
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that is fine though as their engine literally powers the game right?

reef mortar
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Better 70% of something than 100% of nothing right?

cloud cobalt
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Basically there isn't a scenario where you would be rich with Unity and not with UE4. You're looking at 5-10% of your revenue, and obviously you need to take into account the difference in productivity (Unity might be better, UE might be).

frank escarp
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depends on the game

cloud cobalt
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If you're better with Unity or close, go for it

plush yew
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Unity seems way better for multi-world survival games

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UE4 is better for 3D or multiplayer, Unity for mobile and VR

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in general

reef mortar
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I'm into a topdown project and at the beginning I had the sensation UE lacks a few features it could improve the productivity for people working on these kind of games.

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topdown/rts/moba-y.

plush yew
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what kind of features?

harsh thistle
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@everyone I have a problem when i import my mesh.....its uvs are triangulated as if i triangulated the mesh but i never triangulated it....and i think that trangulation of those uvs create the error of uv overlaping....i have a small section of lightmap in my uvs so the eror is 9.2-9.4% overlapping.......can someone help me??

plush yew
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btw, @ here doesn't work

harsh thistle
reef mortar
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@plush yew A simple example: movement. To understand that my character had to be controlled by an AI that only receives the input from my controller to move towards a given direction... geez, that was painful. I am not 100% exactly how this could be improved, but I'm certain that it's possible.

plush yew
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Sounds like you just need to learn more about the engine

reef mortar
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Also, Fog Of War. It requires HLSL. Have no idea.

lyric owl
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@harsh thistle just don't have long polygones

reef mortar
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@plush yew well, that time has passed. And yes, I realised it was a lack of knowledge of the engine. But I feel that a few things could be more intuitive. At that time I could name these things, but not anymore because I just can't remember exactly. =/

plush yew
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There are certainly some things that could be improved but a lot of the time it is too specific like fog of war, or needs futher understanding like the relationship between classes

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Controllers controlling pawns makes sense really I think

reef mortar
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It totally makes!

harsh thistle
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@lyric owl can u elaborate in sence of my model??

reef mortar
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I honestly just don't remember what were my thoughts back then, otherwise I could elaborate better.

lyric owl
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Try to have more square polygons instead of long rectangles

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it could help

plush yew
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@gui#2750 got it! hopefully it all becomes clearer in the future, it's a huge engine with a lot of features, can often feel overwhelming and too complex when learning

lyric owl
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but actually use sure that you don't have overlaping uv's ?

harsh thistle
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thas what the prob is

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in blender no uvs are overlaping

lyric owl
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no then you unwrap your model

harsh thistle
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its just fine in blender

lyric owl
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you should check for overlapping uv's

harsh thistle
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how can i check that....

lyric owl
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show you seams

reef mortar
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For sure! @plush yew

Unreal is a game changer to me. Really happy with it, because even though sometimes something seems hard to achieve, when I do, the reward is just great!

plush yew
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Exactly! I've never had so much fun with something

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You can truly bring your ideas to life

reef mortar
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YES, EXACTLY!

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Having fun all day, everyday. That's exactly my feeling these days that I'm working 100% with it. ๐Ÿ˜„

plush yew
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Doesn't even feel like work ๐Ÿ˜„

harsh thistle
reef mortar
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Not at all. Geez. Comparing the routine I'm having today versus the old job...

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Don't even like to remember.

lyric owl
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bake this bevels to normal map and use simple box for door could be better

harsh thistle
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@lyric owl I am truly a newby i started learning blender long ago....tried to make a model for dota 2 then stuck on uv maping and texturing.....then i thought i should take a basic model first so i took ther door and then stuck on same topic

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and if i want to make a complex model that has perfect collusions and all that stuff...

lyric owl
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make better clean box

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no like you can solve a lot of things with a good normal map

harsh thistle
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i mean i want it to be a realistic model

lyric owl
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oh

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you just need more expereance

plush yew
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+1

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You'll get cleaner and simpler models and unwraps over time

lyric owl
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turn your wood 90 degrees

harsh thistle
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i mean i want a good teacher who could teach me in detail

lyric owl
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it's usually like this on the doors

harsh thistle
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ooh u mean perpendicular texture

lyric owl
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best advise I can give go and find yourself some intern job

harsh thistle
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i am just 16

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i am in college giving my 11th standard exams

lyric owl
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can't you be intern then you 16?

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I think you can

harsh thistle
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u mean the texture should be like this

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or this one

wide lark
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Hallo

lyric owl
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use reference

harsh thistle
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@lyric owl Dude iwant to do engineering first then game development school

lyric owl
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schools are kinda bad it's better to find entry level job

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at least for art

plush yew
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I recommend just practicing even over an internship

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There are tons of videos online

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And lots of great reference

lyric owl
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yeah but this is slower

plush yew
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Just takes time to practice and train yourself

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I don't know about sitting with someone in a studio would be faster

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Doing tutorials paid or free and lots of practice usually has a good result

lyric owl
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you need someone with better visual library then you

plush yew
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If you watch someone doing something, it's very rarely transferred

lyric owl
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someone with experience

plush yew
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If you watch them in a tutorial and do it right after, you retain a lot more

wide lark
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Are most game design jobs really bad?

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Due to long hours and low pay?

harsh thistle
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but i prefer doing what @plush yew says as my parent wont be sure for a ob in this field till i complete my study till engineering

lyric owl
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if you don't have visual library you not going to tell what is good

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even finding good tutorials is hard

plush yew
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It's an important skill to build up your own reference library

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You won't get a good eye from just sitting near an experienced person

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You have to find it yourself

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@harsh thistle regarding that door

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your wood-size is wrong

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it's like a zoomed in picture of a plank stretched over a whole door

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look at a picture of an actual door

lyric owl
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you will do that faster with experienced person

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in uni this experienced person attention goes on more people so it's have less effect

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basically it's better to have mentor

wide lark
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Also, are most doors vertical grain or horizontal?

lyric owl
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totally

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also wood looks better that way

wide lark
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Vertical?

plush yew
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@wide lark there's no such thing as a 'game design job'

lyric owl
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then long lines go with the shape

wide lark
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@plush yew What would be a better description of a job helping design a game?

plush yew
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also, you could just use image search and look for a wooden door

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that depends on what you think 'design a game' means

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does it involve art

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or code

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or just 'ideas'

wide lark
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Creating the systems. Enemy AI, triggering events, character concepts, story concepts, mechanics...

plush yew
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okay there's kind of what i'm getting at, those are all kind of seperate jobs.

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and that seems to be a very recurring theme amongst young folks coming into the gamedev scene

wide lark
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Well, I'm making my own game right now so I don't know limits @.@

plush yew
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in the current sense of what a 'game designer' does, it's really mostly just spreadsheeting in excel

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and drawing up diagrams and flowcharts

wide lark
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To design the mechanics or story? Or what? Budget?

keen birch
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Mechanics

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A game designer comes up with how a game should, in theory, work and play

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Everyone else then comes in to realize that vision

plush yew
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well, unless you're thinking in terms of a one-man team, or a small group of maybe 3 or 4 people

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a lot of these jobs will end up being just one person doign a thing

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writer will do the writing

keen birch
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Absolutely

plush yew
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artist will do art, sometimes both concept and ingame

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usually not though

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coder will do the code in cooperation with a designer

keen birch
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I'm a two-man team, so we both wear tons of hats

plush yew
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there's almost never a case where you'll be doing everything, and even if you're a one-man-team, you'll likely end up seeking outside help

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something as simple as comissioning an artist for a few pieces of concept art

keen birch
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But ya know, the definition of game designer ;3

wide lark
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So... I really like designing mechanics.

keen birch
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It's easier to be good at five things that to be good at ten things

wide lark
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And game feel

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What would that be?

plush yew
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if you enjoy designing game mechanics, it's probably a good idea to just prototype stuff

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lucky for you, you can do that all with just nodes now

keen birch
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Define designing mechanics

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COming up with them or programming them?

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Game feel would be atmosphere, the way you intend for the player to feel while playing, that sort of thing

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And just how the game feels to play

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An abruptly-moving camera feels different from a smoothly-moving camera

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That sort of thing

wide lark
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So like.. you ever play MOBAs?

plush yew
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sure

wide lark
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Who would design the skills for the characters?

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Like who would design them and make sure they feel good to use

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Or feel right

plush yew
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that's not a one man's job

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you're describing 4 jobs ๐Ÿ˜ƒ

graceful grove
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I'll be the ideas guy kappa

cloud cobalt
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^

plush yew
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๐Ÿ˜„

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generally, there'll be an idea, what sort of character, what sort of identifying elements will it have, what sort of 'style' then concept comes in, define the looks etc, a designer will come up with come abilities, will ti eb AOE, or a direct one hit, with a following DOT, tht stuff

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then an FX person will make the effects for it, and an audio guy will do the audio

wide lark
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I mean yes, I would love to share my ideas, because I love risk reward balancing. The reason is I play at diamond/masters level in MOBAs because I understand skills at a base level and the thought of designing things like that sounds fun to me

plush yew
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all those things have to work together to make it 'feel' right

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it's not a single thing

cloud cobalt
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In a 100-man project like DotA you'd find at least a few people to work on pure game design, but for most people here, that person is going to be the one doing the implementation too

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And "coming up with ideas" will be the entire group

plush yew
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I'll be the ideas guy for $5/minute

keen birch
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What Stranger said

plush yew
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i'm currently just a 2-man team, so i'm working on all environment, particle effects, all the visual technical stuff, and my buddy is doing characters and code, i'll have to outsource a lot of the audio probably, since we're just not competent at thet.

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but at my job i'm just a guy doing tech art

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i dont touch even remotely the amount of stuff i have to handle on my own project

wide lark
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Is balancing a role in itself?

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Like damage vs hp?

cloud cobalt
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It's part of the game design role

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Which could be a dedicated job (for a large project) or not

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The short version is that for any team smaller than say, 20, no one will only do "ideas" and "design", or even only writing

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Except if it's like a really writing-oriented game

wide lark
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Right

plush yew
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i mean shit, i work in a 500 people team, and half the time nobody knows what the plan is for anything, until somehow 'theres a plan'

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because someones job was making that plan

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in THAT case, that's a full time job, and it'd liekly be a designer.

cloud cobalt
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For small teams, especially <5, everyone on the team needs to be super technical, and you don't need guidance on ideas or balance because you kind of make it up as you go

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Because you simply don't have enough time anyway

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The most important part of indie game design is finding a game idea that your small team can pull off with quality

wide lark
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I'm just trying to find out what I want to do with myself lol

plush yew
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Is it possible to add a source-built UE4 to the epic games launcher so i can download marketplace assets? (Without downloading non-source UE4)

cloud cobalt
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@wide lark Well, do you enjoy writing code ? Creating art ? Composing music ?

wide lark
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I enjoy creating >>

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I don't know how to do music or art very well but I like writing code.

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I like making changes and seeing immediate results

cloud cobalt
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You're probably looking for a gameplay programmer role, then.

wide lark
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I use to design and code races in a CS Warcraft mod.. now I'm designing my own thing and coming up with the world concepts is fun but also implementing them is fun too because I get to see the results of my work and tweak it to feel right

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Like designing a dash that works how I want it to and to make it feel good.

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Also, is there a blueprint that let's you ignore actor collision but not world?

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Like if you wanted to be able to dash through an enemy

cloud cobalt
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@wide lark Yeah, play with collision channels

wide lark
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I was trying to find that but I couldn't find collision channel in my searching under blueprints

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I only searched for like 30 minutes then had to head to bed

harsh thistle
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@everyone can someone map my uvs for my door .....see those pics above...so i can get exactly where i missed....

plush yew
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hey ninja, what you like, ios the dopamine that you get from seeing an immediate result of your actions

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it's the 'i love it when a plan comes together' feeling

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find the medium that lets you do that the best

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wether it's art, or code, or blueprint

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or heck, even modding, there's modders that make custom characters or buildings or whatever

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and they make THOUSANDS on patreon

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it's a legitimate career choice

wide lark
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Yeah, pretty much. I feel like I'm not skilled enough yet. I taught myself how to mod the CS Warcraft mod by reading the code and modifying it xD

plush yew
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i taught myself to model by ripping models from games and studying them

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and now i have the luxyrt of being able to work wherever i want

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but that includes 10 years of experience

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it's a totally legitimate way of learning

wide lark
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I don't feel like modeling or art design is for me, honestly. As much as I love creating things... It doesn't feel like a strength to me

plush yew
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nobody starts out with anything as a strength

wide lark
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When it comes to coding, my brain is like: Oh, logic stuff. I got this.

plush yew
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you have to try a bunch of stuff, see what you enjoy and what come snatural

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then just do it more

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youll never get great at something you dont enjoy doing

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do do what you enjoy, and getting good at it becomes literally inevitable

wide lark
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That's why I'm playing in Unreal Engine

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It combines my two favorite things.

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Gaming and creating

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I feel like if I have a little time and someone who I can ask questions, I'll be able to do a ton in 6 months

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Or if I had like someone else to work with who knows what they are doing lol

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Once I know how to do something, I typically don't forget.. it's just knowing what I need to know

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Any takers? Lol

cloud cobalt
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Ask your questions here

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๐Ÿ˜ƒ

plush yew
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if you've got any art-questions, you can always ask me, i'm happy to assist

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better do it in private messages though, wouldnt want to get banned for giving suggestions

cloud cobalt
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No one will ever ban you for suggesting anything in a professional manner, obviously

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@wide lark Basically many people want to get into game dev, few succeed, even fewer do it for a living, so be sure to have your life priorities sorted

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No matter what you want to do, you'll get support here

wide lark
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That's why I haven't quit my day job xD

cloud cobalt
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Same for me here

plush yew
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most people make some dumb shit, think they did a good job, and then realise that reality doesnt want their shitty maze95 clone that they sold their house for to finance

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but that's nothing to do with gamedev, that's just people being dumb and making bad choices in life

wary wave
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Most people who make games for a living never owned a house in the first place :p

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lower salaries + expensive locations + job instability = renting for life

plush yew
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most people who make games for a living aren't even very good at it...... believe it or not.. it's just that someone with SOME clue is better to have than someone with NO clue.

cloud cobalt
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It's all about life choices, i'll definitely not quit a day job until A) my game sells like PUBG or B) I have a house and my children are safe from need

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Well, selling like 1% of PUBG would be fine too

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You get the idea

plush yew
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1% ๐Ÿคฃ

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i think .1% would still be fine tbh

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the guy who sits next to me did all the vehicles for pubg

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even if they made $15/sale (for 30 mill sales) when they sell for like $25 a sale

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they would make 450 mill

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found his thingy

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damn ๐Ÿ˜›

cloud cobalt
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These are great

plush yew
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ye not everyone here is a fresh face to gamedev.

cloud cobalt
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Yeah, some of us have been here for quite some time

grim ore
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Does anyone know where the Microphone Capture Component is at in 4.19?

wide lark
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Welp

wise prism
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Idk where the hell that thing is in any versions @grim ore

grim ore
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well it was added in 4.19 I just can't find it. I think it's in a plugin that I don't have enabled, the rest of the new audio stuff is like that, but for the life of me I can't find it. That or the preview 6 just doesn;t have it

hazy lynx
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hello guys! Stupid question. Asked about a bug on the forums and got an answer that I should apply a changlelist some number to make it work. I have no clue what that is or where to find it. Google turns out nothing. Does anyone know what I'm suposed to do?

silver crown
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@hazy lynx link?

hazy lynx
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It's on a closed part of the forum. Nintendo switch related

silver crown
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Ah ๐Ÿ˜‰

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Could you copy answer text then?

hazy lynx
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"I believe changelist (some number) will solve your problem."

silver crown
#

What's the changelist number?

frank escarp
#

@silver crown perforce

silver crown
#

Ah ok

surreal viper
#

is there a way to declare a component in C++ but define it in BP, maybe with a subclass?

#

like in C++ I can do Super(ObjectInitializer.SetDefaultSubobjectClass<UMyCharacterMovementComponent>(CharacterMovementComponentName)) in MyCharacter class constructor

#

I want to do something similar but with the ability to select my component class in BP

plush yew
#

I just recently built UE4 from source, Am i supposed to have a UE4Editor executable in Engine\Binaries\Win64\

tawdry birch
#

Is there someone from Epic staff who's responsible for user support?
I have an account bruteforce lockdown here that hasn't been lifted after 2 hours. (Support emails auto reply they not being monitored, and the only way to get help is to login at help.epicgames.com...
I would want to be able to login into my account or enable 2 factor auth. How can I solve my problem?
Thanks

@wicked tiger @fallow cliff @elfin jacinth @blissful reef @finite flame @hot carbon @torn valley

silver crown
#

Don't do that

#

Only Amanda and Kalvothe

tawdry birch
#

Sorry but that's an emergency situation for me :)
And help@ and account@ emails do not work (which they should)

urban gyro
#

dude why would you tag the entire epic staff team lol ๐Ÿ˜„

tall pendant
#

perhaps the <@&213101288538374145> can help you ๐Ÿ˜„

urban gyro
#

didnt realize mods had access to epic accounts

silver crown
#

They don't

tawdry birch
urban gyro
#

wait, they actually say that nobody is monitoring them? why do they even exist then lol ๐Ÿ˜„

tawdry birch
#

yeah

#

Thank you for your email. This email address is not monitored. For support, please visit http://help.epicgames.com.

urban gyro
#

whats a bruteforce lockdown?

tawdry birch
#

they fucked up big time ๐Ÿ˜ฎ I could lose my account possibly

silver crown
#

Probably had too much spam with fortnite

tawdry birch
#

bruteforce lockdown == alert that someone tried way to many wrong login attempts and it has been locked for 120 minutes

#

but the problem is 2 hours passed about 3 hours ago and account didn't unlock T_T

urban gyro
#

you can still launch the engine tho

silver crown
#

Maybe you're still being bruteforced

urban gyro
#

shouldnt be a super emergency

#

give it 24 hrs or smthin

silver crown
#

And yeah, epic account isn't vital

tawdry birch
#

yeah I hope it's just a database update lag

urban gyro
#

ur library works offline

#

u dont need to be logged in

tawdry birch
#

but who guarantees the attacker won't try bruteforcing again before I could login?

urban gyro
#

do u really think ppl just stop developing when the login queue gives u 2 hr wait time lol ๐Ÿ˜„

tawdry birch
#

account isn't vital that's ok, but if it's cracked by attacker then my personal info leaks + I don't remember if I linked a bank card to my account or not

silver crown
#

No way it could happen

#

Unless you fucked up

urban gyro
#

thats very unlikely

#

they get 5 attempts per 2 hrs

tawdry birch
#

unless epic didn't implement 2 factor auth till february 2018 ๐Ÿ˜ƒ

urban gyro
#

u need thousands of bumps just to even have a remote chance of bruteforcing a bad password

tawdry birch
#

I'd had 2 factor auth enabled right from the account creation but well yeah...

urban gyro
#

max you have 60 attacks per day

#

which is ridonculous

#

if u want any success

tawdry birch
#

you aren't seeing the whole picture

urban gyro
#

if anything somebody is probably trolling u ๐Ÿ˜„

silver crown
#

What's strange is account lockdown, should just ban the IP

tawdry birch
#

attacker can constantly lock my account out and I have no means to get into contact with epic to resolve the issue

silver crown
#

Unless there are multiple IP

#

Which is probably the case here

tawdry birch
urban gyro
#

why not create a new acc and access the help?

silver crown
#

Else you can DM their twitter account I think

tawdry birch
#

okay thank you for suggestions! I'll try that
but that's a horrible user experince T_T

digital anchor
#

any way to change manually the path of the referenced assets on a .umap

#

i deleted the redirectors by mistake

urban gyro
#

it's only needed for new engine versions. I don't see why you're so worried @tawdry birch

elfin jacinth
#

Hey there @tawdry birch, go ahead and PM me, I'll see what I can do (This is day 2 for me, so I don't promise the world)

urban gyro
#

and there's your salvation ๐Ÿ˜„

silver crown
elfin jacinth
#

I changed my name, so don't freak ๐Ÿ˜ƒ

urban gyro
#

hey any way i can get a link to that? wouldnt mind linking my stuff

#

plz just dont give me lmgtfy links ๐Ÿ˜›

silver crown
#

Just log out and log in with the google button

#

Will ask you to link your account

urban gyro
#

oh its in the launcher

#

tx bro

silver crown
#

Web too

elfin jacinth
#

I use 2FA for everything

urban gyro
#

na, web only has twitch psn and xbox

silver crown
#

No ๐Ÿ˜‰

urban gyro
#

i find 2fa super annoying

honest vale
#

you get used to it

urban gyro
#

im looking at it mate..

silver crown
urban gyro
#

id rather just have a beast password

honest vale
#

beast password doesn't help when someone stores it in plaintext and it's then leaked

tawdry birch
#

@silver crown yeah thanks another advice I'll follow asap! ๐Ÿ˜ƒ

urban gyro
#

yeah that someone is not me

#

i remember my passwords ๐Ÿ˜›

honest vale
#

I mean the service provider

#

the thing you log into

#

they store your password in some form

urban gyro
#

yeah so they get hacked i lose 1 acc, big deal

silver crown
#

Most of the time it's salted and all

#

So no issue

urban gyro
#

and they all probably hashed anyway

honest vale
#

my email address and other account details have been leaked in 8 separate occasions ๐Ÿ˜„

urban gyro
#

mine 13

silver crown
#

Just UE for me ๐Ÿ˜ƒ

urban gyro
#

but thats just the email

honest vale
#

after the leakedin leak I started using different passwords for each service I use

tawdry birch
#

oh wow twice ๐Ÿ˜ฎ someone is really hating epic and ue out there in anonymous O_O

silver crown
#

nah, just old forums software

urban gyro
#

the old database injection trick hah

silver crown
#

Epic forgot to update

urban gyro
#

didnt think epic would fall for dat

#

@honest vale you should be doing that anyyway

honest vale
#

yea, I was lazy before

urban gyro
#

have a crap password for garbage services

honest vale
#

my EA account got "hacked" because someone called EA customer support and talked them into changing my password

#

I noticed when my email address changed to some .ru domain one

urban gyro
#

as long ur mail is intact any account is recovarable

honest vale
#

it wasn't

#

except by calling EA support

#

they changed the email, password, security question, everything

urban gyro
#

then EA is weird, i'm not aware of any service that can change email on acc

#

i mean they can, but generally shouldnt unless in some extreme case

honest vale
#

but anyway, now I have hundreds of entries in my keepass vault

urban gyro
#

ive had my hotmail email since hotmail launched, had like 20 different attacks on it

#

ha, minecraft accounts were breached, xplains why i got spammed by password reset requests

#

pasted 80 times, damn ๐Ÿ˜„

#

xamarin dropped teh ball

plush yew
#

last few days my material editor is so laggy

#

its almost unusable

#

and ue4 then uses 90+ % in task manager

fervent tree
#

has anyone had any problems with ue4 not compiling c++ projects

honest vale
#

yea, every time I make an error

#

๐Ÿ˜›

fervent tree
#

i had installed VS2017 but cant seem to fix this, so im installing VS2015 now to see if it changes that

#

what version of UE r u running

#

im running 4.17.2 right now

fierce tulip
#

@tawdry birch next time dont @ all devs though, we have a rather strict kick policy on that

fervent tree
#

wait, i think its starting to build now that i changed the VS version to 2015 in the project settings

tawdry birch
#

@fierce tulip I'm sorry bu that was a critical situation. Also would be nice to fix the confusing "email not monitored" message (that as we learned still creates a ticket but doesn't notify user of it), and also support site require to login in order to get support on account.
What the user would do then? Horrible user experience.

#

Oh just noticed you're not epic staff

#

sorry ๐Ÿ˜„

fervent tree
#

i see u have that @everyone mention turned off, lol that one is a lot of fun

fierce tulip
#

yea thank Zeus thats off.

fervent tree
#

the most dreaded mention in the hands of all members!

elfin jacinth
#

Thanks for the feedback on that @tawdry birch. We're always looking to improve!

tawdry birch
#

@elfin jacinth thanks for your service too! ๐Ÿ˜ƒ

#

@plush yew spam?

fierce tulip
cloud cobalt
#

Reading some of the reviewer spam right now

#

"Also soon on the site will be added clothes with my logo."

#

... Okay, that's really interesting

#

"I want make video with your game"

#

Reading these with a thick Russian accent is really great

frank escarp
#

@cloud cobalt avoid everything that smells even slightly like russian/ukranian

#

every one of them is a scammer

#

well, probably more like 95%, but can you spot that 5%?

cloud cobalt
#

Honestly it feels more like 100%

worn granite
#

@fierce tulip why does he want an VFX artist to teach him multiplayer systems design LUL

shut jay
#

ay there

#

is developing for vr in ue4 "easy" for a beginner?

livid haven
#

I'd say developing for VR in general is "harder" than non-VR - you need to optimize more, from the start, to deliver 90 FPS.

worn granite
#

very few things in UE4 are "easy" for a beginner - making stuff for VR is pretty on par with making, say an RTS I'd say.

#

in terms of the custom stuff you're gonna do

frank escarp
#

its WAAAAAAAAAAY harder

#

dont even bother

worn granite
#

Then, yeah, there's that 90fps target

frank escarp
#

i do vr becouse tech is what i do best, and it balances my shit design/art skills

livid haven
#

Well, maybe not "don't bother", but don't start game dev OR UE4 with a VR project.

frank escarp
#

but vr is serious business, it comes with very serious limitations + perf

worn granite
#

If you decide to start there, hope you don't get sim sickness

livid haven
#

I think everyone can get a bit sick with low performance, which is obviously going to happen from time to time (at least) when developing, but especially if you don't already have the experience to know what kind of budgets to set from day one to keep that 90 FPS.

worn granite
#

I feel like if you're starting with UE4 that VR isn't that much of an extra step - yeah you're not going to be doing it optimally but what are you gonna do optimally?

#

Just don't expect your first project to be stellar @shut jay

shut jay
#

oh my projects will be simple, won't be making a complete game or anything

#

just more to learn

worn granite
#

That's a good attitude to take for it, I think

#

ofc if you run into a brick wall you can ask around here for help

shut jay
#

well I'll ask the big question

frank escarp
#

the thing is that vr by default has complicated stuff

#

movement,controls

shut jay
#

compared to unity when it comes to vr, is ue more "community friendly"?

frank escarp
#

its best to start with something like a shooter, or a platformer

#

as they are barely any edits from the base templates

shut jay
#

well for my first vr learning project, i'll probably make a burger flipping simulator lol

#

and expand from there ๐Ÿ˜›

fervent tree
#

is it just me or did a new unreal version just pop up

livid haven
#

Just you.

#

Last release was 4.18.3, like 2 months ago.

#

(I can numbers, ignore the typos)

honest vale
#

"the official website is INSERT SOME SHORTENED URL HERE THAT REDIRECTS TO WHO KNOWS WHERE"

fervent tree
tall pendant
#

Yup.

urban gyro
#

Are CFG vars saved on termination?

#

or is there a way to save them manually?

#

or do i really need to make a save file for a damn volume setting?

hazy lynx
#

UPROPERTY(Config) types?

urban gyro
#

aye

#

but in BP

hazy lynx
#

you just have to call Save

urban gyro
#

var is configurable

#

or can it only read in bp?

hazy lynx
#

ah, I never worked with those in bp

livid haven
#

@honest vale That was exactly what I pointed out in an internal e-mail. ^^()

hazy lynx
#

there is nothing about it in docs so I presume you have to call SaveConfig() from code

urban gyro
#

aye, can't find either. Seems weird there's no way to do it in bp

livid haven
urban gyro
#

unless it's saved on exit by default, but since i havent packaged i wouldnt know

honest vale
#

heh

livid haven
#

Mind you, the actual tweet displays fortnite.com, not the Twitter shortened URL.

urban gyro
#

maybe i should package and just go watch a movie or smthin

honest vale
#

twitter is weird

#

I still don't get it

hazy lynx
#

I'd just make a bp callable function that calls save @urban gyro

urban gyro
#

I'm limited to BP only for the project

#

so i guess a save file itll have to be -.-

#

tx anywya

hazy lynx
#

by the way, does anyone know perhaps, what changelists are? I have found a comment to an issue I'm having that suggests a changelist some number should be applied.

urban gyro
#

maybe itll work in packaged

hazy lynx
#

I don't think so

#

Save has to be called

urban gyro
#

well ue4 rebuilds every time u go standalone

#

maybe it calls it before exit

silver crown
#

@hazy lynx It's a perforce thing

hazy lynx
#

ah...

urban gyro
#

UE4 is versioned in P4?

silver crown
#

I guess you have access to the UE's perforce?

urban gyro
#

always thought it was SVN

hazy lynx
#

yes

silver crown
#

Well never used perforce, but I guess you can do some kind of checkout

hazy lynx
#

I'm not very familiar, but thanx a lot for pointing me in the right direction

grim cargo
#

get trouble finding free highlight material for my horror game anyone can send me

silver crown
#

highlight material?

grim cargo
#

yes when you close in object the object will highlight

silver crown
#

Like when it's selected in UE?

grim cargo
#

like this sir

livid haven
#

@hazy lynx @urban gyro @silver crown Epic uses Perforce internally. Changelists are the Perforce equivalent to Git Commits.

urban gyro
#

Wonder whos changelist is bigger. Epic's or Nvidia's

silver crown
#

Nvidia's probably using git

livid haven
#

What do you mean by bigger?

#

Like, total number of changelists?

#

Epic's current Perforce is up to nearly 4 million right now.

grim cargo
#

oh great

#

thanks @silver crown

livid haven
#

By no means is that 4 million hand made changelists. Plenty of automation and merging and such involved too.

hazy lynx
#

@livid haven
Could you prehaps point me to a way to add a specific changelist to my workspace?

livid haven
#

There isn't.

#

You don't have access to Epic's Perforce server.

hazy lynx
#

I do

cursive dirge
#

what? ๐Ÿ˜„

#

oops

#

discord autoscroll fail again

livid haven
#

Are you an employee of a company with a negotiated licensing agreement with Epic?

hazy lynx
#

yes

livid haven
#

Do you have the Perforce client set up already and connected to their server?

hazy lynx
#

yep

livid haven
#

In the client, Ctrl + G, type the changelist number in to there.

urban gyro
#

@silver crown they use P4

#

helix brags about it all the time

cursive dirge
#

@urban gyro who?

hazy lynx
#

thanx a lot Sion!

urban gyro
#

Nvidia

cursive dirge
#

ah

urban gyro
#

sry was in bp land

#

4million changelists

silver crown
#

Indeed @urban gyro

urban gyro
#

hmm unless we have an nvidia insider, can't tell

#

teh world will never know ๐Ÿ˜„

livid haven
#

Alternatively, @hazy lynx, "Get Revision...", "Specify Revision Using Changelist", "Only Get Revisions For Files Listed In Changelist"

silver crown
#
hazy lynx
#

I think they removed ctrl + g shortcut

urban gyro
#

yeah but that could be 400 TB of 10 commints ๐Ÿ˜„

#

obviously not

hazy lynx
#

but I found get revision window

urban gyro
#

but like can't interpolate the changelist count

cedar snow
#

i guess they're hosting their marketing videos in there ๐Ÿ˜› ๐Ÿ˜›

livid haven
#

Ctrl +G = "Search -> Go to"

cedar snow
#

@nvidia

urban gyro
#

but it would be reasonable to assume they got way more than epic

silver crown
hazy lynx
#

ah, indeed. it didn't work for some reason. Keyboard layout issues perhaps

silver crown
#

๐Ÿ˜ญ

urban gyro
#

so is that a flipped normal or is there actually missing geo there ๐Ÿ˜„

silver crown
#

It's from my voxel plugin

#

Some holes in some tricky places

#

Missing geo

#

Between chunks

urban gyro
#

cant even give you an idea ๐Ÿ˜›

#

is this based on heightmap?

#

or random height

silver crown
#

Live edit

urban gyro
#

well, it's at an incline, so u prolly fucked up some trigo or smthin, no clue at all, not a fan of generators

silver crown
#

Sadly it's a lot more complex ๐Ÿ˜

cedar snow
#

oh nice. reminds me of astroneer with that low poly look

urban gyro
#

probably, a lotta math

silver crown
#

But I'll stop complaining and actually get to work ๐Ÿ˜‰

#

Thanks @cedar snow ๐Ÿ˜ƒ

#

It's also free (kinda)

urban gyro
#

i gotta remove discord its too distracting

#

hope nobody asset flips it to Steam

cedar snow
#

does that include the source?

cursive dirge
#

it's probably too much trouble to flip

#

you can't do it by pressing three buttons

silver crown
#

@cedar snow Yep MIT

urban gyro
#

its a generator, would be very convincing to thhe chievment hunters

silver crown
#

But there's a pro version coming soon with more features

cedar snow
#

nice, might check it out. curious to see that implemented

#

for the multiplayer part: is the geometry data under the server's authority and players just send their input?

silver crown
#

@cedar snow Players send their inputs, and the server sends the voxel data to the clients through a custom TCP socket

cedar snow
#

streaming voxels ๐Ÿ˜„

silver crown
#

Only the modified parts

#

So network usage is nearly null

cedar snow
#

yeah, everything else would break it

rose bison
#

@silver crown how do you handle LODs?

#

last time I tinkered with marching cubes, that is what got me big time

silver crown
#

Transvoxel

#
  • really smart data structures
rose bison
#

the ones with the toilet issue?

silver crown
rose bison
#

oh ya, I stumpled upon that

#

but decided that writing the lookup tables for that was impossible for my brain to process

silver crown
#

Well they're given by the author

#

Just need to read those 95 pages

#

To understand how it works

digital tapir
#

Hello hello! Me and some friends are working with an exhibition where we are going to use a mocap-suit and have different effects on it for an exhibition. Any tips for effects or general tips for what we could be making in one week? We are using the rokoko-suit and there is no real tutorials on it except for changing the mesh of the character in unreal!

Thanks in advance for anyone who could lend a hand/tip โค

If you have any tutorials or whatever that you think could suit us id love if you could PM it to me ๐Ÿ˜ƒ (we are quite new in the software)

silver crown
#

Yay, fixed the holes ๐Ÿ˜ƒ

#

@digital tapir Maybe #animation would be appropriate too?

digital tapir
#

Thanks phyronnaz yeah I will try there aswell

tiny pier
#

For some reason I can't see the actual sphere on a triggersphere. Have I accidentally switched it off somehow?

urban gyro
#

Alt+C

tiny pier
#

Thanks.

plush yew
#

Hi boys, how are you today?

urban gyro
#

Im not a boy, im a tank.

#

๐Ÿ˜›

cursive dirge
bitter iris
#

welp just had to format my hdd

#

had a system error

#

How you know your addicted to level design: Chrome > Epic Launcher > UE4 4.18 are the first things i install lol

urban gyro
#

i usually install drivers first

gloomy pollen
#

omg its the @silver crown - your plugin is fantastic

silver crown
#

the? ๐Ÿค”

#

Thanks ๐Ÿ˜‰

gloomy pollen
#

well i played around with the first one you shared on /r/unrealengine and seeing it progress has been inspiring ๐Ÿ˜ƒ

languid mica
#

Here I am @livid haven

livid haven
#

Sure, will continue here.

languid mica
#

Where would you like to continue at

livid haven
#

For context for anyone else who wasn't in #engine-source, I was talking about needing to gain experience as a dev to refine your skills, but also about gritting through the rough first experiences, not setting yourself up for failure with unrealistic expectations.

languid mica
#

And I have explained that in video game development all the resources you would require are online and accessible

#

Therefor any questions you have can be answered through research and "FEELING" is not required

livid haven
#

A lot of knowledge is, but there are still things you have to develop a feel for. The term "feel" here is kind of abstract because, well, it's describing abstract things.

#

At the end of the day, it even comes down to the way neural pathways develop from doing a thing over and over.

languid mica
#

I would like a few, not all, examples of abstract things in video game development that cant be researched

livid haven
#

Like any mental skill, practicing it literally optimizes your brain, physically, to do that kind of thing.

frosty bloom
#

Are you talking about ALL VGD or only the programming side of it?

languid mica
#

programming

livid haven
#

I'm speaking broadly, but it also applies to programming in specific for sure.

languid mica
#

I have someone else running the artistic side of it

keen parcel
gloomy pollen
#

programming is an art itself

languid mica
#

Yes but its an art that can be researched

#

If you needed a specific code to run a specific task. That can be reseached

livid haven
#

Just about anything can be researched and sure, it's easier to prime yourself to do something like programming with less hands-on experience compared to something very physical and/or creative, but it is still an element.

frosty bloom
#

The artistic side is all about feelz, experience is key for good art.
Programming requires quite a lot of experience before you can do stuff in a usable manner (My opinion).

worn granite
#

I'd say at that point you aren't learning to program, but rather learning to copy.

livid haven
#

The problem is that some lessons can't be learned just be reading something - you need to really grok it, understand it intuitively.

gloomy pollen
#

thats why i stopped following tutorials

languid mica
#

I dont agree with tutorials at all. Takes to long to understand someone elses point of view

#

I look at the code

gloomy pollen
#

how often do you find some code that works exactly the way you want it to

#

i always have to massage it even when copy/pasting

livid haven
#

If I tell you you should prefer composition over inheritance and give you a few examples, you might kind of get it, but not necessarily really see the value in it. Same thing with global state and singletons and why they should generally be avoided.

#

There are so, so, so many interacting bits of knowledge that no one can give you a giant rulebook you memorize on how to be a "good" programmer like them - they can give you some of it, but most of it is all interconnected and not entirely conscious.

languid mica
#

Sion you just taught me something

#

which is my point

#

People can learn things through others experiences, I dont need to experience it myself.

livid haven
#

I'm not saying you can't learn anything from observation and communication. I'm saying you can't learn everything from it.

tranquil rose
#

Yeah, those who paints by colors is not exactly an artist until they learn how to tie those colors together for themselfs how they want them to be represented, as a practitioner of many martial weapons, you can watch videos about how to do the different moves but they way you tie them together is up to you to interpret, no one is going to say, do these ten combos like this and you win for sure. Like nunchucks, when I started out I went about learning the moves, but then I had to spend a year just learning how to use them all efficiantly and with great power at the right moments, sure, maybe a teach could have told me how to do it, but I doubt the results would have been the same as the ones I came up with myself.

languid mica
#

Sion are you saying, in programming, that I cant learn everything there is to learn about the code through research?

gloomy pollen
#

there are learning styles/preferences, some have to be hands on and experience it themselves

languid mica
#

preferences are irrelevant we are not talking about optimization.

livid haven
#

Practically, yes. You can learn everything about C++ as a language, but that won't make you a perfect C++ software engineer.

languid mica
#

Im not trying to be perfect

#

Im trying to build a video game.

livid haven
#

Okay. It won't make you a good C++ software engineer either.

tranquil rose
#

It looks like your satisfied being mediocre, that's cool.

languid mica
#

Thats ok. Just trying to build a succesfull video game. Thats what this is all about

#

mediocre is an opinion sir.

livid haven
#

I say, build a video game, then another, then another, and inch closer towards success.

#

But don't assume your first, inexperienced project can be this grandiose affair that'll reach success.

languid mica
#

Why cant my first game be as succesfull as I want it? Thats my question

livid haven
#

Because it's just not likely and that's okay.

languid mica
#

But its possible

livid haven
#

Because video games are extremely complex.

languid mica
#

but researchable

livid haven
#

Not entirely, no.

tranquil rose
#

Yeah, everything is perspective, your reality is different from mine, pfft. This is a universe built one on and off, when somethings on, its on, when its off, its off, nothing to interpret there.

languid mica
#

Yes it is. I can learn from others mistakes and triumphs.

livid haven
#

If it were, then multi-million dollar businesses trying to maximize profits wouldn't ever fuck up if it was just a matter of researching and getting the right answers.

languid mica
#

But I dont need to build the best game. Just a succesfull one

cloud cobalt
#

100 games are released every week on Steam, basically 15 per day. How's yours different and unique ? How many journalists are going to cover it ? How many millions of people are you reaching on social media ?

frosty bloom
#

To build a successful game you have to be good at what you do, in all aspects obviously

gloomy pollen
#

this guy just needs to be left alone to try to walk the path he think exists

livid haven
#

But what is successful? Most would say that means either a) being well received critically and/or b) making a profit.

languid mica
#

@cloud cobalt exactly. All of that is obtained by learning from how the people view the game.

floral heart
#

@languid mica You don't need to choose the right bet, you just need to get lucky.

gloomy pollen
#

talk is cheap

livid haven
#

Neither of those are likely to happen when you don't know enough.

cloud cobalt
#

@languid mica Mostly all of this is reached by spending hundreds of millions

#

Simple truth here

frosty bloom
#

That's what I'm saying too Sion. games like flappy bird are 1 in 100.000

languid mica
#

@livid haven Now you are understanding. What is successful? thats the question.

#

But thats not what this is about

frosty bloom
#

no skills, just lucky hit. so to speak.

languid mica
#

Its about the ability to learn what people see in a video game

#

which can be done

#

Look at steam. Look at the top rated games. See why people like them. And code from that

cloud cobalt
#

Sales on Steam correlate to player views on Steam, and views on Steam are basically a function of your marketing budget. Look at big editors to see how they do it

languid mica
#

just an example

cloud cobalt
#

Best selling games on Steam are just best advertised

#

And not too shitty

#

Quality, uniqueness etc are just a multiplier

tranquil rose
#

I plan on making a bunch of flops before I stick a landing, that is a healthy attitude. Thinking you are going to strike it big the first time with mediocre knowledge and NO EXPERIENCE, that is what we call delusional.

livid haven
#

I want to make it clear, I'm not trying to discourage anyone from getting in to game development or trying to make their first game, I'm saying don't expect your first game to be a successful magnum opus - it's going to be shit and that's okay. Your next one will be better. If you try to take on something way too big, you'll slow down the learning and iterating process.

languid mica
#

Im not trying to make the BEST GAME EVER. Im just trying to make a game that I can call my own and have it do well. But Sion thinks that CANNOT happen

cloud cobalt
#

^

worn granite
#

when did this become about whether your first game will be successful?

livid haven
#

I didn't say can't, it's just really unlikely, which is fine. Just have reasonable expectations.

worn granite
#

Also if your first game takes off please let us all know, that'll be close to a first

languid mica
#

@worn granite back in the other chat lol

livid haven
#

@worn granite It's relevant to my saying that you need to learn and refine from experience. It's implied by what I stated - if you need to learn and refine through experience, then the first thing you do is going to be mediocre, at least relatively speaking.

languid mica
#

unlikely, sure, but how dare YOU tell someone else that there game will be shit.

worn granite
#

Shows how closely I'm following then, I thought it was about whether you can become a proficient software engineer by reading alone

languid mica
#

Ahh ya we were having a conversation in the engine-source channel

livid haven
#

I mean, I dare because I have a lot of experience and I'm far from an isolated advocate of this view.

worn granite
#

If I were to attempt to develop a game solo it'd be shit

#

big whoop

tranquil rose
#

Hah, your game will be shit with that dellusional attitude you got towards experience and that is ok man, we all suffer the same human condition.

languid mica
#

Thats why you would fail then.

cloud cobalt
#

@languid mica Your first game will be shit because you have no idea what you're doing and how

worn granite
#

Because I know my limitations?

languid mica
#

ok thats fine

#

I cant wait to prove all of you wrong

worn granite
#

I mean I can work around my shortcomings

cloud cobalt
#

And maybe it won't be shit, you know, maybe it will just be average, and average games sell a few hundred copies

worn granite
#

If the game acknowledges it'll be shit then it can at least play off itself

tranquil rose
#

Do it man, that would be wonderful but dont go around saying its going to be a hit, counting your chickens before they have even been laid as eggs.

languid mica
#

Im not saying its going to be a hit

#

im saying its NOT going to be shit

#

HUGE difference

tranquil rose
#

that is success man.

cloud cobalt
#

Sure, but it's also going to be shit

worn granite
#

From my perspective I see

Hey be realistic, lots of people have had your attitude and they got hit hard by reality

How dare you!!one1!

tranquil rose
#

if it aint a hit, it isn't successful.

livid haven
#

@languid mica You strike me as the type who believes in being "hyper-rational". Back up for a second and consider then, what is the likelihood that most people with experience in the game industry who have achieved success share the same conclusions on this subject?

fierce tulip
#

well he'd be successful at publishing his first game. thats success on its own

#

many people always say they are going to make a game, a few percent of them start a game, but a minimum even finishes em

#

id call that a success no matter what

floral heart
#

You can put a javascript "game" on a web page and call it published.

frosty bloom
#

The point of this discussion if I understand it correctly is : Don't expect to much from the first game, if you go in with high expectations and it fails miserably you might back out from game dev for reasons that could have been under your control.

livid haven
#

@fierce tulip For sure, that's where defining your bar for personal success is necessary. But the project will still likely be mediocre because... well... how can it be anything but when you've got so much better to get at things?

cloud cobalt
#

I'm on my second game myself, it's shipped, it's been years in the making, and I work at a large game company ; I'm really really comfortable saying everyone's first game sucks ass, including mine. Hell, my current game sucks too, looking closely.

#

The point is, plan it small and nice and easy

#

Because it's going to suck regardless

fierce tulip
#

@livid haven and thats why van gogh prolly had so much issues :p

languid mica
#

@cloud cobalt what game

livid haven
#

@fierce tulip Also why I opted to become an engineer instead of an artist. Artists always know that their work is shit, until the day they die. Engineers spend their life not knowing how shit they are, perpetually only realizing how shit they were once they become better at it, at which point they're relatively not-shit. ๐Ÿ˜›

languid mica
#

@livid haven People who are in the INDUSTRY have different points of views

livid haven
#

Of course, but this is a pretty common one among industry peers.

#

I'm not suggesting fallacy.

languid mica
#

But still

#

in the industry

livid haven
#

I'm suggesting a correlation.

languid mica
#

What about people who have succeeded outside the industry

livid haven
#

I don't know what you mean.

#

Like, film?

#

Music?

languid mica
#

no. A game developer who wasnt funded by someone part of the system

worn granite
#

Don't most people outside of the industry also state that early work is crap and it takes them more than one try to get something good?

livid haven
#

If you're making games, you're in the game industry.

cloud cobalt
#

@languid mica Look closely and find a successful game developer who succeeded on his first title

livid haven
#

Being indie or amateur doesn't make you not a part of the industry, you just might not feel like you are because you don't have much to show for it.

worn granite
#

Hell I'm on the fringe of this "industry" as you describe and I lean towards a person's early work being shit in comparison to anything else they go on to do

cloud cobalt
#

Not counting early game history, obviously

rose bison
#

you just get sooo much better at things over time

languid mica
#

Why not Stranger?

frosty bloom
#

Astroid, biggest hit

tranquil rose
#

The only rational thing you seem to be good at is rationalizing how your right and everyone is wrong xD

languid mica
#

This isnt about being right or wrong

#

Im trying to learn here

fierce tulip
#

heck, ive been in this industry for quite a while, but I'd expect my first game to be rather shit as well, regardless iof my previous work and game jam wins

livid haven
#

@tranquil rose Try not to make it personal.

worn granite
#

Cause when games literally were just becoming a thing, all products on the market were their creators first attempt

tranquil rose
#

Hah, your right, sorry.

languid mica
#

@livid haven thank you

cloud cobalt
#

@languid mica People weren't picky in early game history because anything was new and shiny

#

Doing a good game in 2018 isn't anywhere near as easy

rose bison
#

depends on how you define "easy"

floral heart
#

I was shocked to learn Wolfenstein 3D had an awful 2d predecessor.

rose bison
#

writing a game in assembler with 2kram

livid haven
#

Holy shit, it did?

#

It did.

languid mica
#

@cloud cobalt I agree but People can be studied and then a game can be created with their interests in mind, correct?

cloud cobalt
#

@languid mica The larger point people are making isn't that you shouldn't do a video game, it's that you need to plan for getting better, and getting better will require doing shit games first

#

You can study all you want

#

Doing is different

#

You don't study paintings for 50 years and become a master

languid mica
#

Im going to do a good game. NOT SHIT. and then my next game will be a ...gooder(lol) game.

#

better i know

#

just lightening the mood

gloomy pollen
#

well talk is cheap, go do it

worn granite
#

Alright, that's what most people set out to do

#

Nobody sets out to make a shit game

tranquil rose
#

First, get knowledge, second, impliment knowledge repeatedly, third, use knoweldge and experience together to make something successful.

livid haven
#

Maybe you misunderstand what I mean by "shit". I'm not saying it will be completely unplayable, unfun garbage.

languid mica
#

@livid haven give me an example of a shit game

#

just so i know where your head is at

rose bison
#

just check ludum dare

livid haven
#

I mean it'll probably be mediocre. It'll be fun because it means something to you, but any random stranger you give it to will get bored in a few minutes because it's just whatever.

cloud cobalt
rose bison
#

you get a huge pile of ****

cloud cobalt
#

Here's my first game

tranquil rose
#

Hah, randomly choose a game on steam, you'll probably hit paydirt.

worn granite
#

If they even open the game

cloud cobalt
#

Roast me, etc

rose bison
#

people trying to make their first games, it is easy to spot low quality games and judge how experienced people making them are

fierce tulip
#

I think jim sterling has shown enough shitty games XD

floral heart
#

@cloud cobalt Oh look, a playable art showcase.

cloud cobalt
#

@floral heart Complete with really bad gameplay ๐Ÿ˜‰

#

(All of it mine)

fierce tulip
#

@cloud cobalt too many vertical lines XD

cloud cobalt
#

(The bad gameplay, I mean)

livid haven
#

You can expect your first game to be at best medicore with a shred of novelty - maybe it shows some promise, but you can't deliver on it well initially because most of your time and effort is spent learning from your mistakes.

#

And no amount of reading/watching and not doing it will change that, because, literally, human biology.

rose bison
#

I think we just encountered a severe case of dunning kruger effect

languid mica
#

This conversation could have been avoided had I(my fault) not assumed what your classification on SHIT meant

livid haven
#

It's fine, don't stress it.

#

It was a subjective term.

languid mica
#

Im still waiting on your classification of shit

cloud cobalt
#

Shit means "no one will remember it as a real game"

languid mica
#

i want to see examples of a shit game

floral heart
#

Shit means you will cringe when you look back on it.

gloomy pollen
#

by that definiton, all my code is shit

#

LOL

floral heart
#

Apparently Gabe Newell has regrets about Half-Life... that makes it shit.

tranquil rose
#

It was shit, in retrospect.

#

At the time it was cutting edge.

#

Thats the way things go.

floral heart
#

Yeah, there were some shity parts. Xen. The tanks that couldn't drive. Etc.

languid mica
#

Thats not the point guys....On release Shit

livid haven
#

@languid mica Shit, mediocre, subpar, forgettable.

gloomy pollen
#

yeah and hindsight is 20/20

tranquil rose
#

Hah, that damn tank!

cloud cobalt
#

Take that

#

Those are shit commercial games

livid haven
#

(There was a C&C4?!)

tranquil rose
#

Fucking dynasty warriors? It wasn't that bad xD

languid mica
#

@cloud cobalt I promise you our game will be better than ALL of those.

#

Therefor NOT being shit

gloomy pollen
#

"drop that beat like an ugly baby" well now...

cloud cobalt
#

Doubt it

floral heart
#

Being better than the BOTTOM ONE HUNDRED is not a high bar.

languid mica
#

But thats his definition of shit

#

which is all that matters

cloud cobalt
#

@languid mica Most games here have 1 out of 3 players who were happy with a paid purchase

floral heart
#

๐Ÿคท๐Ÿพ

languid mica
#

in this context

tall pendant
#

Godus on #17?! that list can't be correct.

cloud cobalt
#

Anyway, I'm off for today

ionic parcel
#

what is a good terrain editor to make maps on?

tranquil rose
#

Yeah, me too, Veach Bot, you sure learned us good. Happy Dev'ing.

cloud cobalt
#

@languid mica Words of advice from someone who didn't set out to become a game dev - I've worked on games for a decade now on my free time, etc. Start with a really simple singleplayer game that has a decent original idea, complete it entirely, including releasing it to people, fixing bugs, etc. After that you'll have much clearer ideas about games. Most people don't get that far.

floral heart
#

Considering how Steam Direct has gone, Godus shouldn't even be on the bottom one thousand.

cloud cobalt
#

90% of people start with an open world multiplayer PUBG wannabe with survival zombies and give up a week after

#

Don't do that

languid mica
#

not doing it

#

Dont worry

cloud cobalt
#

Do something simple and try to do it entirely, even when you see it's shit ๐Ÿ˜ƒ

fierce tulip
languid mica
#

FPS are dying

cloud cobalt
#

You mean like PUBG

#

i'd love to be dying like that

floral heart
#

PUBG isn't FPS.

tranquil rose
#

One last thing. I have four really strong game concepts that I have been writing for a looong time, those wont see the light of day until after I have enough experience under my belt to not ruin them.

floral heart
#

(And the award for nitpick of the year goes to... ME!)

languid mica
#

ya pubg is a tps right?

cloud cobalt
#

Anyway, good luck

languid mica
#

Stranger you said to roast you on your game. Where are your hands bro lol

livid haven
#

He linked it earlier?

tranquil rose
#

On your gurl!

languid mica
#

Twas a joke sir

#

oooo snap

floral heart
#

Obviously Stranger can't aim, or he wouldn't have made the enemies glow in the dark. /roast

frosty bloom
#

@fierce tulip how have you not renamed yourself to MemeMaistro yet?

livid haven
#

To the point, Stranger's project looks to be well done, but it's still a forgettable generic FPS... ๐Ÿคท It's an accomplishment as a first game, not as a game on the market.

#

I'm sure he learned a metric fuckton from doing it though.

fierce tulip
#

lol metric fuckton

livid haven
#

Multiplayer is a huge one. Creating an account system with persistent statistics, also a lot to be learned from doing that.

#

I wouldn't even know what to post as my "first game".

gloomy pollen
#

well everything you have said is inline with what I have experienced thus far

rose bison
#

I am proud to say that my first game was a pong clone - and it was utter shit

livid haven
#

Maybe that project I did in the middle of college? It was for a class, but it was my own thing. Totally ripped assets from a flash game though.

rose bison
#

I loaded a texture every frame and it killed my notebook

gloomy pollen
#

yes pong clone, me too

languid mica
#

@livid haven What kind of computer did you use to create your first game. And then my 2nd question is what would you recommend?

livid haven
#

Oh, sure, I mean, I did the obligatory pong/tic-tac-toe, but those were assignments, not my game. I wasn't writing them from scratch, I was filling in whatever assignment per instructions.

languid mica
#

Ive noticed a lot of devs dont even have decent computers

#

So the bottleneck as we talked about earlier happens much faster

livid haven
#

Uh... it was a school laptop, would have to look at what the specs were

#

But this was circa 2008, 2009.

#

My current rig is a monster I built so I could work on Fortnite, so it's not a good comparison point unless you're working on an a) multiplayer b) AAA title.

languid mica
#

Dual titans?

#

64gigs or ram?

livid haven
#

Nah, not that crazy. That's way more than necessary. 32 GB of RAM though.

#

GTX 980 Ti in this one, 1080 Ti in the other one.

#

Both have i7-6700Ks.

#

And 32 GBs of RAM in each.

languid mica
#

What genre of game hasnt made much headway into the industry?

#

Or rather has fallen off

#

Ill include that

rose bison
#

I heard mmos are coming back

#

lol

livid haven
#

I don't really need more than 32 GB with my particular work, but I do approach 32 GB running 1 server and 2 clients (1 of which is a full editor session).

tall pendant
#

Point and Click Adventures.

languid mica
#

@tall pendant like Diablo?

tall pendant
#

almost ๐Ÿ˜„

languid mica
#

๐Ÿ˜ƒ ok

#

thats a poor emoji for what i wanted

#

๐Ÿ˜

#

there we go

livid haven
#

Point and click have been kind of coming back a bit?

#

Kind of.

languid mica
#

Yes but not in a good way

#

They lack difficulty

#

Im sure your smart enough to see where im going with this