#ue4-general

1 messages · Page 199 of 1

livid haven
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RTS hasn't been all that huge of late, outside of the big 4X ones which are niche anyways.

tall pendant
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They did yeah. We have some Studios here that focused on P'n'C Adventures. They have to move on tho for financial reasons.

urban gyro
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C&C remake plz

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PnC's are booming

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if ur a 2d artist, make that, 100% success

livid haven
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I guess Tell Tale Games is kind of a Point and Click adventure studio?

urban gyro
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i spose

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but im talkin bout real ones, like find a hidden object or sort out some puzzle

languid mica
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lack of shaders and content

urban gyro
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odlschool stuff 😄

rose bison
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daedalic kinda revived point and click, at least in germany

livid haven
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Oh yeah, Daedalic.

tall pendant
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hmm personally i find the Telltale games more to be a series of QTEs with some Story elements.

rose bison
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they've grown into a full fledged publisher from pretty much nothing

tall pendant
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hehe

urban gyro
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If you're female you have a better chances at ur pnc succeeding

livid haven
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So a small handful of point and clicks in recent memory. RTS is basically... uh.... Starcraft 2 and... Ashes of the Benchmark Singularity?

tall pendant
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@rose bison Yup. But they have to reconsider their new projects IIRC

languid mica
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Lost Ark?

floral heart
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Dawn of War 3. Or should it be called Dusk of War 3?

urban gyro
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Death of Warhammer 1

livid haven
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Oh, right, DoW3 did happen.

tall pendant
floral heart
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Total Warhammer or whatever it's actually named

livid haven
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Total Warhammer... sort of.

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I'm cautious about Iron Harvest. I loved Scythe. I'm not convinced these guys will give it the love it deserves, yet.

urban gyro
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you can alwayys just play AoE3 complete

livid haven
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Oh, right, the Iron Harvest KS just started. I did get that e-mail.

languid mica
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Why do people need money for developing a game?

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If you create all the assets yourself

livid haven
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... wat?

languid mica
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Marketing?

floral heart
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Because the local utility companies don't accept blowjobs

tall pendant
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erm

livid haven
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My rent is 1150 USD a month.

languid mica
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Wait

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you pay your rent with money from kickstarter?

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Thats what i mean

livid haven
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No, you pay salaries.

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Which then pay rent.

languid mica
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ahh ok nevermind then lol

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I dont need to pay salaries yet

livid haven
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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.

languid mica
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Ahh thats where your wrong

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Thats to each their own

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Im married too

floral heart
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"feasibly" being at full capacity without threat of burnout

languid mica
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Calculate that

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I never understood burning out

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I enjoy what i do

gloomy pollen
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😄

fierce tulip
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me too, still suffered burnouts and meltdowns hehe

livid haven
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🤷 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

fierce tulip
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notto mention 5 years of rehabilitation because my wrists got ffed up due to always doing what I liked

livid haven
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Burn out happens when the emotional and physical stress of a task or project begin to overwhelm your drive/will to continue.

languid mica
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Minus the personal stuff....What else would you spend money on, for a video game

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Other than assets aswell

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I see a ton of people doing that

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blows my mind

livid haven
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If you're talking about specifically just working on something just yourself, that's a bit different than most cases.

languid mica
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So there would be a point where total profit would be feasible?

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Other than licensing/copyright of course

livid haven
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For one, you should definitely form a legal business entity before you a) sell things or b) hire/contract people.

languid mica
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Yes of course the LLC

livid haven
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There are costs for filing that and for lawyers, naturally.

languid mica
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well unless you have lawyers that will do it for free

livid haven
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Marketing, which is a must, but that doesn't necessarily mean paying for "ads".

languid mica
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Yes so there it is Marketing as i said earlier. Thats my only issue ive found

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and lack of knowlege on the engine

livid haven
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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.

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Community manager kind of thing.

languid mica
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Can be multitasked by an individual

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after the game has been completed

livid haven
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Potentially. Again, a lot of work to go around.

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Oh, no. You don't want to do marketing after it's completed.

languid mica
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Whys that?

livid haven
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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.

languid mica
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O completed in house

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I wouldnt release it as soon as its done

livid haven
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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.

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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.

languid mica
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Yes i agree

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All of which can be done after the game has been completed. Therefor sharing the workload

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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

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Its all about what the people see....not necessary know, correct?

livid haven
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I guess, but that's still time wasted.

languid mica
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If I had deadlines sure?

livid haven
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Release windows tend to be relatively tight.

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If you're releasing on a platform that's controlled, like consoles, even more so.

languid mica
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PC master race bro

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But yes i agree

livid haven
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Still got a practical release window to worry about - competition and being overshadowed.

rustic panther
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-_-

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someone keeps attempting ot login to ym account and locking it

languid mica
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I dont understand the release window. My game will be completed by the time I even think about releasing. Why, is that not standard?

livid haven
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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.

rustic panther
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there's apparently no way to get help with this problem

languid mica
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Ahh lol There is no need for EARLY access....

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thats just a money making ploy

livid haven
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@rustic panther Links? I'll let someone know internally about that link being garbage. Also, I am having the same issue.

rustic panther
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it was sent to my email

livid haven
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@languid mica Strongly disagree, but I'm not getting on that soapbox right now.

rustic panther
languid mica
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Thats fine. I understand

livid haven
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@rustic panther Did you click "contact us" or did you reply to the e-mail?

rustic panther
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ya the contact us link

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that email

livid haven
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Okay, so the link goes to accounts@unrealengine.com but that is an unmonitored mail box which responded as such?

rustic panther
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Also, for maya you guys have 2 tools that are outdated

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the Velocity Grid Exporter

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doesn't work, but if you edit one line it works

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ya accounts@ is dead

languid mica
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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.

livid haven
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👍

rustic panther
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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)

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and the Maya Velocity Grid Exporter is broken (\Epic Games\UE_4.18\Engine\Extras\MayaVelocityGridExporter)

livid haven
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I can pass it a long to someone.

rustic panther
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this works though, I just changed one line (115) from float to int

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thanks!

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I changed some other stuff, so might want someone that knows what they're doing to look at it

plush yew
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when using a player controller

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do I still need a capsule component like with a normal character?

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nvm I guess that's not how they work?

livid haven
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PC has no dependency on its pawn having a capsule component for collision.

plush yew
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oh

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okay

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so for PC should I remove the mesh I gave it and other stuff

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sorry I sound like an idiot lol

livid haven
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?

plush yew
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idk how to word things

livid haven
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You gave your PC a mesh?

plush yew
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I thought that player controller was a replacement for character

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I misunderstood

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nvm

livid haven
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Nope. Controllers "possess" Pawns.

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Player Controller is a type of Controller, as is AI Controller.

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Character is a type of Pawn.

plush yew
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wait so I can put my control blueprints in it?

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I am really confused

livid haven
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I don't know what you mean by "my control blueprints"

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Also, this is super fundamental stuff for gameplay in UE4.

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You can't not know it and get far.

plush yew
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thanks

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I just lost all of my stuff I'm gonna remake it

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fucking clipboard

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not all of it

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just one blueprint

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but it was the most I worked on

gloomy pollen
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you lost it from a cut n paste? or what?

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you should check if there are any backup copies in Saved\ that are workable

wide lark
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Hey peeps

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Anyone want to talk health bars?

dusty cypress
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Hey y'all, I am assuming I can request help here since I don't see other channels for it

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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.

wide lark
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Could it be the camera?

dusty cypress
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That's how I put it in ^

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I just slapped an image in it, then resized it until it looked like it'd fit within the border.

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@wide lark My player camera?

wide lark
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Hmm

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Hit play in the widget screen

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Maybe that'll help

dusty cypress
wide lark
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What if you zoom out and hit play?

dusty cypress
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Hmm let's see.

wide lark
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OH

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I see

dusty cypress
wide lark
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The arrow in the bottom right

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It's resolution

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It's default like 1280x720

dusty cypress
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?

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Correct

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What about it? :P

wide lark
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What's your play test resolution?

dusty cypress
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Ye

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Uhmm

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How do I check? xD

wide lark
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Bottom left

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Is the widget

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Ahg

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AH

dusty cypress
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On the bottom left it says 1280 x 720

wide lark
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Here is it

dusty cypress
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On my widget screen

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?

wide lark
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Go into your editor preferences and go to Level editor - Play

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Well.. Maybe that doesnt help...

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lol

dusty cypress
wide lark
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Hmm

dusty cypress
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I just added an image to the canvas and resized it within the boundary

wide lark
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Wonder if it's tied to the camera then..

dusty cypress
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Want my blueprint data

wide lark
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Sure, I'll see what I can do

dusty cypress
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My blueprints are probably wrong.. xD

wide lark
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Okay, so check this

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White box on the edge

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Just like yours

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Same result, right?

dusty cypress
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Lemme check

wide lark
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Figured it out

dusty cypress
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Yes

wide lark
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It's your anchor point

dusty cypress
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How do I fix it?

wide lark
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Well, I got one side to work.

dusty cypress
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Do I press the bottom right anchor

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The 100% filled in white color

wide lark
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I did right anchor on the right side

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That's the result I get.

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Now, just so you know, I'm not 100% this is the exact BEST way to fix this because I am NEW

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I was just trying to work through it with you lol

dusty cypress
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Got one side to work

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Kind of

wide lark
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xD

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You could split it.. or try anchoring the top across?

dusty cypress
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maybe

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Man this is frustrating

wide lark
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I did it

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lol

dusty cypress
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H o w

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lol

wide lark
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Two images

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One anchored left, one anchored right

dusty cypress
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Ahh

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I'll try it :P

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oh jeez it's 11 for me

wide lark
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xD

dusty cypress
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time flies by

wide lark
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Like I said, I'm just a new person

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I don't know if my way is best.

dusty cypress
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¯_(ツ)_/¯

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I am new too

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Like I used to use Unreal Engine 3 to mess around

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But I forget a lot of everything

wide lark
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Well

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I hope that helps

dusty cypress
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Thanks, I'll try it shortly

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Daylight savings time is killing me

visual geyser
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Does anyone know why my foliage and leaves on trees flicker or shimmer? Is this a LOD/Mip issue?

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Im trying to use the engine for Previs, maybe will the flickering go away when I render out an image sequence?

dusty cypress
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GOT IT

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@wide lark

plush yew
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Can anyone help me make a weapon inventory system? (That's multiplayer compatible)

valid knoll
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what a gorgeous engine

hidden heart
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hi any moderators on?

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@snow crown hey roy please PM me

snow crown
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why?

hidden heart
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shady behavior

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someone acting unprofessionally

zenith sable
hidden heart
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@snow crown its concerning someone in the lookinfortalent section

snow crown
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i cant pm you

hidden heart
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try now?

warm river
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RIP Stephen Hawking

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:frowning2:

hidden heart
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I set my settings to recieve pms from anyone roy, maybe thats it on your end?

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I sent you a friend request, is that the problem Roy?

hallow radish
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I'm having a weird issue still with aim offset from a project I got off the market,

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The only thing I'm doing differently in this than I've done before is setting the aimoffset in the weapon base parent bp

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And this is how I'm plugging it in in the anim bp

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This node is different it was already in the anim bp and I just copy pasted it into the anim graph

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Here's how I have it in other parts of the anim bp

high oriole
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@grim sinew Thanks for that, regarding my blurry texture question

hallow radish
worldly dust
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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?

dim arch
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anyone know why vector field volume actor is not in the class browser

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using 4.18

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did they rename it?

plush yew
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Hey

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Can anyone interpret a dream of mine?

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I keep thinking about it...

floral heart
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Topic is Unreal Engine, not things that were unreal.

plush yew
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@Dementiurge#1853 Oh thank you smart ass.

weak sigil
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I get this when I doube-click a blueprint function, but it doesn't do anything..

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I got VS installed .. do I need the 15GB of symbols?

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What is the double click even supposed to do? 😄

wary wave
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it's not a blueprint function

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it's trying to open the C++ function

weak sigil
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yes cool, that is what I want

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why doesn't it work?

wary wave
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shit's broken

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has been for a while 😦

weak sigil
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damn 😦

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any workaround?

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how do I find the code?

wary wave
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search for it basically

weak sigil
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Yes, I got no idea where.. where is my code? xD

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only see .uasset

cloud cobalt
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Your code ?

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@weak sigil If you wrote code surely you know where it is

weak sigil
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I've been working with blueprints and want to see how they work in more detail

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so i right click -> goto definition

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or double click

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and it fails

cloud cobalt
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Yeah, you need to look in the engine source for the specific nodes you are calling if you need to know more about them

weak sigil
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i probably need to download the symbols

cloud cobalt
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You don't

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Symbols are only useful for debugging

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You need the "engine source" in the launcher

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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

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Or you can have a separate engine installation that's cloned from the source repo

weak sigil
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ok cool, better than filling up my ssd

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thanks man

cloud cobalt
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You'll want the symbols anyway at some point, though

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The day you get an engine crash and need to understand it

plucky radish
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HI there 😃

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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.

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Also havea nice day everyone

weak sigil
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Not on Discord, but you can find tons on youtube and such

cedar snow
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is there something similar to PredictProjectilePath - though where one supplies a target point instead of a LaunchVelocity?

vale osprey
cedar snow
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i'am slowly arriving at that conclusion too

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i don't need it to be accurate, just draw a curved arc between two points

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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

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can't find that source code tho

vale osprey
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so you need just a curve?

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put a spline between two points and bend it

cedar snow
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you mean in the editor?

quasi lake
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Anyone knows why is this "Undeclared identifier TexSampler"

cedar snow
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oh, i've found the source, it's in VREditorMotionControllerInteractor 😃

faint cedar
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Well

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I run into a real nasty problem

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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

cloud cobalt
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@frank escarp so about that 4.19...

latent moth
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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.

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Is there a way to tell it not to just follow, but stay on the master's side?

faint cedar
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You want EQS for that

digital tapir
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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?

latent moth
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oh thank you

frank escarp
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@cloud cobalt they are preparing the forum post for 4.19

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happens every time

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normally takes 1-2 days to pop up

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given that 15th is the GDC preview day, i expect it to be released tomorrow or today

faint cedar
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the full 4.19 release?

wary wave
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ergh, I have some sort of blueprint corruption issue and now nothing in the entire project can be opened without crashing the editor

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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.

faint cedar
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Looks like hot reload dun fucked up

latent moth
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@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.

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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?

open isle
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Any idea when 4.19 is coming out?

fierce tulip
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around gdc most likely

frank escarp
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@open isle today or tomorrow most likely

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given tomorrow is the GDC stream, its very likely they will have it then

coarse wigeon
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@frank escarp Thought GDC was next week?

coarse wigeon
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ah ok

kindred dawn
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does anyone know how to get an onclick event for actors objects spawned using spawn actor of class?

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or get their individual id's per say?

worn ocean
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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

coarse wigeon
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@worn ocean Do you have a link?

worn ocean
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wait i dont know where to upload the game

weak harness
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I'm talking about the corners btw.

fossil ore
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You need to show full screen

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Otherwise I don't know what am i looking at @weak harness

weak harness
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Around the edges

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iirc a buddy of mine said something about culling.

fossil ore
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Did you zoom out...?

weak harness
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What do you mean?

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With Z?

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Like fov?

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no

honest vale
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what is the blue thing in the earlier pic?

weak harness
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This issue existed prior to using that though.

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In the top one I'm using it and the bottom oe is a different map that isn't using it.

honest vale
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so you're looking at the sky in the earlier pic?

weak harness
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In both

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The top one has 2 skyspheres which is why one is lighter.

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(Just to make it stand out more.)

honest vale
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so the lighter areas in the top left and bottom left corners in the earlier pic are the issues?

weak harness
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Including the ones on the bottom one.

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(They're hard to see)

honest vale
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could it be fog?

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with weird density options or something like that

weak harness
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I love you

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It had default settings and that was causing it.

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ffs wow

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Thanks for that quick guess. haha

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One more issue

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If I stare at the sun/moon it's blurry so if I want to see it I have to look at an angle.

kindred dawn
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isnt that just lens flare or autoexposure

weak harness
kindred dawn
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seems like fog

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try the distance

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some things you can see at the corner of the screen opposed to middle

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coz of things like fog/fov

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or render/cull distance

weak harness
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Even if I disable the height fog it still does it.

kindred dawn
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yea id look into draw distance/fov

wary wave
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anyone know any decent articles RE working with nav meshes and blueprints?

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mostly I'm looking for decent techniques of querying data etc

ionic hornet
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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

wary wave
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there is literally no information in that screenshot

cloud cobalt
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Yeah it crashes inside the Nvidia driver

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Good luck getting help on that :/

ionic hornet
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@wary wave what information do you want, may i ask ?

wary wave
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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

crisp fable
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oh wow

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so graphine now does procedural virtual textures

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(virtual texturing middleware that supports UE4)

ionic hornet
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i swear i don't understand what you are talking about

wary wave
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oh, you mean in regard to your screeenshot, not my own question

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in the example in your screenshot there is literally no information, and you're not likely to get anything

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the only thing I can suggest is 'update your drivers'

ionic hornet
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that's everything it gives me ...

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i have the latest update

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and i was so happy getting sp =.="

cloud cobalt
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Ask Substance for help

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Pretty much the only thing you can do

quasi lake
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How do you usually use to create a mirror?

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Planar reflection?

languid shard
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yeah or a cubemap if you don't need realtime updates

sudden agate
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BlueprintNativization, will it ever work for me?

quasi lake
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Is there any better performance solution for realtime mirror?

honest vale
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nope

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well, in old school portal based engines you'd have but not in UE 4

quasi lake
#

Why cant I resize the planar reflection any more once it's this big?

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If I drag more of the scale it just turns into a chip

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?

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And the editor just crashed

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wtf

zenith sable
quasi lake
#

level sequencer?

wide lark
#

So guys.. how do you feel about health bars?

grim ore
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1 health bar is not enough, 3 is too much. 2 is just right.

wide lark
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Lol

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I meant more like visibility

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Like bar vs hearts vs numbers

grim ore
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I am thinking being able to see a health bar if you have one might be good 😉

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as for how it should look/work that's up to the game

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like a FPS can get away with no health bar and using a screen overlay to show it

fierce tulip
#

depends on the game. jrpg i rather see 9999/9999
action rpg a bar/hearts might work better

grim ore
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^^

fierce tulip
#

fps what matthew said unless its oldskool one

wide lark
#

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

grim ore
#

and the type of game?

wide lark
#

Adventure fantasy

#

Basically Zelda level tech

grim ore
#

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

grim ore
#

but having 100 or 1000 is hard to easily show with set items

wide lark
#

That one, I split the armor into 2 different styles

grim ore
#

look at the way diablo does it maybe. an item representing health that drains and another that represents armour

wide lark
#

I'll take out the ones that are bleh

vale osprey
#

For Zelda like I would go with non-normalized amounts. The more hearts you have the more you see on display

wide lark
#

I want something that is easy to see at a glance

vale osprey
#

It depends on how damage is done too

wide lark
#

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

vale osprey
#

Sure, do you want player to know how much damage they received too?

wide lark
#

I mean, I could easily put a - 2 💓

vale osprey
#

Cause that is easy to do with non-normalized scale

wide lark
#

But I want it to be a small effect if there is one

vale osprey
#

How discrete are your damage values?

wide lark
#

I feel like hearts convey the cleanest values

#

Discrete?

vale osprey
#

Yes, like how much damage variation you can have from enemies?

frosty bloom
#

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

vale osprey
#

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

wide lark
#

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

vale osprey
#

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

wide lark
#

So.. do people like bars or nodes more?

vale osprey
#

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?

wide lark
#

Yeah

#

I don't expect to deal in huge amounts of damage

wide lark
#

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

boreal crown
#

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.

plush yew
#

lol what

#

4.19 is released

#

Someone forgot to make an announcement

warm mountain
#

Took 3 months off unreal

#

oh nice new update!

plush yew
#

Welcome back

fierce tulip
#

afk, preparing dinner. maybe @ashen brook or @snow crown can do it

warm mountain
#

I decided to take some time to understand my finances

plush yew
#

Dinner at 1 pm?

#

What timezone Luos

warm mountain
#

and how to market and fund my game

fierce tulip
#

dutch 17:26

keen birch
#

5:30 here

#

Damn son

#

You eat dinner early

warm mountain
#

i now have a better picture

fierce tulip
#

i hate eating late

keen birch
#

Right, preparing

#

You're not eating ye

#

yet*

warm mountain
#

I eat early too

keen birch
#

So 6PM

#

That's reasonable

fierce tulip
#

will be in 5 min :p

warm mountain
#

avoiding the dinner crowd

plush yew
#

lol, I eat at like 8pm most days

keen birch
fierce tulip
#

gf needs to go do stuff early hence eating early

plush yew
#

Sometimes more like 10pm or so

fierce tulip
#

k, afk

warm mountain
#

i realized for all the work and effort i'm going to put into my project

plush yew
#

@warm mountain the new update is so new... google hasn't even noticed its an update yet

warm mountain
#

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

azure shore
#

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

wide lark
#

I wonder if you could build Unity in Unreal Engine xD

ashen brook
#

posted

azure shore
#

lol probably

plush yew
#

😛

azure shore
#

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?

plush yew
#

"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?

stiff marlin
#

Still no Niagara. :/

keen parcel
#

has there been any mention of features for 4.20 yet?

#

has there been any mention of features of 4.20?

plush yew
#

4.19 was released like an hour ago @keen parcel

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

azure shore
#

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?

keen parcel
#

use gamesparks, its free

restive eagle
#

@keen parcel there should be some info on their trello

#
keen parcel
#

thanks @restive eagle

restive eagle
#

np, there isnt much stuff there though...

fierce tulip
#

oh god windows wants to force another update

keen parcel
#

last windows update stopped my 3 monitor setup working

#

good luck >.<

swift yarrow
#

so happy about 4.19

#

now i wonder what they are gonna talk about at GDC

keen parcel
#

hopefully virtual texturing makes it for .2

#

but i suspect it will be more sequencer related features like Niagara

grim ore
#

Niagara is a talking point at GDC so makes sense.

azure shore
#

woah, I had a look at gamespark and uh, woah

#

I didn't know multiplayer involved so much outside of ue

keen parcel
#

i wouldn't make your first project mp for sure 😉

azure shore
#

Yeah... looks daunting

#

I wasn't gonna jump straight into it, but I just thought I'd like it someday

plush yew
#

Whoops 😛

grim ore
#

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

keen parcel
#

good point

#

multiplayer pong would be a good test

whole turtle
#

hey there o/

plush yew
#

anyone wanna assist me making a multiplayer compatible inventory weapon system?

whole turtle
#

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?

azure shore
#

yeah I see

whole turtle
#

is there any solution? or do I have to use the standart/simple Focus settings instead of the cinematic DOF?

swift yarrow
#

i think there is a multiplayer inventory system on the marketplace

zenith sable
#

Guys how do I keyframe the DOF on the sequencer?

plush yew
#

4.19 cancelled

azure shore
#

lol

urban gyro
#

So how broken is 4.19? We gonna have some scalding hot fixes? or is it awesomesauce

latent moth
#

Anyone know how to avoid that?

#

Any suggestions welcome, I've tried playing with the interpolation times and speeds to no avail...

keen parcel
#

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

latent moth
#

i'm setting the dog speed to be = to the character speed

keen parcel
#

also, you could use waypoints which are always half of the distance between them

latent moth
#

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

urban gyro
#

seems to me like a bad animation blend. or lack thereof.

latent moth
#

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

urban gyro
#

oic

keen parcel
#

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

latent moth
#

woops

keen parcel
#

but only use that if distance is short

latent moth
#

that went pass me over my head damn

#

I'm always computing the intended dog position relative to player

keen parcel
#

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

latent moth
#

lol

#

that's what I am doing though...

keen parcel
#

then u need some clever logic to figure what anims to drop to fill that space

latent moth
#

ok

zenith sable
#

Hello

#

Guys

#

On the sequencer how can I keyframe the DOF?

#

I feel invisible on the server o_o

plush yew
#

there's many people working

latent moth
#

@keen parcel if the walk with your dog has eventually generated an idea for me to try out... let me know...

keen parcel
#

@latent moth at the moment you are setting a target waypoint that changes the current dog x,y to target dog x,y

latent moth
#

so, weirdly enough just using Move AI outside of a behavior tree works perfectly

#

wth

keen parcel
#

so when current = target it stops the animation

#

heh

#

awesome!

latent moth
#

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)_/¯

keen parcel
#

i think a curve is the key on this one

#

but the exact nodes to use are beyond my bp knowledge

latent moth
#

ok thank you...

keen parcel
#

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

latent moth
#

thank you

latent moth
#

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

quasi lake
#

Anyone knows what does this part do of official translucent water example

grim ore
#

@latent moth there is a get right vector node, you can try that.

dusty cypress
#

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

cloud cobalt
#

Marketplace is where it's at

latent moth
#

thank you TechStudios!

plush yew
#

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!

dusty cypress
#

@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

ionic parcel
#

bruh how do you guys understand the blueprints

dusty cypress
#

Practice

ionic parcel
#

so confusing

#

like how long

#

to actually understand it

dusty cypress
#

Depends what you are doing with it

plush yew
#

So, just for the intruigness of the blueprints and the ability of the engine itself?

ionic parcel
#

so does pubg use the code or the bluePrints?

dusty cypress
#

I'm new, but I'm assuming not too long

ionic parcel
#

to the engine

#

? or development itself?

grim ore
#

It's atleast 42 hexadecimalcentimours to learn the basics of blueprints

ionic parcel
#

what?

grim ore
#

this is of course not adjusted for your personal skill

ionic parcel
#

42 hexadecimalcentimours what is that lol

plush yew
#

Lol Matthew 😄

ionic parcel
#

so you are saying that it is easy to learn homie?

latent moth
#

@dusty cypress sorry wrong recipient... I was actually trying to thank @grim ore 😃

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

dusty cypress
#

Ahh xD

grim ore
#

it could take an hour, it could take 100 years.

ionic parcel
#

OH

dusty cypress
#

Yeah I was like I didn't help lol

ionic parcel
#

1 hour that is crazy

#

im T'd up

dusty cypress
#

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

ionic parcel
#

is it good if you can code f# c c# c++ python JS java COBOL fortran and pascal along with designing and modelling?

plush yew
#

@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.

dusty cypress
#

Yeah

plush yew
#

Don't think really of it, you will learn when you do, basically.

dusty cypress
#

Pretty good advice right there

grim ore
#

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.

ionic parcel
#

Ok

dusty cypress
#

@ionic parcel Depends what you do with the model I think

ionic parcel
#

like weapon/player modelling or just modelling in general

dusty cypress
#

Tbh I'm not good at modeling xD

ionic parcel
dusty cypress
#

Oh I think modeling is a whole new story

cloud cobalt
#

I wish we had less trolling in this channel

dusty cypress
#

I'm bad at it lol

ionic parcel
#

try blender

#

thats what i started off with

#

and right now i am using MAYA

dusty cypress
#

I uninstalled it yesterday

ionic parcel
#

Triggered

#

?lol

plush yew
#

@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?

ionic parcel
#

i use unity right now but the personal not pro

#

😡

dusty cypress
#

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

ionic parcel
#

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?

dusty cypress
#

I think you can only make up to a certain amount of cash (from what I heard)

sudden agate
#

when there is a 4.19 Release, but Console still crashes Editor

ionic parcel
#

oh yea

#

thats stupid

dusty cypress
#

With the personal edition

ionic parcel
#

back to unreal lol

plush yew
#

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

ionic parcel
#

ok now im really back into unreal

#

i dont want a watermark

plush yew
#

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.

ionic parcel
#

i have a whole team though

#

its not just me

#

lol

#

or that would be like a whole nother world

plush yew
#

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.

ionic parcel
#

i was planning on making my own

#

but just to attempt a small one on one of the 2 (unity or unreal)

plush yew
#

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.

ionic parcel
#

didnt pubg make 13mil in the first week

#

crazy

plush yew
#

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.

ionic parcel
#

the only thing i really dont understand is animating

#

like running animate

#

but yes i do understand @plush yew

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.

ionic parcel
#

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

plush yew
#

If you go in game dev with a money-making mindset, be ready to find another job by Saturday.

#

Tutorials and trial and error.

ionic parcel
#

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

plush yew
#

Good.

#

Go have fun and look up tutorials for blueprints.

ionic parcel
#

the small grad hat in the top right?

plush yew
#

wat?

ionic parcel
#

the little blue thing in the top right

keen parcel
#

'''learn'''

ionic parcel
#

yes i know

keen parcel
#

this might sound crazy but the official docs are great

#

(for once)

plush yew
#

Just like unity's

keen parcel
#

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"

lavish garden
#

@ionic parcel how did you find your team?

plush yew
#

@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.

lavish garden
#

@plush yew what type of game are you making?

plush yew
#

Well, just looking to learn programming before going for a Computer Science degree in Denmark, just not sure what engine to start with.

lavish garden
#

@plush yew that's easy.. python to C++/Unreal.

plush yew
#

I also posted in the gamedev subreddit and got some feedback there.

lavish garden
#

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

plush yew
#

So, you think I should change to unreal? Will C++ really be beneficial in finding jobs or helping me in game dev?

lavish garden
#

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.

plush yew
#

So, you don't think engines matter if I just want to learn game dev?

cloud cobalt
#

They don't

lavish garden
#

nope

plush yew
#

What about the actual languages? Which do you think will help me in the long run?

cloud cobalt
#

UE4 is kind of great for artists learning development, Unity is easier to learn programming I'd say

lavish garden
#

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.

plush yew
#

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?

lavish garden
#

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..

plush yew
#

What do you mean?

#

Just re-read the sentence, nevermind the above comment.

lavish garden
#

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..

empty plank
#

As far as Unity is concerned I believe it promotes bad practices.

plush yew
#

Yes, I don't really know what I'm doing/going to do.

lavish garden
#

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.".

plush yew
#

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

lavish garden
#

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.

empty plank
#

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.

lavish garden
#

that's all kinda high level though..

#

what do you want to end up with?

#

where do you want to end up at?

plush yew
#

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.)

lavish garden
#

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

empty plank
#

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.

lavish garden
#

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.. 😉

empty plank
#

Aah well, I am a Software engineer who had to learn quickly, or starve in the middle of my undergraduate career.

warm river
#

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.

lavish garden
#

unemployed disabled jackass, trying to do something that doesn't suck with my life.

empty plank
#

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.

warm river
#

@empty plank Yes, dude. I'm only know php, java, mysql, js, c# and things like that because i need to survive

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but all i want is peace to make my games.

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zz

empty plank
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I mean, take the advice with a grain of salt. All the games I have shipped have been failures or burried under university policies.

plush yew
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But one quick question; What would be faster, learnign C# when already knowing C++, or learning C++ when knowing C#?

empty plank
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which is to say all three of them.

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the first one @plush yew

livid haven
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For sure.

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If you know C++, you can basically work with any "higher level" language easily.

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C# is a higher level language, so going to C++ is more difficult because it is a "lower level" language.

warm river
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@plush yew For me was C#, i started with C++, i didn't saw a single video to start c#, lol

plush yew
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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#.

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So c++ -> c# is easier, gotcha

livid haven
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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

plush yew
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uhhhhh....

warm river
plush yew
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hides in a corner

warm river
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LOL

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i started from this one

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a super duper book, damn

livid haven
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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.

plush yew
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ohhh, now you're speaking my language (sort of)

livid haven
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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.

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For instance, C# uses garbage collection for dynamic memory. C++? Handle it yourself, don't fuck up.

plush yew
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Gotcha, I will most likely be staying with you guys, but don't expect anything big from me. 😄

warm river
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@plush yew You don't need to reinvent the wheel for productions. But for learning, yes.

livid haven
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At the same time, UE4 uses C++ but has garbage collection. How? Because they wrote their own garbage collector using C++. 😃

plush yew
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I am an easily demotivated, brain dead 16 year old trying to make my future kinda better 😃

warm river
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i started with your age 😛

livid haven
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The demotivated thing, you'll really have to break.

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Game dev isn't easy. It's underpaid, underappreciated, and overworked.

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Only reason to do it over something else is because you need to, because the satisfaction you get from it is worth the hassle.

plush yew
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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.

warm river
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// Game dev isn't easy. It's underpaid, underappreciated, and overworked.

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and, at the final, at least, you know c++ and c#

plush yew
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Gamedev and Taekwondo are the two things that even if I get demotivated, I go back in.

livid haven
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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.

warm river
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you can use things like Chromium and make some cool desktop apps with css, html

plush yew
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Nothing else has that outcome on me

warm river
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^^

plush yew
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I just hope at the least, I get a decent job, even if it's really out of the dream I have now.

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It'll be better than here in Greece, that's for goddamn sure.

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Even if it's underpaid, underappreciated, and overworked.

warm river
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Don't do by the money or by the job

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do because you love it, otherwise, you will get frustrated and will waste your time

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=/

livid haven
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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.

plush yew
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I would never do gamedev for the money, general programming in the future, maybe.

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But gamedev is something I really love, and I don't want the need for money drain that love.

livid haven
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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.

plush yew
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If you can do something you love while actually surviving in today's society, then you're doing well in my book.

mental shale
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@livid haven that software is pretty profitable btw

warm river
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@livid haven this.

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I could be earning a good money. But, for what?

livid haven
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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.

plush yew
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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.)

livid haven
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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.

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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.

lavish garden
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i grew up eat dirt poor in alabama.. but that's neither here nor there.

warm river
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@plush yew Programmers is almost like a joke here, lol

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Game programmers? Kid's thing.

mental shale
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@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?

plush yew
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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.

livid haven
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Gotcha, my mistake.

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@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.

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As well, just plain old luck.

plush yew
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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.

livid haven
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I didn't land a job with Epic, I landed a job with a contracting house that Epic had contracted.

lavish garden
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OMG Smite..

warm river
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I would like to work on some game company, just learning more tools to make my own.

lavish garden
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wow

mental shale
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ah

livid haven
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I probably wouldn't have been able to get hired directly at Epic at the time. Maybe.

warm river
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@livid haven You had to know some stuffs like OpenGL, vulkan, pipelines and C?

livid haven
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For what?

warm river
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for smite

lavish garden
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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

plush yew
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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?

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But I am happy that you went off that job and found a better one.

lavish garden
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iirc hiRez was a strange studio

livid haven
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@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.

warm river
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oh

livid haven
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Yeah, Hi-Rez was just a shit show on the inside. Smite succeeded in spite of itself.

warm river
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easier than i thought

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i don't like to make things you know, with engines and things like that

livid haven
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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.

warm river
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i want the knowledge before cut the things on my production time

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make a game by myself with only graphics apis, inputs from the scratch

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@livid haven cool, good luck on your actual thing

lavish garden
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@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

plush yew
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Well, better state than today, that's for sure.

livid haven
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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.

plush yew
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I think they closed the servers? Or most of them...?

livid haven
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Smite? I'm pretty sure Smite is still kicking.

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Doesn't it still have like 6 or 7 digit esports tournaments?

plush yew
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Oh

livid haven
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Maybe you're thinking Tribes: Ascend?

plush yew
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Well, rumours will be rumours

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Huh, maybe, let me check 😛

warm river
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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

livid haven
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That seems backwards - should be easier to make something if you've done it before.

plush yew
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Oh, on the subject of portfolios, do they actually help?

warm river
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Nop, i'm kinda lazy for just typing things that i already know

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i really like to learn

livid haven
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@warm river I don't follow - if you've already written it, then reuse it?

plush yew
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This might be an awful question, but I have gotten some people that say portfolios are a shit way to land a job etc

warm river
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i will never be happy just making a famous game or things like that

lavish garden
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@plush yew yes. they are very important to the artist. but for a programmer? maybe a little diffrent

warm river
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i want to learn from the scratch some things lol

lavish garden
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90% of jobs come from WHO you know, not WHAT you know.

warm river
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@livid haven if you have learned something, it's ok, you just need to type it

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and that's the part that i don't like

livid haven
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@plush yew There are multiple stages to "landing a job", and each part really involves different things.

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@lavish garden I don't entirely agree, there are conditionals on that statement.

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Getting considered for a job involves WHO you know, actually passing the interview and tests and remaining employed is WHAT you know.

lavish garden
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it's more true for artists since there's such an influx of them..

plush yew
warm river
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what you guys recommend me?

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git?

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works done?

foggy patrol
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Actually, as a freelancing artist I've gotten enough commissions from random people.

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¯_(ツ)_/¯

livid haven
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For a portfolio? Just work on cool things that show off what you know and how you can problem solve.

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If they want to look at the code, you can provide it to them.

plush yew
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Well, for an artist in game dev, I suppose showing a nice looking game outweighs a complex or unique playing game.

livid haven
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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.

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@plush yew Naturally. You should be showcasing what you do.

plush yew
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But for a game designer or programmer, it's the opposite.

livid haven
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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.

warm river
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maybe a project that takes a good piece of a full game elements and use it as portfolio.

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@livid haven that's cool man

livid haven
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Don't expect that making something from scratch is inherently better than otherwise, though.

warm river
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i'm willing on make my own engine

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but gotta make some money first.

livid haven
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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.

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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.

warm river
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Sure, that's make a lot of sense.

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Did you have creative freedom on your previous companies?

plush yew
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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?

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I think it would be a poop in gold in a couple years time

cloud cobalt
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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

worn granite
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I think the common wisdom is to continually update @plush yew

livid haven
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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.

warm river
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@plush yew take a picture from your first project, that is gold lol

plush yew
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I guess taking progress pics would give me a motivation boost since I can visualy see my progress

warm river
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@livid haven Sure, thanks for the answers man, helped a lot.

silver crown
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@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... ?

livid haven
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I recall messing with a few options, ANTLR was the main tool I used.

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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.

silver crown
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What kind of language was it?

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Nice

empty plank
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Noice

silver crown
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Functional/Imperative/Other stuff?

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OO?

livid haven
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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.

empty plank
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I should bite the bullet and build a small scripting Lang one of these days. Just for fun.

plush yew
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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?

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I'm assuming it's just not needed for PC?

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I'm gonna go to sleep and install UE tommorow before my head explodes with information I do not understand or can comprehend.

worn granite
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And I'm just sitting here trying to decide what I wanna make for a portfolio piece

tall pendant
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Yup. And Oculus

plush yew
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Oh

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Interesting though!

livid haven
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Basically C++ if you changed the syntax to be more explicit. C++ has extremely complex parsing due to legacy.

empty plank
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Also seeing as Paragon is about to shut down, I think Epic could create a huge asset in open sourcing the game.

warm river
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@worn granite i will make something, i found an artist to help me

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happy af

livid haven
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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.

worn granite
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So like a clean C++