#ue4-general

1 messages Β· Page 227 of 1

thorny cipher
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8x would be 11.875 fov

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i think?

thorny cipher
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wtf

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why

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This isn't the place to ask for donations

weary basalt
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@blazing zenith That was unnecessary mate.

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We are working on an update to the rules. Seriously mate have some respect for other members of the community, dont assume you can do what you want.

worn granite
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I'll give ya that amount if you refactor my plugin

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Do you know low level UE4

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Ah excellent, so why would my stack be stuck at one particular address?

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but only when I wrap my finish

thorny cipher
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LOL

worn granite
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do you get a DM when you get points?

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If I ever get points I wanna mount it on my wall

thorny cipher
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I love being told to fuck off by an edgy 12 year old alex

weary basalt
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Asking for money is an bit unprofessional mate

thorny cipher
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Go ask your mom, do the lawns for $2

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Easy

livid haven
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Suuuuper not helping your case.

thorny cipher
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Β―_(ツ)_/Β―

weary basalt
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Enough, stop.

worn granite
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Dude just ask my buddy david to give you money and tell him it goes towards paying me back

thorny cipher
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boy*

worn granite
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🌢

weary basalt
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Both of you stop, @thorny cipher that was also unnecessary

livid haven
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@thorny cipher Don't egg him on either though. That's how you get yourself flak as well.

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Jinx.

thorny cipher
livid haven
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@blazing zenith Really? Going to rules lawyer the mods? -_- Don't come in places asking for charity.

weary basalt
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Yes we know we are working on it, like i said dont assume you can do or act as you please without consequence

worn granite
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the fact they've got a bot is freaking amazing man you don't know what its been like watching the modteam be forced to watch the server rot

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psh tryna get me to pick sides

livid haven
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@blazing zenith It's pan handling. That's pretty consistently frowned upon anywhere.

weary basalt
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Guys this is not an discussion for this channel. Move it to #lounge please.

steel shuttle
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anyone free here?

weary basalt
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If you have an question just ask away in the most appropriate channel.

thorny cipher
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Anyway back to my question way before. To figure out the multiplier for scopes relating to FOV. Anyone know the formula?

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Say 1x scope would be 95fov, a 2x scope would be.. a 4x scope would be.. an 8x.. etc

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I dont know if half the FOV will = double the zoom

weary basalt
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Im not sure what the direct conversion formula would be, google no help?

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Id just scale it by some predefined value until it "feels good"

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Direct translation might not work gameplay wise.

thorny cipher
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I think there may be a hidden exponential multiplier in FOV which could mess up the formula, not sure though

manic vault
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Don't scopes just put a mask over the visble area

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not sure if they change fov

thorny cipher
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yes scopes change fov

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to zoom in

lofty shoal
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hey guys, i created a pause menu and it worked pretty good, but i wanted to close the menu with both, the THEN created button and 'ESC' on keyboard. so i needed a var that tells if pause got opened or not. then i found out that if i want to use a var between two blueprints i need a connection, now i build my own functions but as you can see, even after declaring that i dont want any input, when i use the open function there is 'target self' any ideas?

livid haven
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I guess the multiplier is how much more screen area a given thing takes?

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In which case, FOV / Multiplier?

thorny cipher
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hmm

livid haven
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If you have half the FOV, I think things will take up twice as much screen space? Or... 4 times maybe?

thorny cipher
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i dont think its 2x

livid haven
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Well, half the FOV in one axis and you'll get twice the area in that axis, I think. Since the other FOV axis is calculated from the aspect ratio, it will also scale similarly, so 2X * 2X?

thorny cipher
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because when you get below 40fov just 2-5 fov can increase it by heaps

weary basalt
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Honestly for scopes ive always just winged it and done what felt right and was workable for gameplay reasons

thorny cipher
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so halving 90 fov, would be 4x essentially ?

weary basalt
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No reason to over complicate something

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Or over engineer it

thorny cipher
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Yeah but I want to make 2x, 4x, 8x scopes @weary basalt

livid haven
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Yeah, I get wanting the specific values there.

weary basalt
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Mmm

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Well just pick an base value and multiply

thorny cipher
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Yeah so base FOV would be 90 for example

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So 2x would be 45 ?

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Or would that be 4x

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Because of aspect ratio

weary basalt
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Thats what i mean, pick an base value for 2x FOV and use that to multiply up your range

thorny cipher
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hmm

weary basalt
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70FOV might feel good as an 2x

thorny cipher
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but a 2x, things would need to be double what they were with 1x

weary basalt
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Yeah but players wont be able to notice that though

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All they see is the FOV zoom in

thorny cipher
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Yeah I know that πŸ˜„

livid haven
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I mean, just thinking about it visually... If you have an HFOV of 90 and 1000 horizontal pixels...

thorny cipher
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But it would be nice to have it somewhat correct

livid haven
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... 2x horizontal magnification would be taking half the image and stretching it over the rest. Say, the middle 50%.

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Right?

thorny cipher
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yes

livid haven
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Would that middle 50% of the pixels not also be the middle 50% of the HOV? 45 degrees?

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Is that not a linear relation?

thorny cipher
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possibly

livid haven
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Where -1 in screen space is -45 degrees, 0 is 0 degrees, and +1 is +45 degrees. But I think all the values in between are linear, too.

thorny cipher
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so you think fov is linear

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if so, this shouldnt be so hard to calculate

livid haven
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I think?

worn granite
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I think we do it linearly

livid haven
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It's either linear or trigonometric

thorny cipher
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i found this

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not much there

livid haven
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The third post is, ultimately, about terminology I think.

thorny cipher
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yeah

livid haven
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I do think you can pretty much just do the FOV multiplier and work it out from there.

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And I believe it'll be linear.

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Just remember that whatever you do to the FOV will technically be "squared", since the other axis FOV will also be affected similarly.

thorny cipher
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hmm

livid haven
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So 1/3rd HFOV will get you 1/3 * 1/3, 1/9, or 9x magnification (in terms of the area of things being 9 times larger)

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I mean, double check my logic, but I think it holds.

thorny cipher
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So 90 / 3 = 9x

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essentially

warm mountain
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thinking of backing up my UE4 projects on an external hard drive and perhaps cloud storage

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just in case anything happens

thorny cipher
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Config, content, source, plugins, uproject file all you need to save

warm mountain
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hmm should I save in versions as well?

thorny cipher
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The rest dont need backed up

warm mountain
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gotcha

thorny cipher
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The others are just cache and logs and stuff

warm mountain
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alrighty

worn granite
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if you're considering backups have you thought about source control?

warm mountain
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source control?

empty plank
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while debug playing I am seeing an AI behavior tree execute. this behavior is shared by two actors. how do I know what actor is running the tree I am visualizing?

thorny cipher
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there's a little dropdown at the top you can choose which one you want to debug

empty plank
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I don't see the dropdown, could you direct me to it.

cloud latch
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Anyone had a UE4 project that when they open the editor on a MacBook, without doing anything (loads into an empty level). The Mac freezes then resets after a short while? I can't find a damn thing to explain what or why. Launching through Xcode doesn't help to track it down, does the same thing even with the debugger attached.

worn granite
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@warm mountain imagine checkpoints for working on a game

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like, you know how you might zip a project in a particular state you wanna come back to - but its the whole project?

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With SC, you just describe changes and can go to a specific change or w/e

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most of the time, its on a remote server also

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And you can still take backups easily enough

empty plank
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ah I see it now! thanks @thorny cipher

thorny cipher
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no problem

pallid talon
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Im getting the message "Shared Data Cache not in use, performance is impacted." Is anyone else getting this message and is it necessary for me to use this?

worthy fox
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Is there anyone who has been able to implement a working moon, using the SkySphere material, to Kleiners ToD Blueprint? πŸ˜…

plush yew
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can scripters in multiplayer games script in the exact same way as a single player game?

livid haven
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Scripter is an odd term, but the answer varies anyways.

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Ideally, sure, but in reality not so much.

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You have to design around latency being a very real thing.

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Hopefully engineers can try to insulate designers from those technical complications, but it's not entirely avoidable either.

cerulean nova
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anyone know the problem "wanting to make a game but having no idea what to do" ?

worn granite
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I've the problem knowing what I wanna do but finding the time

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or knowing what I wanna do, but not wanting to do it poorly and so putting it off

cerulean nova
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yeah

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because being a lonly dev. limits everything ^^

worn granite
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so what part are you stumped at

stone vapor
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If I want all players to share a single camera (e.g. top-down game), what's the best way to do that?
E: I think I got what I wanted by using Set View Target with Blend on each Player Controller

cerulean nova
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nah thats not the problem its like im missing inspiration on what typ of game for example..and rpg? a shooter?...im also a huge harry potter fan πŸ€”

plush yew
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so latency is the only concern for scripters when it comes to networking?

worn granite
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Kinda

plush yew
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ok so how do i deal with latency

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ik that’s a very broad question

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but i need some sort of info

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cuz i love coding player movement and aiming systems and stuff but server stuff is so boring

worn granite
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so there's prediction and correction

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most common form of correction involves interpolating between the prediction and server-authoritative replication

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That's if you want things to feel low latency

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if you don't mind ping being very obvious (eg a card game), you just make everything server authoritative.

plush yew
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ok could you explain the second message in less advanced terms

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pls

worn granite
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If you rely on server corrections on they're on, you get jerky, jittery movement.

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So you predict where you should be, and then if the server corrects you, rather than snap to the correction you gradually move to it

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You don't want to be too far out of sync

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it gets nasty if that happens, but if you're within sync it looks good.

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Disclaimer: I am not a netcode guy

plush yew
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ok but that seems like that’d be the netcoders job to do that

stone vapor
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I think that what Sion meant earlier was that you shouldn't design features as a scripter that rely on extremely low-latency behavior

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although I'm not really sure what you mean by scripting in this case

plush yew
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oh okay could you give me some examples

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by scripting i mean people who are responsible for things like player movement, and aiming systems and running and all that sort of stuff

stone vapor
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I can't imagine you'll need to worry about the networking side of things too much.

worn granite
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playermovement....

plush yew
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ok so if i were working on say a battle royale game i would code all the player stuff as if i were in a single player game

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working on*

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yea player movement

worn granite
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if you're not worried about netcode in playermovement I weep for your game

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especially if you're doing custom actions

stone vapor
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well, I can't really tell what you mean still

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by 'scripting' you're actually saying

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that you'll be building this game more or less from scratch, or what? lol

worn granite
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aiming probably can get away with not caring

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and a state change could be fine

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There's always the approach of net team will fix this later

stone vapor
worn granite
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if you work within, say, CMC

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then maybe you don't need to know any of this

stone vapor
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from what I've read on UE4, a lot of behavior works correctly if you set the right flags

worn granite
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yeah if you're using CMC

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and not going too far outside the bounds of that

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Or even GPA

plush yew
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okay thanks for tryna help but you’re rly not cuz you keep speaking about things that i don’t yet know about

warm mountain
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@worn granite gotcha i'll try that

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currently my project is split into a few projects for ease of loading and testing

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i have one space to test mechanics

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and another to test art direction and materials

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eventually will combine the 2 though for a prototype

worn granite
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yeah do look into it

plush yew
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I downloaded some free textures from poliigon and i was wondering if someone can help me put them into a material ( Im kinda new )

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I cant find any useful videos on YouTube that can explain how to do this

plush yew
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How to create burst-like particles effect?

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In starter content I've found P_Explosion

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In the end of "action" it prints "Completed" and starts again

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My particles start to spawn even if some particles from pervious "burst" still exist

plush yew
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How to get speed at hit moment?

vale halo
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If I'm not mistaken the unit of speed should be cm/s, so to convert that to m/s you can simply devide the output of the Vector Length node by 100, and to go from m/s to km/h you can use times 3.6 πŸ˜ƒ

plush yew
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Actors

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Projectile actor from FPS template

vale halo
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Try dragging out of the Other pin of the Event Hit node, and then doing what I/the post described πŸ˜ƒ

plush yew
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yeah, found, thnx

vale halo
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Awesome πŸ‘

plush yew
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Also, where I can find "logic" of projectile destruction over time?

austere yacht
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Can you use Set actor scale 3D somehow to make an actor gradually bigger with time? I suppose you ought to use Event Tick somehow to make the actor bigger with every tick?

vale halo
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I think that could work @austere yacht, though I'm not sure if it's the best way to do it. But if you do end up going that way, be sure to take the tick time/delta time into consideration so the growth rate will work pretty much the same on a computer than runs your game at 30fps and a computer that runs your game at 120+fps πŸ˜ƒ

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Or you could use a timeline & it's update function for that πŸ˜ƒ

wise prism
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Hey can someone help me with set focus node?

austere yacht
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Timeline and update function? I need to google that

plush yew
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How to create burst-like particles system? I set spawn rate at 0 and add entry in burst list, but stilll

austere yacht
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Thanks by the way, HowToCompute

feral echo
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does epic game launcher working? or not? It looks like I cant connect =\

plush yew
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@feral echo Can't log in?

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Sometimes it limits number of logged in users

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plan maximum completed

dawn linden
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@thorny cipher Maybe you already sorted it, but it's not strictly linear. It will approach linear at small FOV, but if you want accuracy you need to use trig.

plush yew
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Now I will try to continue working at my game!!!!!!!!!!

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My goal is to make millions with games!

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I will conquer this world!

pastel folio
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How to make things float with waveworks?

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Objects keep sinking, though I have not figured out how to fit voxels either

twilit gate
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does anybody else have that bug where subobjects have the same coordinates as the root component but use it as a relative location so theyre all not aligned properly when you drop them into the scene?

plush yew
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I downloaded some free textures from poliigon and i was wondering if someone can help me put them into a material ( Im kinda new )
I cant find any useful videos on YouTube that can explain how to do this

mint umbra
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Does anyone have any tips on how to remove a landscape's mask from another mask? I.e I don't want procedural masking on my grass layer to go onto my cliff layer. Simply subtracting the procedural mask from the cliff mask is what I'm trying to do at the moment, but it doesn't work.

unreal spoke
plush yew
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xD... how people just ask questions here..

upbeat fern
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which just brings up how to install the substance plugin >.>

tame thistle
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Well unreal and substance are working pretty closely together now.

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Not that I'm complaining, the substance plugin is awesome.

upbeat fern
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substance just produces low quality materials though >.>

tame thistle
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Hm, explain more if you can.

worn granite
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...

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gg epic

upbeat fern
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a) if you're needing over 2k materials, which is easy to do with their generation b) they're pixelated af, there's no option for the bloody interpolation.

worn granite
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ofc that's a non-issue if you have a source build cause you can just remove it and its probably not on by default

upbeat fern
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fuck that if you're doing anything normal

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just makes issues happen

tame thistle
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Huh, I've never had an issue with any if that. I just follow the industry leads, and a lot of companies have switched over to substance.

upbeat fern
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mainly cause of their bloody demos which you can just do in the material graph in unreal >.>

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it's something that didn't need to exist to begin with!

worn granite
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I mean I feel you - it'd be like if they tightly coupled a poor ide to the engi..... wait a sec

tame thistle
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Uhm no it isn't. At least the things I have followed is, like ILMxLAB.

worn granite
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I just can't wait for literal ads like what happens in some windows builds

upbeat fern
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aha, like when you reinstall and candy crush + minecraft is just like 'SUP??'

quiet harness
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Imagine if they made fortnite open source like Unreal Tournament

upbeat fern
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not like they come up with ennough content anyway ~

quiet harness
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well yeah but

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An entire community working on the top game of 2018?

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Imagine how much more they could achieve

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Bugs would be squashed in a day

upbeat fern
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doesn't really have too many when you look at it..

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it's QA team does really well tbh

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not complaining if it was open source

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but

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props

wicked kettle
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Hey guys! I would like to ask since I didnt find clear answer to my problem. I'd like to buy an asset from ue4 marketplace but last time it was updated for 4.14 version of ue4! These assets can be used or migrated somehow into a the newest version of ue4? I guess the functions might not work, but the models with textures are usable?

paper kernel
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images and audio should definitely work, skeletal meshes might need some work

wicked kettle
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Im looking at an asset that contains walls, floors, ceilings, fences etc

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so I'd like to use these , only the static meshes with their textures

paper kernel
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static meshes should probably work, I'm not sure has there been big updates on materials tho

wicked kettle
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hm..

paper kernel
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surely the asset contains everything you need, but if the material is broken you would have to rebuild it

wicked kettle
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I do some more research before I jump into it , dont wanna throw out 50 euros in the window for nothing πŸ˜„

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ty though for your reply mate!

zenith flower
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Does someone want to explain to me, what is the use for tags? I'm a year+ into my game, I have some seriously detailed character/save/data hierarchies, and I've yet to need tags.

It feels like cheating, which means you probably are doing it wrong.

paper kernel
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never really used them either

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I guess it's an useful too to fix an afterthought

frosty bloom
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ask @pallid compass , I believe he has the knowledge you seek

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πŸ˜‰

pallid compass
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crawls out from dirt

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did someone say Gameplay Tags?

mild crystal
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got a bit of an issue if anyone can help, every time I start up UE4 it reimports assets that are already in the scene. This will be a problem the bigger the game gets, any way to stop it?

zenith flower
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@pallid compass Yea, I was wondering, what is the use for them IF you construct your game hierarchy correctly. Or is it more like what @paper kernel said, an just a quick fixup after the fact?

dire storm
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Anyone got time to explain what ActorFactory is/does if its a quick explanation?

pallid compass
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Well the Gameplay Tag system is an insanely effective way to tag everything you could ever need, tracking everything u could ever imagine doing

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Quest finished? tag for it, Tag's for everything u can do in the quest

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Item tags

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talent tags

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everything u can imagine

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Imagine having paper tags u can stick on everything for tracking that respect hierarchy

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2tired2explainEverything

zenith flower
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Item_Base -> Child bp
Talent_Base -> Child bp
everything_Base -> Child bp

it's okay, I wont use them, so no need to explain. Just trying to understand what they were made for

pallid compass
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Its a robust referencing system

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just insanely optimal to use it

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and fast

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even with Item_Base -> Child bp u would still use tag's

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in general

upbeat eagle
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where could i find animations for a movement system

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or a prebuilt movement system

heady citrus
rancid rover
high wolf
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I have a question, it's about Flashlight (spotlights)

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Can I ask here?

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C'mon, I need help with this

glossy flame
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Nobody can help you if you don't ask a question.

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Nobody know exactly what you're asking about; "Flashlight" could refer to BP, the graphics of it, the visual effects of it, etc.

high wolf
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It's because this group have Chat Topics

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but ok

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I'll ask

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I created an Flashlight with 3 spotlights, but the shadows are strange. I'll send a Print, so I can explain it better

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How can I fix this?

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???

proven nova
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How can I change camera rendering features in C++? I want to turn off the motion blur in the constructor and Camera-> doesn't seem to immediately get me rendering features

weary basalt
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@proven nova PostProcess will help you

proven nova
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Sweet, got it done

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Camera->PostProcessSettings.MotionBlurAmount = 0.f;

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Thanks!

livid haven
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@high wolf What is "this"? The edge texture seam there? The aliasing going on?

high wolf
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??? What you mean?

livid haven
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I'm literally asking you what you mean.

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You post a screenshot and asked "how can I fix this", but I'm not really sure what "this" is. There are a few things going on in the circled area.

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Partially aliasing, partially something to do with the lighting at an angle, partially an ugly texture seam, partially some shadowing on the ground

worn granite
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just make it purty

zenith flower
thorny cipher
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When using BP functions with a return, it waits for the return before executing onwards correct?

livid haven
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Execution of a function is synchronous - nothing else will execute until the function returns, yes.

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Events in an event graph, however, are not quite like that.

thorny cipher
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events are called and then move on right?

livid haven
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You can try to async stuff in events, but that's generally not allowed in functions.

thorny cipher
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Kk cool πŸ˜ƒ

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So anything that needs to sync, have in func

livid haven
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I mean, it's not going to be async without you doing something async.

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And by async, I don't mean like parallel execution, just happening at a later point in time without stopping execution.

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IE: Delay nodes and Timers.

elfin dock
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hey guys, looking for recommendations for online leaderboards systems and implementations. We used to use Epic Leaderboard.com but they didn't update it to 4.19 and we can't find a way to contact the devs.

livid haven
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And other async nodes.

upbeat eagle
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@rancid rover well yes I can find movement systems but I have no money :c

worthy fox
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@elfin dock PlayFab?

elfin dock
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oh good one, I forgot it existed

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I'll take a look, thanks

thorny cipher
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i wish there was hide connections for select nodes

livid haven
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Can't.

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I mean, what is it supposed to pass through for a hidden pin? :X

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It'd be very handy if you could specify a "default" pin though, I'll agree to that.

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Like, for any pin not explicitly hooked up, use whatever is connected to the "default" pin.

grim ore
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well I would say what does it pass thru right now for unconnected pins?

livid haven
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That seems feasible to implement anyways.

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@grim ore Depends on the pin type.

grim ore
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so the default for the pin type?

livid haven
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I suspect it may not even compile for certain types of pins.

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Yeah, generally the default, which means either default construction or zero-fill initialization.

worn granite
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And ref like there can't be default

thorny cipher
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That would be good

worn granite
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or at least shouldn't

thorny cipher
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well default could be all the rest

worn granite
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knowing BP it could

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it'd just be some random memory

livid haven
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Yeah, I'm not sure what's going on there. Or if those even really are reference pins or not.

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I've found some weirdness before.

thorny cipher
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#justblueprintthings

livid haven
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Shared it with blueprint team, they were not too amused.

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No clue what caused it.

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Had to delete the return node and recreate it, then it was fine.

worn granite
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may have been able to refresh it

cursive dirge
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what's wrong in the image?

livid haven
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Tried that, nope.

worn granite
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Oh dear

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Also the pins

livid haven
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It's a function returning a transform by reference and the pin connected to it is a value.

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Which, in C++ land at least, that's straight up asking for garbage.

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And as far as I can tell, isn't even possible to intentionally create in a blueprint function.

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And yet, there it is.

worn granite
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If you had a ref pin you could drag it onto the return

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but it should then be a value of that type

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not a ref

livid haven
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Ah, that may have done it originally, yeah.

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I could imagine that being the repro.

worn granite
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That's the only way to do a reference return

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Other than it being specified by a C++ super

livid haven
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Yeah.

#

Eugh... another one of those insane things between BP and C++.

#

Where BP doesn't really support an idea but it can leak in to a BP API through C++.

#

Like const

worn granite
#

BP at least attempts it though

#

like a const& - can you set that?

#

I don't think so last I checked

mortal frigate
#

Has anyone ever seen the cloth physics working with the world?

crisp fable
#

i wonder if my troll post got any replies yet

#

haha yeah someone bit

warm river
#

I am about to start a potifolio project. If somebody wants to join, send a pm. I will be putting some AI, Stealth, combat, a whole structured item/weapon developed by me (C++), inventory etc etc.

Thanks, cheers!

zenith flower
#

You know what would make everyones world better? If upon hitting an error or break point, if the editor would just autoselect the current universe that ran it

#

like

#

So if I cycle through everything, it doesn't even hint if thats the currently running universe

#

So now I get to guess who-dun-it

#

If I hover over a dedicated server's variable, using the client filter, it STILL shows me the value of the dedicated server.

#

So now I can guess if replication is working correctly

#

Or spam print strings

cerulean hearth
#

Hi there! I'm beginner, where can I find an example project with megascans material configuration? Thanks

wary wave
#

I don't think there is such a project, unless Quixel have put something out?

safe rose
#

Heh, didn't know they sold em

gaunt raptor
#

is there a way to export a level with all the included assets and nothing else ? Our project file is huge and a lot of the assets are not used in the level

crisp fable
#

does anyone know how i'd control a vehicle without possessing it?

#

i mean if you're on a motorbike you should still be possessing your character

#

or can you possess multiple pawns at once?

livid haven
#

Never done vehicles, but I imagine you could have something that tracks what vehicle a pawn is occupying?

#

And when doing so, forwards input to the vehicle.

#

Maybe push the vehicle's input component on to the owning player controller's input stack?

safe rose
#

Typically, you possess the vehicle and control it

livid haven
#

Ugh... fighting with bounds. Actor's returning totally different bounds that the show bounds command is. X|

crisp fable
#

you using getcomponentsbounds or whatever?

#

thats the only reliable one i use

livid haven
#

Actually stopped using GetActorBounds because it was giving me garbage due to some inactive/invisible components.

#

Pretty much did the same thing it does, but with my own conditions.

#

Active, registered, Mesh or PSC.

vale osprey
#

@crisp fable normally you would posses a vehicle and character would be just cosmetics but this shouldn’t stop you from doing it the other way around - get a reference to the vehicle and send control commands to it

#

Your character can be literally β€œpushing” on controls

languid shard
#

Hey everyone, I've got a weird behaviour on 4.19 : I want to select an entity for a blueprint variable, but I can only set the value as that same blueprint ? πŸ€” Variable type is actor, I see all the actors in the scene as expected but can't select them

livid haven
#

Actor properties don't make sense to have default values outside of the level blueprint.

#

What actors would they reference?

languid shard
livid haven
#

What is this property?

languid shard
#

an actor variable

#

I just want to get the transform of the actor in that variable

livid haven
#

Yeah, actor properties don't make sense to have default values.

#

Your blueprint has nothing to do with the level.

languid shard
#

this isn't a default value btw :p

sudden agate
#

Interesting, You should be able to select any kind of actor when it is an Actor Reference

#

I would report a bug.

languid shard
#

that's a pretty big one indeed

livid haven
#

Oh, you're editing an actor placed in the level and trying to select another actor?

languid shard
#

gonna restart and see if it changes anything

#

yep πŸ˜ƒ

sudden agate
#

It's the Default Category btw. Not a Default Variable πŸ˜›

livid haven
#

Okay, sorry, was struggling to get that bit. Yeah, weird, I don't know.

#

Is there anything in the log that looks sketch?

#

When you set it and it resets I mean?

languid shard
#

gonna check,sec

#

but yeah, ofc setting up a default value with something in the scene doesn't makes any sense :p

#

nope, restart doesn't do shit

#

as for the console

#

uh

#

Warning: Illegal TEXT reference to a private object in external package (StaticMeshActor /Game/ProductViewerLogic/Levels/ProductViewer.ProductViewer:PersistentLevel.Floor) from referencer (BP_PC_Importer_C /Game/Maps/PointCloudMap_RuntimeImport.PointCloudMap_RuntimeImport:PersistentLevel.BP_PC_Importer_38). Import failed...

livid haven
#

Ahah

#

Do you have multiple levels?

languid shard
#

yeah

livid haven
#

Like, sublevels?

#

Yep, that's what it is.

sudden agate
#

But it's in the Persistent LEvel, isn't it?

livid haven
#

TSoftObjectPtr is what you need in that case, I think.

keen birch
#

VXGI 2.0 will still be a source build, right?

livid haven
#

@sage valveildex#6923 I'm guessing one of the actors is in one level and one in another.

#

G'DAMNIT DISCORD

#

That's like the 6th time this week in like 2 days it's totally fucked up and tagged the wrong person

sudden agate
#

Discord doesn'T like me 😦

livid haven
#

What jerk decided the parser would be greedy?!?!

keen birch
#

Ra always gets tagged when Raildex is talking

#

Nothing new there

#

Don't think he's ever actually responded to it

#

Discord also always fails to tag me

#

I think the main issue is when people just click mention

#

It tends to work better when manually typed in my experience

#

@keen birch

sudden agate
#

@keen birch test

#

πŸ€”

keen birch
#

@Raildex#6923

#

@Raildex#6923

sudden agate
#

wait a sec

#

try again

keen birch
#

@sudden agate

sudden agate
#

try agian

keen birch
#

Offline mode?

#

@sudden agate

sudden agate
#

πŸ€”

keen birch
#

First two were through the mention button on mobile

#

Second two are half typed and finished with the suggestion list

sudden agate
#

looks like the probability of it working is dependent of if you are online or not

keen birch
#

You in online ATM?

#

Want to try tagging you online through the mention button

sudden agate
#

I am offline now

#

like always

keen birch
#

@sudden agate

sudden agate
#

interesting

keen birch
#

Go on for a sec?

sudden agate
#

I am on now

keen birch
#

@sudden agate

#

So the mention button doesn't seem to work when someone is offline

#

All the non working ones and this last one were mention button

#

All the typed ones work fine

#

Even if you're offline

cedar snow
#

USceneComponent doesn't seem to have a way to get local location/transform
i guess that's expected since it's unclear which parent should be used as reference?

#

oh, seems like i missed relativelocation oO

languid shard
#

@sudden agate hmm not sure, I'll check after launch and windows updates

languid shard
#

huh, yeah it was exactly that, can't crossref actors from a sublevel to another blobfacepalm

livid haven
#

It's possible with TSoftObjectPtr

languid shard
#

Not using C++ πŸ˜ƒ

glossy flame
#

You can use soft object references in BP.

#

It's just another type of variable for a certain class (instance reference, class reference, soft object reference, soft class reference IIRC)

languid shard
#

aight

#

can't do it from within the editor ui though looks like

glossy flame
#

I'm pretty sure you can.

#

Select the type of the variable, then once you get to the class there should be 4 (I think) options for the type (can't think of a better word) for that variable.

languid shard
#

yeah

#

soft object ref right ?

glossy flame
#

Yes.

languid shard
#

yep works perfectly

#

thanks for the headsup

livid haven
#

πŸ‘ They used to be called asset ptrs, but became "soft object" ptrs when they were refactored to work for cross-level references.

fierce tulip
pallid compass
#

ngl god of war was one of the best games i have ever played

#

even better the fact it was console

#

watching

crisp fable
#

i swear i spend at least 80% of my time waiting for compiling in unreal

#

urghh

regal mulch
#

Time to upgrade your PC

crisp fable
#

not really

regal mulch
#

Get an M2 and install it on that

crisp fable
#

32 cores, project and unreal on an M2 drive

regal mulch
#

Even compiling the Engine won#t take longer than 10 min

crisp fable
#

128gb ram

regal mulch
#

It's probably not RAM slowing you down :P

crisp fable
#

1080ti

#

im set

regal mulch
#

Oh yeah, forgot that your GPU is compiling code

#

My bad

fierce tulip
#

stop compiling the engine then :p

crisp fable
#

i aint

pallid compass
#

That guy Luos holy fuck

#

can u imagine how he feels

regal mulch
#

Welp, can't help you then :D

crisp fable
#

from compile to launch takes a good 4 minutes

#

because hot reload stinks

wary wave
#

that's slow

regal mulch
#

Yop

wary wave
#

I'm on a 4790k with 16GB memory and it's way less for me

crisp fable
#

hmm

regal mulch
#

Pressing CTRL+F5 takes max 15 sec for me to compile and get engine up

#

And I'm not even running an M2

wary wave
#

I think our game code takes about 45-60 seconds, and it's a pretty heavy project

cloud cobalt
#

@crisp fable Make sure to make good use of forward declaration too, to prevent build times from snowballing

wary wave
#

I might suspect foul play on the part of anti-virus or Windows Defender at this point

regal mulch
#

Well or just a slow harddrive that takes ages to write

#

RAM and GPU won't help him there

#

Β―_(ツ)_/Β―

cloud cobalt
#

I have an older SSD and a 3770, my 100K lines project compiles in something like three minutes. Fairly slow, but nowhere near cutting edgehardware

wary wave
#

possibly - but if something is scanning your intermediate generated files, it'll slow down compilation significantly

cloud cobalt
#

We gained a lot by just forward-declaring everything

pallid compass
#

storage an cpu makes big difference

regal mulch
#

Fast CPU and SSD/M2 and you are settled

wary wave
#

I'm using a fairly standard HDD

#

7200rpm on this machine, I suspect

pallid compass
#

Takes me around 30-50 ish seconds, to run build on project then reopen the engine

#

and thats with m.2 and fast cpu

#

so i think there is just some sort of general overhead of time maybe

#

not too far behind amber so, its prob more cpu heavy

#

unlike massive engine compiling that is cpu and storage

crisp fable
#

ok im now commencing operation fiddlesticks

plush yew
fierce tulip
#

if you change compression and i.e. only use red channel it can become red.

#

but there are some other ways that it can become red as well

#

need to change the texture sampler thingy

#

even occasionally turning on/off srgb seems to do it.

plush yew
#

Alrighty. None of the other textures did it, makes me think its a problem with the texture in photoshop

fierce tulip
#

doubt it

plush yew
#

Yep, turned srbg on and it fixed it haha

#

Odd

#

Thanks :)

fierce tulip
#

in case you dont want srgb (motly for grayscale/channel packed textures_, in the material editor click on your texture sampler and set it to linear color or whatever compression you used.

#

generally it does this automatic, but not in instances.

#

and it also doesnt when you update the srgb and/or compression after placing the texture in the mat editor

#

@plush yew

plush yew
#

Oh, sweet. Thank you

plush yew
#

Hello anyone on I need some help I’m completely stuck

crisp fable
#

use of undefined type 'UTextProperty'

#

is this thing serious

plush yew
#

I brought advanced locomotion asset and I’m wondering how would I change the character to one of my other characters whilst keeping all the cool aspects of advanced locomotion

crisp fable
#

you retarget the animations that come with it to your new character

#

unfortunately animation blueprints arent skeleton agnostic

plush yew
#

How would I do that

crisp fable
#

frankly, google it

#

its really easy its a built in function

plush yew
#

Are their any videos u can link me

crisp fable
#

if i google "ue4 retargeting" and its on the first page im never talking to you again

plush yew
#

XD

crisp fable
#

seriously

plush yew
#

Thx

crisp fable
#

google.

plush yew
#

Also question. How hard would it be to make a simple economy system with ATM’s that u can use to pull money out

pallid compass
#

Well that will come with a little bit of blueprint practice and understanding of storing information and checking

#

Well you need 3 things

#

A currency storage,

#

So that could be a int on a player

#

THen you need your vending machines u can interact with

plush yew
#

And top right his says your anmount of money in bank and wallet

pallid compass
#

and then its a bit of math doing something like

#

Try buy this
(Is Money Greater than or equal too the cost of this item)
if yes, take away cost of the item from Player money and give Item

plush yew
#

Are their anyone who would make this for me for some money

pallid compass
#

U could use Looking for talent to post a job

#

theres a bot that works u through it

#

its prob pinned in that channel

plush yew
#

Ok thx

crisp fable
#

is it multiplayer?

plush yew
#

Yeha

crisp fable
#

yeah thats a whole other kettle of fish

plush yew
#

Hmm

#

Hard fish or easy

crisp fable
#

hard fish

#

if its multiplayer it has to be secure

#

so there are more considerations

plush yew
#

Yeha damn this tricky

#

What type of dev would this be under

pallid compass
#

U prob biting too deep for your own good, because if u dont know what ur doing u cant pay someone to intergrate multiplayer stuff

#

Because u will never be able to manage ur own project

#

U can get away with single player

#

But not multiplayer

#

Too much to conder and systems must be self contained ans co operate well with othet systems of your framework

#

Ul end up basically having to pay someone indefinity to maintain ur systems

plush yew
#

Hmm

cloud cobalt
#

You can have multiplayer in an indie game, as long as the scope is reasonable.

plush yew
#

Yeha im still doing multiplayer

cloud cobalt
#

If it's a very simple game, with cooperative gameplay rather than versus, no dedicated servers, etc.

#

Cooperative, "offline" multiplayer (as in, no online infrastructure for your game, just direct connections) is still 2x harder than singleplayer

#

But it's not 5x harder like a fully online game with a character server, etc

plush yew
#

I wanna do multiplayer tho

#

Go big or go home

cloud cobalt
#

Sure, let's just not forget that your MP game will be twice smaller than your single-player game, all things equal

#

Everyone wants to do MP, that's okay

#

If you attempt to do something like Destiny, there are hard, non-technical reasons why you won't

#

If you want to do something like Dark Souls or Borderlands, then it's much more realistic

#

(Still harder, and longer to do, than the same game if singleplayer)

#

Basically see this as in, MP will cost you one more year in development

plush yew
#

Hmm well I started game development to learn to make a game like this and that’s the only reason why so I’m gonna have to find a way

cloud cobalt
#

Try to be effective about what you do

#

My first game was a MP competitive game, it worked, it was playable, kind of decent quality, in gameplay and visuals

#

It also was dead on arrival even as a free game

#

A MP, 16-players game doesn't work if there aren't 16 players online

plush yew
#

At the moment iv had 45 pre orders

pallid compass
#

Your trying to run before you can talk, its like trying to step in to a MMA arena with Connor McGregor with 0 experience

wary wave
#

that's very small for a multiplayer game

#

realistically for an MP game to survive, you need thousands of players

cloud cobalt
#

You need to plan on 50 times your minimum player count

#

Simple rule of thumb

wary wave
#

just to ensure that there are people online at the same times enough to fill servers

cloud cobalt
#

5000 sales = maybe 100 players online

plush yew
#

And a community with over 6000 people on the discord and 12k website reg

wary wave
#

and if you're not turn-based, then you also need to ensure they're in geographically similar locations D:

pallid compass
#

Also you need to actually learn the engine, u cant just multiplayer with no exp, you need spend like a year learning alot of stuff, its not just a walk in the park thing

#

there is reason's game's take year's

#

and all them multiplayer indie games end up crashing and burning

plush yew
#

I’m not new to the engine btw

pallid compass
#

Not that im trying to say u cant do it

#

You need to scope your project well

plush yew
#

Screenshots of my game

pallid compass
#

Do you know about replication?

cloud cobalt
#

The math of online player count is a death sentence to most projects, if they require other online players. That's why MP can be a great added value, but not the core of your indie project. I actually have friends who set up their own companies, worked a full year, team of 4, experienced developers. 50 sales, no one plays it because it's MP only.

#

We're not trying to convince you that your game will suck or fail, @plush yew

#

Just understand that MP only is a very risky idea

wary wave
#

tbh, these days even most high-end MP only games seem to fail

#

largely due to insufficient audience

pallid compass
#

Yeah they do

#

and then MP requires massive maintaince

cloud cobalt
#

Look a Lawbreakers that had zero players after months, despite millions in dev and marketing.

wary wave
#

Lawbreakers had zero players after a couple of weeks

#

it declined pretty fast

cloud cobalt
#

Yeah

plush yew
#

Hmm

wary wave
#

and of course once you have no players nobody will buy it

pallid compass
#

oh fuck yeah law breakers

#

how much did they spend on that

wary wave
#

a lot

pallid compass
#

it was like 10mil+ right?

#

they went fucking ham

cloud cobalt
#

I think MP is great as a learning experience, anyway, i'm just saying make it 2-players MP @plush yew , preferably non-competitive

#

Competitive (pvp) = instant hacking

#

= requires dedicated servers

#

= cost & pain (and pissed off players)

#

Your Borderlands-type MP experience at least removes the infrastructure requirement, cheating problems, dedi servers...

wary wave
#

looking at the charts, Lawbreakers had 65,000 day one buyers

pallid compass
#

how much was it?

wary wave
#

Β£20, IIRC

cloud cobalt
#

^ aka 40 times what a median indie sells

pallid compass
#

lmfao

wary wave
#

but the player count trailed off really, really fast

pallid compass
#

no where near a recovery

#

Β£1.3mil revenue dam

#

They lost out big time

plush yew
#

I’m going for MMORPG open world

wary wave
#

uh

cloud cobalt
#

Well, it won't work

plush yew
#

Here’s some screenshots

pallid compass
#

ur joking right?

#

Thats not in a offensive way btw

plush yew
pallid compass
#

My friend you are in for a big shock then if that is your scope.

cloud cobalt
#

Looking good, but really, that's not going to work :/

pallid compass
#

Taking assets and putting them in a level and make it look nice is decent

#

But the framework that is required under everything, right now u cant even imagine

#

honestly

#

also by default the engine does not support proper MMORPG open world travel system

plush yew
#

Il have to figure it out this is my dream game I’m not gonna just let it go

pallid compass
#

You would have to write a custom system to manage that

#

and thats with loading screen's

#

With out loading screen's pfft, i wouldnt even know where too start honestly

wary wave
#

MMOGs cost insane amounts of money just to even get running -assuming you can even build the game in the first place 😐

pallid compass
#

If you cant scope your dream's u will never reach them

languid shard
#

you'll have to make a complete streaming system from scratch 😐

pallid compass
#

U could try and trick it life lmfao, warp travel between maps!

#

keep the mesh loaded in

#

hope they dont notice everything updating LOL

plush yew
#

More screens

cloud cobalt
#

@plush yew Just calculate how many sales you'll need to have your desired player count online, and compare that to how games sell. Just do that calculation yourself to check if your dream has a shot at reality πŸ˜ƒ

pallid compass
#

But yeah seriously varius what your asking is impossible for you right now

languid shard
#

are you solo @plush yew ?

plush yew
pallid compass
#

If me and Ambershee and sion where all put in a room

#

with lifefor too

#

and had gun's put to our heads

plush yew
livid haven
#

Trying to make your magnum opus as your debut is painfully naive. :X

plush yew
pallid compass
#

I doubt we could do it our selfs

plush yew
#

Nope I have 14 other devs

pallid compass
#

Numbers are not greater than quality

#

I kid not when i say if we took a bunch of us in a room and had gun's to our heads, we couldnt do it

plush yew
#

All the devs have done school for game development

pallid compass
#

Thats good but

livid haven
#

That implies that's all they've done.

pallid compass
#

it dosent mean shit with out engineering exp

livid haven
#

Which is jack shit for real experience. 🀷

cloud cobalt
#

@plush yew So what's your strategy to sell 20 times more than the median indie game ?

#

That's non-technical

#

Not school related

pallid compass
#

IF all of us cant do it in a group, what makes you think you can do it?

#

dont take this the wrong way but

frosty bloom
#

How is it that you need to pay someone to create simple mechanics if you got 14 devs πŸ€”

pallid compass
#

You can tell you lack the exp already by not being able to understand scope.

#

If you cant scope what your doing, there is no way you can do it.

languid shard
#

I've done an engineering school in game and realtime stuff and an't figure out intermediate networking stuff 😦

plush yew
#

All my other devs are doing other projects iv assigned them so I’m looking to hire more devs or pay devs for projects

cloud cobalt
#

It's okay to not master everything technical, but if you're planning to have many online players, at least realize which levels of sales will kill your game, keep it alive, or have it succeed.

pallid compass
#

You know how much contractors cost right?

languid shard
#

yeah, MP games are VERY dependent on your sales and how you can keep your players to play

#

no players = no new sales

wary wave
#

I wouldn't even worry about players at the moment

plush yew
#

Iv already got 3 dedicated box’s

pallid compass
#

Server cost lmao

wary wave
#

you need to look at infrastructure costs

#

the cost of running a persistent game on that kind of scale is not small

cloud cobalt
#

@plush yew Seriously, how many sales are you planning on ? 5,000, 10,000 ? more ?

#

Because I'd love to sell that much with my 4-year project πŸ˜ƒ

plush yew
#

More

cloud cobalt
#

15,000 ? That's 10 times your median sales.

#

That's huge.

plush yew
#

I did a kickstarter we raised 66k

#

if you consider 15.000 huge, you need to reconsider

#

your life priorities

pallid compass
#

Can you link the kick starter

#

I wann see about your game if u dont mind

livid haven
#

@plush yew You're lacking the scale we're using for reference.

cloud cobalt
#

15,000 is definitely huge for Steam @plush yew .

plush yew
#

thats not enough to sustain a minimum wage income on

#

Sure I’m on phone so give a sec

pallid compass
#

Better info than screen shots

livid haven
#

@plush yew (That's kind of the point.)

plush yew
#

its huge for shit games maybe.

pallid compass
#

also 66k covers u for maybe 2 people for a year's work

cloud cobalt
#

It's definitely not enough to pay a team but it's also 10 times more than what indies make on Steam. Real-world data.

#

I wish it wasn't true

plush yew
#

i made a fucking maze-game, it sold 15.000 yeah, that's huge

pallid compass
#

inb4 66k rupies

#

(just kidding :'))

plush yew
#

but it also takes 5 days to make a maze game

#

and that's LONG

cloud cobalt
#

The real-world average for indie games on Steap is 1,500

#

At a median price of like $3

#

That's your market right there

plush yew
#

surprise, msot indygames on steam are literally digital landfill

pallid compass
#

Its hard to get started and make a good rep from scratcj

#

and market and shit

cloud cobalt
#

Anyway, 15,000 on Steam for an indie team is still huge. 30,000 is best-seller level these days.

plush yew
#

Wait would it be hard to setup a spawn selection system like this

#

it's not hard to just do a decent job if you have a measure of self-reflection, the garbage i see on steam (or other platforms) peddles as 'indy games' is the lowest form of people patting themselves on the back, calling themselves developers. they're published highschool projects by people who have absolutely NO sense of self-reflection and cannot see that the stupid thing they made is objectively unwanted trash

cloud cobalt
#

@plush yew I'm willing to say our game is far from being junk or a school project, and our lifetime sales are unlikely to reach 15,000. Hell, our professional competition is only selling a few hundred thousands.

plush yew
#

then your game isn't good

#

What’s your game about

pallid compass
#

Whats the name of your game?

plush yew
#

games that had ZERO marketting sell more than 15k because they're good games, and grow organically by word of mouth

#

and im not insinuating you need to pull a minecraft

#

15k is a LOW AS SHIT bar dude

cloud cobalt
#

Then it's surely a shit game ! But really, look at market numbers from 2017.

#

SteamSpy would be a good start, even though numbers are off now

plush yew
#

market numbers say that garbage games have garbage sales

#

WHODA THUNK

#

@cloud cobalt what’s your game about

cloud cobalt
#

Is Where the Water Tastes like Wine a garbage game ?

#

Simple example

plush yew
#

never heard of it, but if it sold less than 15k, it's probably not a great game!

cloud cobalt
#

So what's your game ? Please tell us how to sell 15,000 on Steam today πŸ˜ƒ

plush yew
#

my credentials are completely irrelevant to the sales numbers of a game

#

and is irrelevant to this topic entirely

cloud cobalt
#

So you don't have a 15,000 units selling game released last year or this year on Steam ?

#

'cause that's the market we're talking about

plush yew
#

i have multiple games that sold millions

digital anchor
#

LMAO

plush yew
#

and i'm not even joking

cloud cobalt
#

I believe you

languid shard
#

what games then ?

plush yew
#

but none of that is relevant

frank escarp
#

lmao dat trolling

languid shard
#

curious

frank escarp
#

if you have sold millions you sold more than anyone here

#

wich i call bullshit

cloud cobalt
#

I'm just saying, indie games on Steam in 2017 ? 15,000 is high

pallid compass
#

inb4 we all get infractions for trolling

plush yew
#

15.000 isnt high, it's only high for trash-tier games

cloud cobalt
#

I also have millions-shipped products for what it's worth, though as part of a huge team. We're talking indies on Steam.

plush yew
#

or people who have no fuckign standards

languid shard
#

πŸ€”

plush yew
#

and 90% of steam IS trash

west fractal
#

90% is lowballing

#

lol

fierce tulip
#

no need to constantly add curse words there @plush yew

languid shard
#

@plush yew i've got an example

#
SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and ...

#

indie game

wary wave
#

some of my games have sold millions :p

languid shard
#

sold around 20k units

#

NOT TRASH

plush yew
#

look dude, if a fucking 8 year old can look at a single screenshot of your game, and say 'that looks shit'

#

your game is shit

languid shard
#

thefuck

plush yew
#

and that applies to 90% of steam games

#

you can mince about your deep narrative and meaningful gameplay all you want, but it's only that way in your own head

pallid compass
#

jesus someone is an angry boi

plush yew
#

it it were true

#

you'd ship units

frosty bloom
#

You are stating quite a few opinions but without any facts.

frank escarp
#

where is your highly sold game @plush yew

pallid compass
#

"ITS ALL ABOUT THE UNITS"

languid shard
#

its doesn't work like that

#

still waiting on your games btw yeah

cloud cobalt
#

I'm sure he's been a contractor on Call of Duty 7 years ago

frank escarp
#

couse we know you are lying

digital anchor
#

well, i agree with him, the best game ever is PUBG, look how many it sold kappa

plush yew
#

you dont need my credentials

#

a fucking 10 year old could tell you msot games are trash

pallid compass
#

we kinda do

west fractal
#

not trash

#

pixel art

languid shard
west fractal
#

lmao

languid shard
#

for posterity

west fractal
#

wait someone here is actually claiming

#

that most games on steam aren't trash

pallid compass
#

im trying to program but this is too juicy

fierce tulip
#

kicked dunkle

digital anchor
#

lol

languid shard
#

thanks Luos

pallid compass
#

lmao

#

he was a lil angry ngl

frosty bloom
#

And no banhammer memes? This is a sad day

pallid compass
#

Could of been a good discussion

languid shard
#

he's gonna be mad if he comes back

cloud cobalt
#

@west fractal Most games aren't, but the point is, everyone's game here is probably considered trash by someone.

fierce tulip
#

didnt ban, justk ick

west fractal
#

literally skim this dude

wary wave
#

I dunno, the majority of games on Steam probably are complete rubbish

#

there's a lot of low budget stuff, and a lot of fairly decent games

west fractal
#

all you have to do is scroll through the first like 20 entries

languid shard
#

Low budget and low sales definetly doesn't mean bad game

west fractal
#

and if most of them aren't screaming low effort trash at you

wary wave
#

but there's also an utter bombardment of asset flips and 'my first game made in 40 hours'

west fractal
#

then there's something wrong with your ability to discern trash

digital anchor
#

i think the point is not that there are trash games, but they are trash because of units sold

languid shard
#

well he had a very, very straight mindset

#

taking too much shortcuts

#

the "I've sold million copies" is ultra troll tier too

#

"my credientals are irrelevant" blobfacepalm

cloud cobalt
#

@west fractal Well, I mean sure - but what's your game ? How did it sell, what does it look like ? When was it released ? It's easy to say "trash", but you have to be professional and honest about it

#

I'm not saying yours specifically

#

But everyone's

west fractal
#

dude trash is not a subjective thing

#

you can apply objective standards to game development

cloud cobalt
#

So why is Goat Simulator selling so well ?

lethal hull
#

straight up asset flips are probably the worst

west fractal
#

because goat simulator isn't trash

cloud cobalt
#

Why is the bug-ridden PUBG selling millions ?

west fractal
#

and represents genuine effort

languid shard
#

Goatsim is a parody game

#

it looks like a trashgame

#

but it isn't

west fractal
#

it looks like trash because it's a parody

#

^

#

what that guys saying

cloud cobalt
#

Hell, why is Minecraft part of the best selling games ever ? Is it the best game ever ? Is it the third best game ever ?

#

Quality isn't the only factor in a game's success

west fractal
#

are you actually comparing

#

shit like this

#

to minecraft

#

and goat simulator

cloud cobalt
#

I'm not, I'm saying quality is not a predictor of sales.

#

And that quality is relative.

plush yew
cloud cobalt
#

I'm very aware that most Steam stuff is trash

west fractal
#

good

#

then what are we discussing

pallid compass
#

whats ur game called than varius

cloud cobalt
#

I'm just saying, your game is probably trash too

pallid compass
#

u still not told us

plush yew
#

Disregard my post

cloud cobalt
#

My game is trash too according to @plush yew

languid shard
#

your AO radius is too big @plush yew

#

also looks like you are rendering at less than 100% screenres

#

it looks muddy af

cloud cobalt
#

The point is, and that's the important part - most games sell very little on Steam, so you have to be a really successful developer to sell

#

Maybe that's a crazy low bar

west fractal
#

that's because

cloud cobalt
#

But frankly I'm skeptical that Steam is automatically a sales generator for great games

west fractal
#

the VAST MAJORITY of games are low effort trash

#

that twitter is literally a feed of games coming on steam

cloud cobalt
#

I am very aware of that feed, of Steam, Greenlight, Direct and everything Steam since 2016

west fractal
#

and there is literally nothing that stands out as a genuine effort to make a good game

cloud cobalt
#

So you can assume I know πŸ˜ƒ

west fractal
#

it's not

#

anymore

#

because they allowed so much garbage on the platform

#

now games go up

#

and don't get noticed at all

#

because they immediately get buried under a landfill of trash

#

it's just like artstation

#

back when it was closed invite only and populated by professionals

cloud cobalt
#

So basically you agree with me that games are unlikely to succeed on Steam based on word of mouth alone

west fractal
#

the new section would get you hundreds of views

#

and shares

pallid compass
#

they need give steam a polish and swipe all the crap

west fractal
#

now it's deviantart

pallid compass
#

and ban rpg maker games πŸ˜‚

#

or at least put much higher quality requirements

languid shard
#

yo Undertale was made with RPG maker, and its great

west fractal
#

undertale was made with gamemaker

#

iirc

pallid compass
#

Not all are bad, but majority are

languid shard
#

oh well

fierce tulip
#

^ its not about the canvas, but how well you paint

languid shard
#

close enough πŸ˜‚

west fractal
#

and that

#

what @fierce tulip said

pallid compass
#

Thats such a Luos thing too say, u wouldnt here that from cpp πŸ˜‚

west fractal
#

like i can make the generalizatoin that pixel art is trash

fierce tulip
#

XD

west fractal
#

and 99.9% of the time im right

#

but there are VERY RARE games that don't fit into that

pallid compass
#

who is this spookie 99.9% devil who knows the pixel art

west fractal
#

there's always exceptions to the rule

#

because games are complex

pallid compass
#

You new this this discord?
or major lurker

west fractal
#

i dont read this channel

pallid compass
#

oh yeah ur new kinda

#

668 results

#

but not new to ue4

#

right?

west fractal
#

no

pallid compass
#

Can tell by scrolling random comments πŸ˜‚

west fractal
#

ive been doing game stuff since halo

pallid compass
#

just curious as not seen u in here before thats all

west fractal
#

you dont read the wip channel

#

lol

languid shard
#

@west fractal you make the anime tank game right ?

pallid compass
#

i do every now and again

west fractal
#

ya

languid shard
#

noice

pallid compass
#

Dam i wish to learn the joys of cell shading one day

#

but im too busy being bawls deep in cpp and crying over it

west fractal
#

we need more anime girls here

#

tbh

languid shard
#

there's already quite a lot of anime stuff here

west fractal
#

NOT

#

ENOUGH

languid shard
#

anyways

#

bouncing out of work for today, have a good day, evening, night !

pallid compass
#

im a anime girl irl i swear

#

ALSO FINALLY

#

ITS DONE GUYS

#

INTERGRATED AUTO TILING IN TOO THE EDITOR

wary wave
#

auto tiling?

pallid compass
#

ignore the lag

#

its my recording shiz

#

and iv not set it to update tiles next too it yet

#

BUT IT WORKS

#

IN EDITOR SUPPORT

wary wave
#

oooo

pallid compass
#

it works and i didnt break the engine

#

FEELS GUD

digital anchor
#

"ban RPG maker" recreates RPG maker