#ue4-general
1 messages · Page 199 of 1
They did yeah. We have some Studios here that focused on P'n'C Adventures. They have to move on tho for financial reasons.
I guess Tell Tale Games is kind of a Point and Click adventure studio?
i spose
but im talkin bout real ones, like find a hidden object or sort out some puzzle
lack of shaders and content
odlschool stuff 😄
daedalic kinda revived point and click, at least in germany
Oh yeah, Daedalic.
hmm personally i find the Telltale games more to be a series of QTEs with some Story elements.
they've grown into a full fledged publisher from pretty much nothing
hehe
If you're female you have a better chances at ur pnc succeeding
So a small handful of point and clicks in recent memory. RTS is basically... uh.... Starcraft 2 and... Ashes of the Benchmark Singularity?
@rose bison Yup. But they have to reconsider their new projects IIRC
Lost Ark?
Dawn of War 3. Or should it be called Dusk of War 3?
Death of Warhammer 1
Oh, right, DoW3 did happen.
speaking of RTS games: https://www.kickstarter.com/projects/kingartgames/iron-harvest
Total Warhammer or whatever it's actually named
Total Warhammer... sort of.
I'm cautious about Iron Harvest. I loved Scythe. I'm not convinced these guys will give it the love it deserves, yet.
you can alwayys just play AoE3 complete
Oh, right, the Iron Harvest KS just started. I did get that e-mail.
Why do people need money for developing a game?
If you create all the assets yourself
... wat?
Marketing?
Because the local utility companies don't accept blowjobs
erm
My rent is 1150 USD a month.
Even if you're entirely solo, you're not feasibly going to work a day job to pay your bills and make a game at the same time.
"feasibly" being at full capacity without threat of burnout
😄
me too, still suffered burnouts and meltdowns hehe
🤷 I mean, I can't calculate that. I'm not married, but I make six figures and she's a renaissance festival hippie, so being a couple doesn't necessarily mean more money to support things. :X
notto mention 5 years of rehabilitation because my wrists got ffed up due to always doing what I liked
Burn out happens when the emotional and physical stress of a task or project begin to overwhelm your drive/will to continue.
Minus the personal stuff....What else would you spend money on, for a video game
Other than assets aswell
I see a ton of people doing that
blows my mind
If you're talking about specifically just working on something just yourself, that's a bit different than most cases.
So there would be a point where total profit would be feasible?
Other than licensing/copyright of course
For one, you should definitely form a legal business entity before you a) sell things or b) hire/contract people.
Yes of course the LLC
There are costs for filing that and for lawyers, naturally.
well unless you have lawyers that will do it for free
Marketing, which is a must, but that doesn't necessarily mean paying for "ads".
Yes so there it is Marketing as i said earlier. Thats my only issue ive found
and lack of knowlege on the engine
It could mean having a person you pay to post on Twitter and Reddit and having forums and all that kind of jazz - it's indirectly marketing.
Community manager kind of thing.
Potentially. Again, a lot of work to go around.
Oh, no. You don't want to do marketing after it's completed.
Whys that?
You want people to be ready to buy your product the moment it's available, not months later - those are months where you're not making any income.
Besides that, people do enjoy the hype of an upcoming release. It gets them engaged and looking forward to the next dev log or video or screenshots and ultimately the release.
Where as, if it's already out, either your trailer or whatever struck a chord with them or it didn't - their imagination isn't engaged to keep them interested.
Yes i agree
All of which can be done after the game has been completed. Therefor sharing the workload
I can complete the game. I have about 20 testers. which is low for what i want but friends come in small numbers. Then work on a bs dev blog lol
Its all about what the people see....not necessary know, correct?
I guess, but that's still time wasted.
If I had deadlines sure?
Release windows tend to be relatively tight.
If you're releasing on a platform that's controlled, like consoles, even more so.
Still got a practical release window to worry about - competition and being overshadowed.
I dont understand the release window. My game will be completed by the time I even think about releasing. Why, is that not standard?
Deep Rock Galactic is a Left-4-Dead-esque game from a new studio. It released in to Early Access like 1 week before Vermintide 2, another Left-4-Dead-esque game, went in to close beta. Stuff like that.
there's apparently no way to get help with this problem
@rustic panther Links? I'll let someone know internally about that link being garbage. Also, I am having the same issue.
it was sent to my email
@languid mica Strongly disagree, but I'm not getting on that soapbox right now.
Thats fine. I understand
@rustic panther Did you click "contact us" or did you reply to the e-mail?
Okay, so the link goes to accounts@unrealengine.com but that is an unmonitored mail box which responded as such?
Also, for maya you guys have 2 tools that are outdated
the Velocity Grid Exporter
doesn't work, but if you edit one line it works
ya accounts@ is dead
Well @livid haven thanks for your time. Like I said, The only thing I need is marketing and information on the engine. Both of which still stand.
👍
the Maya ARTs (Animation Rigging Tools) is heavily outdated, but it's shipped with 4.18 (\Epic Games\UE_4.18\Engine\Extras\Maya_AnimationRiggingTools)
and the Maya Velocity Grid Exporter is broken (\Epic Games\UE_4.18\Engine\Extras\MayaVelocityGridExporter)
I can pass it a long to someone.
this works though, I just changed one line (115) from float to int
thanks!
I changed some other stuff, so might want someone that knows what they're doing to look at it
when using a player controller
do I still need a capsule component like with a normal character?
nvm I guess that's not how they work?
PC has no dependency on its pawn having a capsule component for collision.
oh
okay
so for PC should I remove the mesh I gave it and other stuff
sorry I sound like an idiot lol
?
idk how to word things
You gave your PC a mesh?
I thought that player controller was a replacement for character
I misunderstood
nvm
Nope. Controllers "possess" Pawns.
Player Controller is a type of Controller, as is AI Controller.
Character is a type of Pawn.
I don't know what you mean by "my control blueprints"
Also, this is super fundamental stuff for gameplay in UE4.
You can't not know it and get far.
thanks
I just lost all of my stuff I'm gonna remake it
fucking clipboard
not all of it
just one blueprint
but it was the most I worked on
you lost it from a cut n paste? or what?
you should check if there are any backup copies in Saved\ that are workable
Hey y'all, I am assuming I can request help here since I don't see other channels for it
I am making a UI (with the widget blueprint). I added an image and stretched it out so it covers my canvas. Keep in mind that my image is transparent. But when I play the game, the image doesn't fit the screen.
Could it be the camera?
That's how I put it in ^
I just slapped an image in it, then resized it until it looked like it'd fit within the border.
@wide lark My player camera?
What if you zoom out and hit play?
Hmm let's see.
On the bottom left it says 1280 x 720
Here is it
Go into your editor preferences and go to Level editor - Play
Well.. Maybe that doesnt help...
lol
Hmm
I just added an image to the canvas and resized it within the boundary
Wonder if it's tied to the camera then..
Want my blueprint data
Sure, I'll see what I can do
Lemme check
Figured it out
It's your anchor point
How do I fix it?
Well, I got one side to work.
I did right anchor on the right side
That's the result I get.
Now, just so you know, I'm not 100% this is the exact BEST way to fix this because I am NEW
I was just trying to work through it with you lol
xD
time flies by
¯_(ツ)_/¯
I am new too
Like I used to use Unreal Engine 3 to mess around
But I forget a lot of everything
Does anyone know why my foliage and leaves on trees flicker or shimmer? Is this a LOD/Mip issue?
Im trying to use the engine for Previs, maybe will the flickering go away when I render out an image sequence?
Can anyone help me make a weapon inventory system? (That's multiplayer compatible)
what a gorgeous engine
why?
@snow crown its concerning someone in the lookinfortalent section
i cant pm you
try now?
I set my settings to recieve pms from anyone roy, maybe thats it on your end?
I sent you a friend request, is that the problem Roy?
I'm having a weird issue still with aim offset from a project I got off the market,
The only thing I'm doing differently in this than I've done before is setting the aimoffset in the weapon base parent bp
And this is how I'm plugging it in in the anim bp
This node is different it was already in the anim bp and I just copy pasted it into the anim graph
Here's how I have it in other parts of the anim bp
@grim sinew Thanks for that, regarding my blurry texture question
I have a character component and I want it to have child actors with independant physics (not attached to their parent). How would I do this?
anyone know why vector field volume actor is not in the class browser
using 4.18
did they rename it?
Topic is Unreal Engine, not things that were unreal.
@Dementiurge#1853 Oh thank you smart ass.
I get this when I doube-click a blueprint function, but it doesn't do anything..
I got VS installed .. do I need the 15GB of symbols?
What is the double click even supposed to do? 😄
search for it basically
I've been working with blueprints and want to see how they work in more detail
so i right click -> goto definition
or double click
and it fails
Yeah, you need to look in the engine source for the specific nodes you are calling if you need to know more about them
i probably need to download the symbols
You don't
Symbols are only useful for debugging
You need the "engine source" in the launcher
And then you can either search through files, or make your project into a C++ one and you'll get a nice Visual Studio project with all engine sources
Or you can have a separate engine installation that's cloned from the source repo
You'll want the symbols anyway at some point, though
The day you get an engine crash and need to understand it
HI there 😃
Quick question. Is there some kind of blueprint encyclopedia or something like that? Like a ressources page on this Discord? Havent found one so far but that would surely be useful.
Also havea nice day everyone
Not on Discord, but you can find tons on youtube and such
is there something similar to PredictProjectilePath - though where one supplies a target point instead of a LaunchVelocity?
@cedar snow not sure if such exist, but you can implement it:
https://www.youtube.com/watch?v=IvT8hjy6q4o&list=PLFt_AvWsXl0eMryeweK7gc9T04lJCIg_W&index=3
This video works through the problem of calculating the velocity required to launch a ball so that it passes through a given position. Unity files: https://g...
i'am slowly arriving at that conclusion too
i don't need it to be accurate, just draw a curved arc between two points
ue4 has a VR mode where you can use the motion controller to select and move an object around; and while doing that it's drawing a curved tether between controller and object
can't find that source code tho
you mean in the editor?
@vale osprey basically the tether here: https://youtu.be/afodIcU_vK4?t=2753
Announce Post: https://forums.unrealengine.com/showthread.php?142899 Zak Parrish is back on the livestream with even more info on getting started with you UE...
oh, i've found the source, it's in VREditorMotionControllerInteractor 😃
Well
I run into a real nasty problem
if I create a WidgetComponent when the game is paused it doesn't work. Widget components don't seem to respect the "Real" tick time
@frank escarp so about that 4.19...
hello everyone, I'd like to implement a moveTo AI behavior to follow a character but on its LEFT side. I'm basically implementing a dog heeling their master.
Is there a way to tell it not to just follow, but stay on the master's side?
You want EQS for that
I am trying to rig particles to a smartsuit that I am going to use. It worked fine with the 3rd person character but it will not connect to the smartsuit character. Anyone have any tips on how I could possible make this work?
oh thank you
@cloud cobalt they are preparing the forum post for 4.19
happens every time
normally takes 1-2 days to pop up
given that 15th is the GDC preview day, i expect it to be released tomorrow or today
the full 4.19 release?
ergh, I have some sort of blueprint corruption issue and now nothing in the entire project can be opened without crashing the editor
just get log spammed with errors like this:
Error: [Compiler BP_RadVolume_2] Can't connect pins Volume and Self : PLACEHOLDER-CLASS BP Rad Volume 2 C 12 Object Reference is not compatible with Self Object Reference.
Looks like hot reload dun fucked up
@faint cedar I'm looking at EQS but it doesn't seem to be a fit for what I asked, maybe I'm not understanding it. I just want that my dog follows my character on the LEFT whenever I move.
Maybe I just have to compute the left side of my character in a task which sets a billboard value which is the reference of the moveTo?
Any idea when 4.19 is coming out?
around gdc most likely
@open isle today or tomorrow most likely
given tomorrow is the GDC stream, its very likely they will have it then
@frank escarp Thought GDC was next week?
preview stream
GDC2018_CommunityTab_Banner.jpg
WHAT
The team is preparing for Unreal Engine's biggest GDC (http://www.unrealengine.com/en-US/blog/epic-games-goes-big-at
ah ok
does anyone know how to get an onclick event for actors objects spawned using spawn actor of class?
or get their individual id's per say?
Has anyone tried that 16-hrs tutorial SpaceShooter game starting from nothing to a fully finished package game. it really shows the full Overview on how to make a UE4 game, I don't know the author is but i want to contact him to Thank him for this tutorial it really helps me a lot
@worn ocean Do you have a link?
wait i dont know where to upload the game
Any ideas what's causing this and or how to fix?
I'm talking about the corners btw.
You need to show full screen
Otherwise I don't know what am i looking at @weak harness
Did you zoom out...?
what is the blue thing in the earlier pic?
This issue existed prior to using that though.
In the top one I'm using it and the bottom oe is a different map that isn't using it.
so you're looking at the sky in the earlier pic?
In both
The top one has 2 skyspheres which is why one is lighter.
(Just to make it stand out more.)
so the lighter areas in the top left and bottom left corners in the earlier pic are the issues?
I love you
It had default settings and that was causing it.
ffs wow
Thanks for that quick guess. haha
One more issue
If I stare at the sun/moon it's blurry so if I want to see it I have to look at an angle.
isnt that just lens flare or autoexposure
seems like fog
try the distance
some things you can see at the corner of the screen opposed to middle
coz of things like fog/fov
or render/cull distance
Even if I disable the height fog it still does it.
yea id look into draw distance/fov
anyone know any decent articles RE working with nav meshes and blueprints?
mostly I'm looking for decent techniques of querying data etc
did anyone encounter this crash in Substance Painter?! it drives me insane and i can't find anything to solve it. sorry for asking this here
there is literally no information in that screenshot
@wary wave what information do you want, may i ask ?
one example might be for obstacle handling; taking a current position on a nav mesh and seeing if there's a valid point either on the opposite side (e.g. a fence or wall), or that can otherwise be reached by jumping (on top of a box) etc
oh wow
so graphine now does procedural virtual textures
(virtual texturing middleware that supports UE4)
i swear i don't understand what you are talking about
oh, you mean in regard to your screeenshot, not my own question
in the example in your screenshot there is literally no information, and you're not likely to get anything
the only thing I can suggest is 'update your drivers'
that's everything it gives me ...
i have the latest update
and i was so happy getting sp =.="
yeah or a cubemap if you don't need realtime updates
BlueprintNativization, will it ever work for me?
Is there any better performance solution for realtime mirror?
Why cant I resize the planar reflection any more once it's this big?
If I drag more of the scale it just turns into a chip
?
And the editor just crashed
wtf
Can anyone give me a hand in #cinematics
level sequencer?
So guys.. how do you feel about health bars?
1 health bar is not enough, 3 is too much. 2 is just right.
I am thinking being able to see a health bar if you have one might be good 😉
as for how it should look/work that's up to the game
like a FPS can get away with no health bar and using a screen overlay to show it
depends on the game. jrpg i rather see 9999/9999
action rpg a bar/hearts might work better
^^
fps what matthew said unless its oldskool one
I drew up some mock health bars, would you guys let me know which one is the easiest to understand at a glance?
They also have pictures to give you a peek
and the type of game?
then I would say based on the amount of "life" I mean hearts works good for small amounts. say 10 life with each hit taking 1-2 life is easily represented by hearts or other container items
but having 100 or 1000 is hard to easily show with set items
That one, I split the armor into 2 different styles
look at the way diablo does it maybe. an item representing health that drains and another that represents armour
I'll take out the ones that are bleh
For Zelda like I would go with non-normalized amounts. The more hearts you have the more you see on display
I want something that is easy to see at a glance
It depends on how damage is done too
When you get hit by an enemy, I want it to be very clear that if you take another hit from them, you will live or will die
That's why bars are iffy to me
Sure, do you want player to know how much damage they received too?
I mean, I could easily put a - 2 💓
Cause that is easy to do with non-normalized scale
But I want it to be a small effect if there is one
How discrete are your damage values?
Yes, like how much damage variation you can have from enemies?
Imo a red health bar, when armor is applied i'd add blue bar over the red bar, that depletes separately from the health red bar
In doom there is quite some variety and you can get hit by multiple differ opponents at the same time, then discrete hearts just won’t work
In Mario or Zelda you lose one heart from being hit by weakest enemy
I figured if I put a face that reflects how damaged you are, show it in hearts (to give a solid base), and have the picture and the first few hearts show armor on them when you have armor, it let's you see how you are doing
In Dark Soul you have a blend - a float health bar but it’s not normalized, so damage can vary but you still can “guesstimate” it
So.. do people like bars or nodes more?
It’s not about liking but conveying information
No point in using “hearts” if you have a 2000 units of health and damage is a random value out of 50
Just as no point in using bar if your heath is 10 hearts maximum and damage is some fixed amount of hearts taken depending on enemy
You see what I mean?
So what about the picture?
In Zelda, they let you know you are low by the most annoying beep in the world
I felt having a picture instead of beeping would let the player know they are hurting at a glance
Anyone else have the issue with the editor where it won't save the location of the "Play in New Window" windows. Very annoying when trying to test 2 windows at a time for multiplayer as they sit on top of each other.
lol what
4.19 is released
Someone forgot to make an announcement
Welcome back
afk, preparing dinner. maybe @ashen brook or @snow crown can do it
I decided to take some time to understand my finances
and how to market and fund my game
dutch 17:26
i now have a better picture
i hate eating late
I eat early too
will be in 5 min :p
avoiding the dinner crowd
lol, I eat at like 8pm most days
gf needs to go do stuff early hence eating early
Sometimes more like 10pm or so
k, afk
i realized for all the work and effort i'm going to put into my project
@warm mountain the new update is so new... google hasn't even noticed its an update yet
I haven't really thought about how to go about certain core processes
like how to coordinate my 3 voice actors to make the convo sound natural
or how I could get some extra money to hire others to help me set up a prototype
learned quite a lot recently
wow that maya to ue4 plugin
is OP
I was just wondering, is there perhaps anything in ue that I would not be able to make no matter how hard I tried?
Like realistically speaking
Not like massive complicated stuff, like average things in games
I wonder if you could build Unity in Unreal Engine xD
posted
lol probably
😛
Also I heard about needing to buy a whole massive expensive server for multiplayer, what's that all about? So can I not just set up multiplayer in a game from my computer alone?
"expensive"
like $60/mo
Depends though, you can setup so multiplayer is client <--> client
cod uses client-client multiplayer, so one client is hosting the game and managing connections
@azure shore what do you want the multiplayer to do?
Still no Niagara. :/
has there been any mention of features for 4.20 yet?
has there been any mention of features of 4.20?
4.19 was released like an hour ago @keen parcel
yep, that's why i'm asking.. often there is talk about future releases on release
and i'd probably ensure there were extra goodies in a .2 release
I don't know what the multiplayer would be like. Just any basic 3D platformer but you can join others. So would hosting work, rather than having a permanent server?
Would you still need a real life server for hosting?
use gamesparks, its free
@keen parcel there should be some info on their trello
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
thanks @restive eagle
np, there isnt much stuff there though...
oh god windows wants to force another update
hopefully virtual texturing makes it for .2
but i suspect it will be more sequencer related features like Niagara
Niagara is a talking point at GDC so makes sense.
woah, I had a look at gamespark and uh, woah
I didn't know multiplayer involved so much outside of ue
i wouldn't make your first project mp for sure 😉
Yeah... looks daunting
I wasn't gonna jump straight into it, but I just thought I'd like it someday
Whoops 😛
There’s nothing stopping you from making a simple multiplayer game specially like a one on one versus each other if you’re not too worried about security and just want some basic multiplayer it’s just after that every additional feature is just a multiple of difficulty due to multiplayer
hey there o/
anyone wanna assist me making a multiplayer compatible inventory weapon system?
I'm trying to setup a cinematic camera (with the sequencer) in ue4.18
but I'm having trouble trying to have the Depth Of Field to work
even with the Focus method set to "none"
did anyone run through this issue before?
yeah I see
is there any solution? or do I have to use the standart/simple Focus settings instead of the cinematic DOF?
i think there is a multiplayer inventory system on the marketplace
Guys how do I keyframe the DOF on the sequencer?
4.19 cancelled
lol
So how broken is 4.19? We gonna have some scalding hot fixes? or is it awesomesauce
Helllo everyone, I'm trying to have a dog follow my main character (heel). Everything works fine, however the constant trigger of the move to node in the behavior tree causes the animation to be reset all the time. See here: https://gyazo.com/abb46dfa85c29b6490ce5968889bc1e9
Anyone know how to avoid that?
Any suggestions welcome, I've tried playing with the interpolation times and speeds to no avail...
add some logic before the move to node which check IF it's close enough to the loop start?
if it's not, check again next frame
i'm setting the dog speed to be = to the character speed
also, you could use waypoints which are always half of the distance between them
i really want it to heel like a command dog
so, always walking aside the player
what you are suggesting would make it stop, pause and restart based on distance
maybe I'll just have to do that
seems to me like a bad animation blend. or lack thereof.
works perfectly if i'm far enough
the issue here is that the move to command gets called often, and everytime this happens the dog stops/starts instantly, messing the animation
oic
there is a better solution.. fix the dog location relative to the player and then create a spine path between dog current and dog new that fills this with 1 whole loop
woops
but only use that if distance is short
that went pass me over my head damn
I'm always computing the intended dog position relative to player
ironically i gotta take my dog out so gotta be quick, but yea.. a seperate system that works it all backwards. the dog placement at short range is switched to a method where it's location is fixed to the side of the player
then u need some clever logic to figure what anims to drop to fill that space
ok
Hello
Guys
On the sequencer how can I keyframe the DOF?
I feel invisible on the server o_o
there's many people working
@keen parcel if the walk with your dog has eventually generated an idea for me to try out... let me know...
@latent moth at the moment you are setting a target waypoint that changes the current dog x,y to target dog x,y
so, weirdly enough just using Move AI outside of a behavior tree works perfectly
wth
not really no 😄
i guess computation times to transfer variables over to the AI process are just... taking long enough to mess the animation
¯_(ツ)_/¯
check in #animation ?
i think a curve is the key on this one
but the exact nodes to use are beyond my bp knowledge
ok thank you...
i was going to suggestion a rather convulted method of switching from using move to >> set char x,y+10 so the dog is always there
and then you have to work it out backwards to fill the frames appropriately
but if there is rotation around the z axis of the player that would probably get very complicated and require spline paths or simialr - dunno
best of luck - cool feature
thank you
ok this should be real noob but... how do i get the location at 1.5m at my character's right
Get Actor Forward Vector gives me the direction I'm looking at, Get Actor Location where I am at, and I have a vector defined as 0 150 0 (so 1.5m right in normalized terms)
I feel stupid (I probably am)
but I can't find a way to combine those
@latent moth there is a get right vector node, you can try that.
Hey y'all, do you know any UE free models that I can use as a placeholder?
Where maybe it can bend the arms, legs, etc? Not sure what the term is but yeah lol
Marketplace is where it's at
thank you TechStudios!
Hello, I am currently trying to choose between Unity and UE4 for an engine to stay with.
Before you guys start telling me; Yes, I know the answers are going to be one-sided, since here everyone has experience with UE, but what I want to know is what the advantages (and maybe some disadvantages) to using unreal are.
I have been using Unity for 2-3 months or so (on-off due to demotivation issues) but I am now thinking if I should change to unreal. I don't know if maybe unreal is stronger interms of graphics etc. Is C++ maybe easier for beginners in the programming scene? What does the UE workflow maybe look like?
Thanks to everyone for their help!
@latent moth For?
Uh I just switched to Unreal bc the nice graphics are out of the box @plush yew
And the blueprints are intriguing
Unity is nice too
bruh how do you guys understand the blueprints
Practice
Depends what you are doing with it
So, just for the intruigness of the blueprints and the ability of the engine itself?
so does pubg use the code or the bluePrints?
I'm new, but I'm assuming not too long
It's atleast 42 hexadecimalcentimours to learn the basics of blueprints
what?
this is of course not adjusted for your personal skill
42 hexadecimalcentimours what is that lol
Lol Matthew 😄
so you are saying that it is easy to learn homie?
@dusty cypress sorry wrong recipient... I was actually trying to thank @grim ore 😃
It's a way of saying there is no way to tell you the answer because everyone has different skills and learning abilities
Ahh xD
it could take an hour, it could take 100 years.
OH
Yeah I was like I didn't help lol
Depends what you're learning tho. Specifics
Dedicate your time in educating yourself and you'll be on the road in no time
But yeah I'm still new so I can't say much haha
is it good if you can code f# c c# c++ python JS java COBOL fortran and pascal along with designing and modelling?
@ionic parcel I have been down the same kinda road before. Best advice is, dont think about how long it's going to take you to learn it, just head in to learn and when you do, congrats.
Yeah
Don't think really of it, you will learn when you do, basically.
Pretty good advice right there
if you already know how to program at a basic level then learning blueprints is basically learning how they work and you are good. watch the basic intro to BP series and you should be done.
Ok
@ionic parcel Depends what you do with the model I think
like weapon/player modelling or just modelling in general
Tbh I'm not good at modeling xD
Oh I think modeling is a whole new story
I wish we had less trolling in this channel
I'm bad at it lol
@dusty cypress how long had you been working with Unity? Did you leave it just for the intriguiness of the blueprints and the graphical ability of the engine?
Yeah because my goal is to make the graphics great. Unity can sometimes take longer to get the graphics you need. I love both engines though
Unity can deliver amazing graphics
Unreal is more out of the box
on unity do you have to have pro in order to really make a game like h1 or pubg or can u just use personal?
I think you can only make up to a certain amount of cash (from what I heard)
when there is a 4.19 Release, but Console still crashes Editor
With the personal edition
back to unreal lol
The differences are as follows: in Personal, you don't have a dark theme, you have a watermark, you can make less money with the game before Unity asks for a lisence. @ionic parcel
If you dive in for the sole purpose of making a h1z1 or pubg game and to make millions, you are going to get eaten up, emotionally drained and give up in the same week most likely.
i have a whole team though
its not just me
lol
or that would be like a whole nother world
Even with a team of 400 people, you are NOT going to be able to use unreal to make a h1z1 clone in under 2 years
Well, let's say 40 people actually.
i was planning on making my own
but just to attempt a small one on one of the 2 (unity or unreal)
If you have basic or intermidiate knowledge of programming then go and make small games and have fun.
Don't think about the money just yet, especially if you're just starting out.
That doesn't mean you should dive in a programming language you dont know, in a engine you dont know that uses that language, expecting to make millions with a team that doesn't know what it's doing.
the only thing i really dont understand is animating
like running animate
but yes i do understand @plush yew
Pubg took a big team of highly talented individuals, perfect timing and really good marketing to make that kind of money in that sort amount of time.
yes
Ok so if i really wanted to learn how to use blue prints whats the best way
to just mess around with them or
If you go in game dev with a money-making mindset, be ready to find another job by Saturday.
Tutorials and trial and error.
that is not case at all
i love the game development asset doing it and learning it. its a passion. i dont care if i make 10c in the first year
the small grad hat in the top right?
wat?
the little blue thing in the top right
'''learn'''
yes i know
start here: https://docs.unrealengine.com/en-us/
this might sound crazy but the official docs are great
(for once)
Just like unity's
he just swore 😉
i did try unity a couple of years ago
just didn't give me a warm glow
no technical reason, just love at first compile with ue
i think it's that sound fx
"thwwwamp"
@ionic parcel how did you find your team?
@keen parcel I am really in a sticky situation, I really don't know what to start with. I have experimented with Unity but I dont know if it will stick with me.
Some people say C++ is harder to understand but more jobs look for that skill.
@plush yew what type of game are you making?
Well, just looking to learn programming before going for a Computer Science degree in Denmark, just not sure what engine to start with.
@plush yew that's easy.. python to C++/Unreal.
I also posted in the gamedev subreddit and got some feedback there.
just start with python and get into object's and such there..
also fiddle with machine learning in python, it's apparently pretty good for it
So, you think I should change to unreal? Will C++ really be beneficial in finding jobs or helping me in game dev?
the quality of your work will be the defining factor.
if you have an idea, the engine should be unimportant, unless there is a specific technological constrant you have to work around or overcome
if you want to be successfull in game dev, dev a game. dev a ton of them.
fail faster, learn more, show your work and that's how it goes.
So, you don't think engines matter if I just want to learn game dev?
They don't
nope
What about the actual languages? Which do you think will help me in the long run?
UE4 is kind of great for artists learning development, Unity is easier to learn programming I'd say
which ever one you are most comfortable with
i'd agree with stranger on that, for the most part
that's why i suggested starting with python
it will teach you all the really important lessons, in a much more easy to digest manor.. it helps get in strong conceptual learning more easily with faster feedback than some other languages.
Well, when thinking about the graphics side of things, I really think I would do more lowpoly stuff, but big, beautiful sceneries like a realistic forest would be nice. I don't know if Unity would give me a nice workflow for a big, "high-poly" game, but I also don't know if unreal would be okay with quick, low-poly games/prototypes.
So, from Python go to unreal?
either would work, unreal would give you faster access to the making the game side of things with out knowing how to program via blueprints
you don't NEED to know c++ to work with unreal..
8D
game development is about principals of designing games and rules, first of all.. you just need pen and paper for that.. no programming, no engines, none of that.
i've been learning a shit tonne about it lately.. 8D
i kinda get the feeling that maybe you don't know exactly what you are going for..
that's not bad, it's kinda normal really.. i just want to get a sense of where you are..
As far as Unity is concerned I believe it promotes bad practices.
Yes, I don't really know what I'm doing/going to do.
then lets sit back and discuss..
but i want you to rethink everything you want to do, with the following phrase in mind.. "Start with the End in mind.".
I have a basic understanding of C# because I had been experimenting with Unity, but I don't know if I should stick with Unity before,during and after my uni years.
Okay
c# is like a hammer, c++ a screwdriver, python is a wrench.. all of them are just tools in the toolbox, that you will reach for when you need to fix specific problems.
For sure. The problem then becomes trying to use a hammer as a screwdriver.
Stuff like, using python in production code. Using C# for time sensitive operations. Trying to replicate LINQ in C++... and so on.
that's all kinda high level though..
what do you want to end up with?
where do you want to end up at?
Well, I started wanting to work on games with an indie studio, but a nice programming job would be also nice. I have checked a couple of Comp Sci universities in Denmark where I am planning to go, don't know about my Major, but my Minor will be in Comp Sci. Until then, I want to learn to make games in an engine that will stay relevant, or atleast, if it's grows irrelevant, be easy to adapt to another language quickly from the first language. I am currently leaning towards leaving Unity and learning how to use unreal and the language associated with it, since unreal has more graphical "power" and C++ is a language that will be beneficial in job finding in the future (as most people said/pointed out.)
then stick with unreal as you will be able to do more, faster. and learn programming seperately as you go through uni..
it'll be easiest that way
Well, think about this. You could just as easily pick up SDL or LibGDX or Xenko or any other toolset in the market. Learning the tools alone will limit what you are capable of doing. One of the things that my Software Engineer professor said that has yet to be untrue is "A professional worth their salt only requires two weeks to learn a programming language and write it with the profficency of someone who has done it for two years. Toolsets may take a bit more time, but no more than two months." Lets say an indie studio you want to jump into is a Unity shop, but you know Unreal. Would it be ok for you to lose that opportunity just because you decided to specialize in Unreal? Don't get me wrong. I don't like Unity for many technical reasons. But rather than learning a single tool very well, the best thing you can do specially in your uni years is to learn to become a good craftsman.
Learn to learn well and to learn and fail fast.
the university years are the ones where the cost of failure is minimal.
see, my dark secret is that i can't seem to learn to program.. like at all.. so i am using unreal to get around that crutch.. 😉
Aah well, I am a Software engineer who had to learn quickly, or starve in the middle of my undergraduate career.
If i can give you a tip, would be: Start from the blueprints. I was used to hate blueprints, but you have the grafical thing, you know, the visual thing. You can make somethings in c++ but you are blind if you are new in gamedev, you can't see the abstraction of it. I was like WTF IS THE ROOT COMPONENT, WHY I HAVE TO DO THAT. And things like that and others came to me through blueprints. Now i only make my stuff using c++ but it's all because i can see what i am expecting to do.
unemployed disabled jackass, trying to do something that doesn't suck with my life.
If that works, it works. I had to come from C++ to BP. I thought I was going to hate them. But I can see their usefulness.
@empty plank Yes, dude. I'm only know php, java, mysql, js, c# and things like that because i need to survive
but all i want is peace to make my games.
zz
I mean, take the advice with a grain of salt. All the games I have shipped have been failures or burried under university policies.
But one quick question; What would be faster, learnign C# when already knowing C++, or learning C++ when knowing C#?
For sure.
If you know C++, you can basically work with any "higher level" language easily.
C# is a higher level language, so going to C++ is more difficult because it is a "lower level" language.
@plush yew For me was C#, i started with C++, i didn't saw a single video to start c#, lol
Because Blueprints may be great and all, but if I need to do what Cyber said, (learn to not just specialize in unreal, but to learn Unity and stuff like that) I will need to learn C#.
So c++ -> c# is easier, gotcha
Right.
For clarification on the high vs low level thing: A low-level programming language is a programming language that provides little or no abstraction from a computer's instruction set architecture—commands or functions in the language map closely to processor instructions. Generally this refers to either machine code or assembly language. The word "low" refers to the small or nonexistent amount of abstraction between the language and machine language; because of this, low-level languages are sometimes described as being "close to the hardware". - Wikipedia article
uhhhhh....
@plush yew https://www.amazon.com/Programming-Principles-Practice-Using-C/dp/0321992784 good look
hides in a corner
Basically, high level languages do a lot of things automatically for you, make a lot of assumptions and interpretations, which makes doing simple things way faster to accomplish.
ohhh, now you're speaking my language (sort of)
Low level languages don't do as much out of the box, which means you generally have to write or use more code to do the same things, but you have much finer control over how they're done, so you can do things more efficiently.
For instance, C# uses garbage collection for dynamic memory. C++? Handle it yourself, don't fuck up.
Gotcha, I will most likely be staying with you guys, but don't expect anything big from me. 😄
@plush yew You don't need to reinvent the wheel for productions. But for learning, yes.
At the same time, UE4 uses C++ but has garbage collection. How? Because they wrote their own garbage collector using C++. 😃
I am an easily demotivated, brain dead 16 year old trying to make my future kinda better 😃
i started with your age 😛
The demotivated thing, you'll really have to break.
Game dev isn't easy. It's underpaid, underappreciated, and overworked.
Only reason to do it over something else is because you need to, because the satisfaction you get from it is worth the hassle.
Well, it has gotten really worse, but there is really no proffesional help where I live, I just need to suck it up most of the time.
// Game dev isn't easy. It's underpaid, underappreciated, and overworked.
and, at the final, at least, you know c++ and c#
Gamedev and Taekwondo are the two things that even if I get demotivated, I go back in.
That's a shame. I'm sorry to hear that. Hopefully you can mitigate that if this is really what you want to do, be it as a hobby or as a career.
you can use things like Chromium and make some cool desktop apps with css, html
Nothing else has that outcome on me
^^
I just hope at the least, I get a decent job, even if it's really out of the dream I have now.
It'll be better than here in Greece, that's for goddamn sure.
Even if it's underpaid, underappreciated, and overworked.
Don't do by the money or by the job
do because you love it, otherwise, you will get frustrated and will waste your time
=/
It's certainly possible to do really well in the industry, don't get me wrong. I'd count my self up there at this point.
I would never do gamedev for the money, general programming in the future, maybe.
But gamedev is something I really love, and I don't want the need for money drain that love.
But there's a lot of bullshit to wade through and, at the end of the day, I could be making like 50% more per year by just throwing the towel in and working at one of these financial companies in Chicago, doing some realtime trading software.
If you can do something you love while actually surviving in today's society, then you're doing well in my book.
@livid haven that software is pretty profitable btw
And I spent 2 years at a job I absolutely hated, drinking heavily every day with several other coworkers, before I got to where I am.
But we have different views, I grew up in a horrendously poor family (not that we aren't poor today, but it's definitely better) and you are earning good money doing the thing you love (not assuming you haven't gone through bad stuff, I'm sure you have, everyone has, whether big or little.)
And yeah, for sure, if you're a C++ programmer with experience in realtime stuff (games, simulations), then financial companies want to pay you big bucks to work on their stock trading software.
Not really about different views, I'm not trying to convince you your views are wrong or different - I'm just giving perspective on what it means to choose to do game dev as a career.
i grew up eat dirt poor in alabama.. but that's neither here nor there.
@plush yew Programmers is almost like a joke here, lol
Game programmers? Kid's thing.
@livid haven just wondering, how did you transition between the two jobs? did you have a bunch of money saved up while you were switching?
No no, I was just typing slow, that comment was for the "If you can do something you love while actually surviving in today's society, then you're doing well in my book." thing.
Gotcha, my mistake.
@mental shale The nightmare job was working on Smite for Hi-Rez Studios, so it was game dev. I got the job working on UE4 because I busted my ass to work on my own stuff to make impressive things, learn a lot, and working on Smite gave me UE3 experience that let me transition to working on UE4 itself.
As well, just plain old luck.
I just really hope I can do something I like or even love, with the privilige (yes, in today's society, it really is a privilige) to survive with the income I generate.
I didn't land a job with Epic, I landed a job with a contracting house that Epic had contracted.
OMG Smite..
I would like to work on some game company, just learning more tools to make my own.
wow
ah
I probably wouldn't have been able to get hired directly at Epic at the time. Maybe.
@livid haven You had to know some stuffs like OpenGL, vulkan, pipelines and C?
For what?
for smite
i'd suggest go to the forbs top paying list for 2018, pick one of those you hate the least, and when you have a few decades of money under yer belt then come back to game dev.. 8D
Well, it might also have been the actual game and studio that was deprevating, Smite really started out with great marketing and a great start, but then it died faster than alot of other games. Maybe the development side of things were bad and deprevating?
But I am happy that you went off that job and found a better one.
iirc hiRez was a strange studio
@warm river Nah. A) Graphics APIs were irrelevant, it was UE3, we weren't messing with the UE3 renderer, B) it was C++ and UnrealScript.
oh
Yeah, Hi-Rez was just a shit show on the inside. Smite succeeded in spite of itself.
easier than i thought
i don't like to make things you know, with engines and things like that
I mean, I had to know more than just C++ to get that job. And I didn't know UnrealScript at all to get that job.
i want the knowledge before cut the things on my production time
make a game by myself with only graphics apis, inputs from the scratch
@livid haven cool, good luck on your actual thing
@livid haven i met some of their team in atlanta during dragon con.. they were doing something there, i think demoing whatever state the game was in at that time
Well, better state than today, that's for sure.
And getting a job working on UE4 was most certainly affected by A) being familiar with its predecessor, UE3, B) having been employed in the industry for at least 2 years, C) having done a lot of low-level engine and framework stuff in my spare time, D) having lots of side projects to show off because my actual work with Hi-Rez wasn't engine-related at all.
I think they closed the servers? Or most of them...?
Smite? I'm pretty sure Smite is still kicking.
Doesn't it still have like 6 or 7 digit esports tournaments?
Oh
Maybe you're thinking Tribes: Ascend?
i will try to make some generic thing on UE4 to use as portifolio, it's hard to make some stuffs that you already know how to make them
That seems backwards - should be easier to make something if you've done it before.
Oh, on the subject of portfolios, do they actually help?
Nop, i'm kinda lazy for just typing things that i already know
i really like to learn
@warm river I don't follow - if you've already written it, then reuse it?
This might be an awful question, but I have gotten some people that say portfolios are a shit way to land a job etc
i will never be happy just making a famous game or things like that
@plush yew yes. they are very important to the artist. but for a programmer? maybe a little diffrent
i want to learn from the scratch some things lol
90% of jobs come from WHO you know, not WHAT you know.
@livid haven if you have learned something, it's ok, you just need to type it
and that's the part that i don't like
@plush yew There are multiple stages to "landing a job", and each part really involves different things.
@lavish garden I don't entirely agree, there are conditionals on that statement.
Getting considered for a job involves WHO you know, actually passing the interview and tests and remaining employed is WHAT you know.
it's more true for artists since there's such an influx of them..
@livid haven On an unrelated note, must have been mistaken.
Actually, as a freelancing artist I've gotten enough commissions from random people.
¯_(ツ)_/¯
For a portfolio? Just work on cool things that show off what you know and how you can problem solve.
If they want to look at the code, you can provide it to them.
Well, for an artist in game dev, I suppose showing a nice looking game outweighs a complex or unique playing game.
Otherwise, just have your site with a couple YouTube videos or whatever showing it off as best you can - if it's something that can be shown off like that.
@plush yew Naturally. You should be showcasing what you do.
But for a game designer or programmer, it's the opposite.
My resume made mention of writing my own language and a transpiler for it to C++. That says a lot about my knowledge of parsing, build processes, and low-level understanding of programming.
maybe a project that takes a good piece of a full game elements and use it as portfolio.
@livid haven that's cool man
Don't expect that making something from scratch is inherently better than otherwise, though.
If you're being hired to do gameplay programming, they don't give a shit that you can write x86 assembly, write shaders, or integrate D3D. They're pluses, but they don't really say much about your ability to implement gameplay.
That person may be showcasing some impressive knowledge and skills, but I'll take the guy with a portfolio of remaking various mechanisms from different games in an existing engine instead - for the role of gameplay programmer.
Sure, that's make a lot of sense.
Did you have creative freedom on your previous companies?
Well, I will definitely wait quite alot of years before making a portfolio, but do you guys think I should keep pics or art or whatever from today?
I think it would be a poop in gold in a couple years time
Basically, engine programming is a lot about creating complex features with simple interfaces for people using them ; gameplay programming is about knowing the tools and rebooting half the game every month or so because stuff isn't fun
I think the common wisdom is to continually update @plush yew
On Smite? Hell no. On Fortnite? Eh, not really - I'm not a designer. I have "creative freedom" about how I implement what I'm tasked with and my professional opinions are considered and respected.
@plush yew take a picture from your first project, that is gold lol
I guess taking progress pics would give me a motivation boost since I can visualy see my progress
@livid haven Sure, thanks for the answers man, helped a lot.
@livid haven My resume made mention of writing my own language and a transpiler for it to C++ 😮 From scratch, or did you use some compiler tool like bison/LLVM... ?
I recall messing with a few options, ANTLR was the main tool I used.
Transpiled to C++ using C++ code, wrote a simplistic IDE in C#, had a C++/CLI wrapper so the C# IDE could reuse the C++ parser.
Noice
It was sort of a cross between the nice features of C# and existing C++. I abandoned it not long after C++ finally started getting modernized.
I should bite the bullet and build a small scripting Lang one of these days. Just for fun.
We now have support for Dynamic Resolution, which adjusts the resolution as needed to achieve a desired framerate, for games on PlayStation 4 and Xbox One! This works by using a heuristic to set the primary screen percentage based on the previous frames GPU workload.
Does this mean that this feature is ONLY used on PS and Xbox?
I'm assuming it's just not needed for PC?
I'm gonna go to sleep and install UE tommorow before my head explodes with information I do not understand or can comprehend.
And I'm just sitting here trying to decide what I wanna make for a portfolio piece
Yup. And Oculus
Basically C++ if you changed the syntax to be more explicit. C++ has extremely complex parsing due to legacy.
Also seeing as Paragon is about to shut down, I think Epic could create a huge asset in open sourcing the game.
Paragon is not going to be open sourced. Not sure what crazy world people live in where they believe a company would murder their own future opportunities like that.
So like a clean C++
