#ue4-general

1 messages Β· Page 246 of 1

ionic oxide
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minecraft is really good for imagination, especially for kids

fierce tulip
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nobody really becomes an adult

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just older kids in a different sandbox

plush yew
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@whole quarry 17 is pretty much kid

grim sinew
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If you have something against kids or people that play games as if they're kids, you're in the wrong industry. All we all do is make digital toys.

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High budget, digital toys.

plush yew
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well doesnt matter

grim sinew
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There isn't much difference between hot wheels and need for speed

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Or nerf and halo.

plush yew
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lol

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there is

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a lot

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of difference

grim sinew
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Not really.

plush yew
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need for speed took whole team of experienced programmers to make

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and hotwheels is some plastic small car

fathom gale
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make wot

fierce tulip
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@plush yew seriously, if you can only claim random thoughts as facts, please shut up

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try listening to your peers for once

frank escarp
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he is annoying as fuck in game dev lounge discord too

fierce tulip
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im totes fine with him being here, but if you are just starting out as a gamedev its rather..
having opinions is fine, but only stating self-made-unproven claims..

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take a step back, learn, educate yourself, and have fun

mint umbra
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The song "Be Humble" just came to mind

fierce tulip
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whats that curve called that starts out with not knowing a thing but acting like you know it all until knowing it all and understanding you dont know anything

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"the Dunning–Kruger effect is a cognitive bias where people of low ability have illusory superiority, mistakenly assess their cognitive ability as greater than it is. The cognitive bias of illusory superiority comes from the metacognitive inability of low-ability people to recognize their low-ability; without the self-awareness of metacognition, low-ability people cannot objectively evaluate their actual competence or incompetence."

mint umbra
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"Illusory superiority"

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I think a lot of people are struggling with that one

whole quarry
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That is knowledge that could harm snowflakes tho

fierce tulip
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especially the dutch suffer from it

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not kidding

tall pendant
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to be fair Dunning Kruger isn't really recognized in most of psychology IIRC

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perhaps its different now tho.

idle sail
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So what happened to Neofur? are they coming back?

wary wave
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they disappeared

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they're not coming back

tall pendant
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doubt it. they dropped NeoFur at some point making weird excuses. @idle sail

idle sail
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Anyone know why?

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took the money an ran?

tall pendant
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The Neoglyphic team is moving on to a new, cool adventure! Our new path allows us to push forward with our passion for building great technology and experiences. We will be going through a transition over the coming months and hope to share more details after that time. In the meantime, we will not be selling new NeoFur licenses. Please see our website for more details:

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thats the last official thingy i found. idk if they made more statements tho

idle sail
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😦 thats a shame it looks really promising

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Open source it ples k thks

fierce tulip
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its such things that are rather.. annoying. especially in such cases you'd need to give frequent updates in your dealings.

ionic oxide
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I believe they received a unreal grant right?

latent moth
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hello all, how do you set a mesh to be "hidden in main pass"?

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4.19.2

icy vigil
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So I'm trying to add blueprints functionality to tiles set / tilemaps during run time of my game where a player can as example : destroy the tiles after clicking on them a number of times. If I need to ask more specifically please let me know , trying my best with English.

plush yew
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increase variable by 1 on each click and terminate when variable is 3 for example

icy vigil
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@plush yew how do I go about adding bp to the tiles ? I've been searching but it seems to have disappeared or links to resources were closed off

silver crown
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@icy vigil You don't add a BP to a tile, the tile is the BP

plush yew
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sounds COMPLICATED

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im scoring points

icy vigil
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@silver crown thank you so very much , you saved me alot of hassle

dim arch
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RTFM

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there are multiple examples of that. Once you read it you wont have to ask these questions and have a better understanding of what you need to do

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takes like a couple of days to go through the blueprint section, just read it man, if you arent patient enough to read a manual then you arent gonna get far with bp dude

whole quarry
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I've actually always google open while deving

dim arch
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yah same

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once you have a good understanding of the framework, you can search the answerhub and 99% of what you need to know will be there

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if we tell you how to make a tile actorBP and set a variable you will only ask for the next step

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set a man on fire he will be warm the rest of his life etc... just RTFM

whole quarry
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short life in that example πŸ€”

warm mountain
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optimization question:

would it be better for me to create a master material for all concrete walls with a parameter to cycle through several concrete textures in a single material and create material instances out of one master material?

or is it better for me to

create a material for each type of concrete texture. I have about 45

dim arch
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mat instances are less expensive as for how you do it im not sure

whole quarry
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For mental sake, I would base it off an instanced material

warm mountain
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gotcha

whole quarry
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most important part is the amount of instructions in the material

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the higher, the more frame loss

warm mountain
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i'll just need to figure out the right nodes to allow me to cycle through the texture files

whole quarry
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and change that per instance

warm mountain
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gotcha

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that is simpler than expected haha

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i was expecting i had to create an array

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or something

whole quarry
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If you want to make it procedural, so you wont have to make the instances different manually, then you still have to program something πŸ˜›

warm mountain
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that is good though i might be able to standardize 5 master materials from this

whole quarry
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but in that case I would advise to take a look in to Structures and Data Tables

warm mountain
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ah yups

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won't be going procedural on these ones though

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these will just be the standard walls

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and the map is pretty much the same

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procedurals will probably be medkits or other utilities

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that randomly generate after sometime when the player moves in and out of zones

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i understand that players could possibly exploit that to spawn medkits early so i'm going to have to find a way to prevent that πŸ˜›

whole quarry
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You can place Target Points around the levels where those items could spawn, just find them back with tags when you want to select one (randomly) to spawn something there

warm mountain
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gotcha

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i'm still learning the blueprints course in udemy

whole quarry
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I never tried those, maybe I should try a course

warm mountain
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i'm still a bit messy when it comes to getting my variables right and calling on different blueprints

plush yew
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i dislike udemy

warm mountain
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to get my stuff right

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its cheaper than digital tutors haha

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its all i can afford right now 😦

plush yew
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they monetized knowledge that is free and available around

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either in videos or text

whole quarry
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I've only recently started to understand the value of using components πŸ˜›

warm mountain
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well there was a free set of tutorials by evileyegames

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for ue4

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but it was really hard to grasp

plush yew
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theres a lot of content in documentation and ue official youtube channel

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plus theres WIKI

warm mountain
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they assumed you have some basic programming knowledge on that

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so i decided to drop 19 bucks at udemy

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yea

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thing is sometimes i don't understand the lingo or terms

plush yew
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and on top of that there are free third party tutorials

warm mountain
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and I search all over the place but i can't really find what i'm looking for

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so the udemy course is a pretty good guide for me on that

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at least i now know better where to look

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and what things are called haha

whole quarry
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I would assume that the Udemy courses are better supported and somewhat more proffesionally done than the free tutorials (I'm not saying with this that the free ones are bad)

ionic oxide
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Some Udemy courses are very well done

warm mountain
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eeyups

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i mean it really does help imo you get a place where everything is concentrated and leads you from the start

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the problem with free tuts is sometimes they jump to many different aspects that you get lost to

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or there is a missing link that you ca'nt understand what they mean

whole quarry
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The thing I find the mostly annoying with youtube tutorials is the trial and erroring while they record the tutorial

ionic oxide
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I agree with you @whole quarry

whole quarry
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its great they solve it 10min later in the video, but its 10min of video that the tutorial doesn't need πŸ˜„

warm mountain
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sometimes its funny though

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i cant remember the channel name

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but i saw a dev who had absolutely hilarious trial and error commentary

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he goes about pretending he has no idea what his doing but he always does it right at the end

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with plenty of bloopers

ionic oxide
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Sometimes its good to see someone debugging a code

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but this need to be very well done and explanatory

plush yew
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depends on the niche, in SEO id rather want free tutorials than rewrited udemy tutorials

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they pick trusted source and rewrite their stuff

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or reword

whole quarry
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And where did you based that on?

plush yew
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i compared

latent moth
whole quarry
latent moth
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@whole quarry no

proper valley
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So.. uh weird question, when working with UI widgets, Specially the scroll box, has anyone had the issue where while vertical is just acts like a vertical box, but the moment you set it to horizontal it works perfectly fine as a scrollbox?

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Cus I'm kinda just sitting here a little dumbfounded.

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Like so!

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Nevermind- I was being daft- its because it was in a Vertical box. I just moved it out and fixed it up.

stoic folio
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hey guys

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can anyone help me out with a good tutorial on how to get a nice terrain and sky set up?

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cuz it looks really fucking washed out rn and unrealistic

high wolf
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Hey

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I have a problem

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I'm trying to import Mixamo animations into Unreal, but the animation is missing

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everything else is there except the animation

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can someone help me?

languid quarry
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Is there any good "one hand" pistol animation pack on the marketplace?

tame rivet
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Where I can find the Deticated Server folders and so on because Github.com link inst working

bitter iris
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Okay so I have my "Multiplayer Screen" done ish, and wondering if there is documentation on how to setup server join through steam if possible

tardy pilot
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Hello everyone, I am new to Unreal engine and I'm not sure where to begin, can anyone suggest a good tutorial series on youtube for the basics of UE4?

grim ore
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below that is also a few intro to series

tardy pilot
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Thank you very much

whole quarry
glad stone
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anyone on ?

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could use some feedback on my rig

whole quarry
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@glad stone no, all off

glad stone
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; )

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about to order in a few minuites

whole quarry
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@glad stone i think youll have more succes asking in #lounge

glad stone
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alright, ill try it there! cheers

icy vigil
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@dim arch just read your message, I apologize reading isn't my strong suite especially in English and my original language isn't welcomed here .

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I try my best using translations

fossil ore
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Does anyone knows If its possible to apply Decal on Skeletal mesh?

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Like, will it stick to it?

plush yew
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How long will it take to learn unreal?

kindred viper
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you will never stop learning unreal. its too complex. What you can do is learn parts of it. What are you into?

plush yew
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Money

kindred viper
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so a battle royale game with microtransactions then πŸ˜„

plush yew
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No

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I have my own idea

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But i wonder how long will it take before i learn ue4 enough to make that game

kindred viper
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I couldnt say unless I knew the game. However a good start is to check out Tom Looman's site and do his C++ Game tutorial. If you don't want to do C++ though, check out the official Unreal youtube channel and start at the beginning

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There is a Udemy course too which has a good reputation

frosty bloom
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You should change career choice if you are in it for the money. That attitude isnt enough to carry you through what is coming.

kindred viper
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8 years ive been doing this and I've barely made anything. I mean less than Β£1000 in total

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cuz im stupid

plush yew
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I have no career

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Marc

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Uh

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I apologize

kindred viper
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why? My choices. I chose to work with people for free to build my skillset and portfolio. I have 3 released titles now and im working on some pretty cool stuff right now . I have no regrets πŸ˜ƒ

plush yew
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How u live then

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If u work for free

kindred viper
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I live within my means and do web development when I get absolutely desperate

plush yew
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Oh

whole quarry
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a normal day job isn't so bad either

plush yew
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Its worst

kindred viper
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yeah I hate web dev. It was my mainstay for years but it became a grind. Then when it changed to all jQuery bootstrap clones, I said no more. So I got into games dev full time

whole quarry
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With your profit-focus mindset, everything is 'worst'

plush yew
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They bully people in job

atomic forge
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Hey all, where can I get some help for blueprints?

plush yew
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Youtube is good

atomic forge
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They don't have what I need. The YouTube tutorials are not very useful when it comes to AI spline steering.

whole quarry
atomic forge
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Thanks Remco!

tired island
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Dunno if anyone has seen lotus post but i had like to announce we covered level design, sound and concept art people

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Now we are only looking for software, programmers and 3d modelers.

opaque salmon
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dumb question, my landscape is entirely black when reloading the level when it was pretty well illuminated by a bp_skysphere when I set it up initially, anyone know why?

vague shoal
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graphics glitch?

idle sail
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How can I force a character speficially one of these paragon assets to stop LOD'ing

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Or change the LoD distance

lost meadow
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In the mesh settings

idle sail
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Thats where ive been looking πŸ€”

lost meadow
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Maybe skeleton mesh is different than static

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Static mesh has LOD Picker

idle sail
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This has an LOD picker too but doesnt seem to be doing anythign

lost meadow
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did you select custom?

idle sail
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I think its working now actually just not on the cloth sim

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is there a way to change cloth sim distance?

lost meadow
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I don't know about that

coarse wigeon
idle sail
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Ahh solved it under actor details πŸ‘Œ

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got that was getting annoying lol

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Half way through the sequence his cloth sim would just suddenly turn on πŸ˜…

plush yew
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Hey guys

novel matrix
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hello everyone πŸ˜„

raven gust
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Anyone got a Swarm setup here?

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cant seem to get swarm running

vivid vale
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Hey, I need help. When i try to build the lighting with unreal engine 4.17.2 it doesn't work. I press the build lighting it opens swarm agent and than nothing. I went to swarm agent and there seems to be a problem with it at first, it fails something and than says invalid namespace. I tryed a lot to fix that this few days. I am using unreal engine for nearly a year and nothing like that happened to me. I really like using unreal engine, please let me know if you can help.

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Also I did fix something with swarm that prevented one fail

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But there are two

runic flame
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not sure where to ask but has anyone here tried line tracing and getting the uv of a skeletal mesh?

vivid vale
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Uh

runic flame
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@vivid vale i think you should also add some error logs to help (or at least a snippet of the important msg if it's too long)

vivid vale
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Here

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That is what I got now when I build lighting

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Certificate check has failed

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:(

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And It says there swarm is now running

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And then when I press building lighting it says inavild namespace

brave lark
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weird question. Is there a way to take a map and have a mini instance of it within the game world? Like If I have players in a dungeon and I want to see the whole dungeon on a table top? Even further could I have mini instances of the players on that map and show their movements?

vivid vale
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No one answers here

brave lark
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I noticed, I'm always ignored

weary basalt
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Its usually because no one has an answer

vivid vale
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So no one has an answer on the unreal engine bag I got

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No support

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I am stuck with that bag

brave lark
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I looked into what you posted and I'm not sure why that would happen

vivid vale
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I am not sure too

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I was using unreal engine for a year now

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I learned how to code with blueprints and create things

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And than bammm

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This bag

trail grotto
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Good night, friends.

brave lark
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did you update or move files

vivid vale
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What

cloud cobalt
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@brave lark This isn't exactly an easy question, and chances are the answer isn't "use feature X", so people don't generally have clear answers on this

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For example, chances are you don't really want the actual map displayed twice

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You might want a simplified, low-poly version

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So it's bound to be very dependent on how your game works

brave lark
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what if the map is low poly

cloud cobalt
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@brave lark The problem is how do you deal with lights, player spawns, camera, gameplay objects, etc - you can't just have a second level instance because not all level objects are going to be relevant.

sturdy star
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@brave lark that is quite an indepth problem and the simple answer would probably be: no you can't just instance the map into a smaller space and then show the characters. you could look at a render target and draw the whole map onto a smaller texture - do some post on it to make it look ok and hack something in for the characters - some giant icon parallel to the render camera that only gets rendered by that capture camera, update it only when characters are looking at the map.
OR simplygon all static meshes in the dungeon and use some maths to place and move representations of the characters in the smaller 'map'

cloud cobalt
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What you can do is design your level geometry as a Blueprint object, put it once in the level, and another as a camera-fixed object

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You can also render the entire, actual level with a camera actor, onto a render target

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Heavier performance cost, but easier to setup

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To be clear, this isn't easy to do, and has constraints on the level. Not many games do this.

brave lark
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bassically trying to do this but you can pop into the level at a specific area

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and you don't move from that area

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and then pop out again

sturdy star
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ok, let's think

mint umbra
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Didnt Skyrim do this? Excluding the players

brave lark
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theres also the spectator mode pawn

sturdy star
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they used a low poly version of the game world with basic representations of the architectural details, and it probably took some art a month to do

brave lark
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which if I use world scale shouldn't bother anything

mint umbra
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Hmmm yeah

brave lark
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I could use Simplygon to make a LOD version of the world

cloud cobalt
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I think the two obvious, production-ready answers would be

  • do a separate low-poly version of the level, with baked lighting, single mesh, etc - Splatoon, most games do this
  • use a camera actor to film the level and do some post-production onto the render target
brave lark
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I don't feel like that's needed though, the map is already low poly

sturdy star
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what we did in another studio, that had a huge city that changed constantly, overnight we had a script that exported every object over a certain size, combined it into a single mesh and auto unwrapped it, baked some basic AO and popped it back into game for use in the 3d map menu

cloud cobalt
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The problem isn't low-poly really, the problem is lighting (you don't want any dynamic lighting on that), and the number of draw calls (you only want one)

brave lark
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there isn't dynamic lighting

cloud cobalt
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The single combined mesh with baked lighting approach is time consuming but optimal for performance and quality

brave lark
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the map will only be as big as a table

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"table"

sturdy star
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but there are probably a lot of lightmaps, and you can;t easily apply those to a low poly version of the level, is what he is saying

cloud cobalt
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Even if you only have 100 objects in the level, it's still a lot too many objects for a map

sturdy star
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ah i mean it might be ok if the surrounding room is quite simple

brave lark
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so then I switch lighting to one overhead light that isn't replicated

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there is no room

sturdy star
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i mean i wouldnt do it on console, but PC probably works just about

brave lark
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the whole table would be on this

sturdy star
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just a floating table

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like an AR/VR game?

brave lark
cloud cobalt
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Separate, custom-designed single mesh

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They still have players, and even the paint levels

brave lark
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VR player stands here and does his thing and then pops in when he can and pops out

sturdy star
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right

brave lark
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the VR player is in a void essentially

plush yew
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@kindred viper but cant you make pretty much anything if you are in 8 yrs already

sturdy star
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i mean, i have a ridiculous suggestion

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put that 'void area' into the atual level, hide it when the player is in the dungeon part, when they 'pop out' enable visibility on this void area mesh, and teleport the VR player to a pawn location overlooking everything

brave lark
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I had that same idea

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issues I think of are involving scale of player and tracking

sturdy star
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you'll render the entire level and it'll run like shit on VR, but some lods and hiding small objects could help?

brave lark
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so I though maybe have big pawn version and small pawn version and trade possesion

sturdy star
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but if the big pawn is outside the dungeon, what are they looking at in the dungeon - as far as trackign a player - are there multiple players?

brave lark
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why would it run like shit though, the game is literally the same poly as castle must be mine and that game ran damn fine

sturdy star
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why not have a big mesh as part of the smaller player pawns that is only visible to the big pawn

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ah i mean when you are inside the dungeon you have culling of objects unless it;s one giant room

brave lark
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it is essentially a few big rooms connected by bridges in open areas so sort of one big room

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kind of like this

cloud cobalt
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@brave lark The problem with an additional 3D map is that rendering many objects still has a cost, even if they're very light objects. Rendering 100 objects is much worse than just one, even if the one has 5 times the poly count as the sum of the 100.

brave lark
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instances then?

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this is meant to be a small scale party game sort of

sturdy star
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hmm yeah questionable, it's definitely going to cost you to render everything, VR is super picky about framerate to make it feel good. but you could set a screen% for hiding small objects that can be culled when you are looking down at everything

brave lark
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not really I have a VR game with a ton of stuff and it runs 120 fps

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like my own game

sturdy star
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like, try it out, if it works to not build a small level mesh then great, you save yourself time

cloud cobalt
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Just because other games run fine doesn't mean shit about your own game

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Getting a game to run fine isn't just about visual quality

brave lark
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it is my own game

cloud cobalt
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Especially in VR

brave lark
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and it is vr

sturdy star
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it's all good, we can chill

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i get what you are saying, so try out a big pawn looking down at the whole level - if it works then great!

brave lark
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so what if I use one mega texture for color samples that everything has UV's on, and then uses instances of simple meshes to save cost

sturdy star
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if it doesn;t then you have options to fall back on to optimise until it does, without having to rely on a lodded world mesh, cause your void area is very basic

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that sounds like an insane amount of work

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when simplygon would do that for you - just set up a hierarchical lod

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that includes the entire level etc

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and bake it all onto a couple of materials

brave lark
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again, same poly level as castle must be mine, thats not that much work to add a splash of color to a image file and then pull it into blender and lay the objects UV's over it

sturdy star
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ah sure but unreal has built in tools to do that boring work for you

brave lark
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true, simplygon is actually broken in this engine version though

sturdy star
brave lark
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is that the new 4.19

vivid vale
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Please someone help

sturdy star
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say 4.13

vivid vale
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I want to keep coding with unreal engine

brave lark
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I had to remove simplygon because my c++ projects could not compile or generate .sln files while it was in the pluggins folder

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in 4.17 it's fine though, but I am working in 4.19

sturdy star
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i am not sure HLOD uses simplygon but might be wrong

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probably does

vivid vale
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...

sturdy star
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what do you want help with...

vivid vale
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I already said up there

brave lark
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it doesn't, but if you want to get the tedious work part done you use simplygon (now owned by microsoft)

vivid vale
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I have a problem where I can't build lighting

brave lark
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their swarm has an invalid namespace

cloud cobalt
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@vivid vale Might want to put a full post on AnswerHub with pictures of the errors, more information etc and then post it here

vivid vale
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I did

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No answers

brave lark
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it's probably pointing to the wrong engine version

cloud cobalt
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Your message isn't super clear right now about what happens

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"something about namespace" isn't helpful to debug

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Be sure to share the link with images, engine log, etc

brave lark
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close your swarm, go into you binaries/dotnet folder for UE4 of your current version and open that one and see what happens

cloud cobalt
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Still needs pics of errros, engine log

vivid vale
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That is me

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There

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Ya

cloud cobalt
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The output log is 100% helpful for basically every issue

vivid vale
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Look here it says that

vivid vale
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Swarm is running

brave lark
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lol not for my simplygon issue, that took me weeks

vivid vale
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When I press it doesn't work

brave lark
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press what? It is not a viable descriptive word

cloud cobalt
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@vivid vale And you're running 4.17 for your game too ?

vivid vale
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Ya

cloud cobalt
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Really though, the output log for the engine is still super important

vivid vale
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When I press build lighting

cloud cobalt
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Not just Swarm's

vivid vale
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Nothing shows up at unreal

brave lark
#

have you restarted your computer yet

vivid vale
#

But in swarm it says invalid namespace

#

Yes a lot of times

#

And I reinstalled

brave lark
#

what folder is your project stored in? it could be too many characters

cloud cobalt
#

Still, could you put the output log on pastebin ?

vivid vale
#

Too many characters?

brave lark
#

too long a name

sturdy star
brave lark
#

windows issues

vivid vale
#

I don't think

#

I was working on that game for 5 months noe

#

It started just now

brave lark
#

did you ever update your engine version

vivid vale
#

It always worked

#

No

#

But I tryed that too

#

Nothing happened

cloud cobalt
#

Yeah that answerhub post suggests it's a Windows bug

vivid vale
#

Still didn't build lighting

#

Windows bag

#

Uhmm

cloud cobalt
#

This is the suggested fix

vivid vale
#

Okay

#

Wmi

#

I will try that when i get home

brave lark
#

also dungeon rooms will be like this size btw

#

thats really it, like 4 of those

#

I hate that lava...

next owl
#

Hello, I have a problem.
How can I create a widget so that it fits on every cellphone so not distorted?

whole quarry
#

use anchros

next owl
#

ah thank you πŸ˜ƒ

#

Do you know a good tutorial about that?

sturdy star
#

@brave lark yeah i think you should just try it out and see if it works without lodding to a single mesh for the entire level, if it works then great, if it runs poorly you can start by agressively lodding small screen percentage objects when viewed fromt he big pawn

#

look into the safe area widget too, it will help your stuff not go outside the screen

next owl
#

thank you πŸ˜‰

plush yew
#

do you guys think including pay2win is good, in online game

#

its more money but less players

brave lark
#

I think we need less of those

plush yew
#

ye but you get more profit

brave lark
#

bad for industry

whole quarry
#

@plush yew why dont you go mine bitcoins if you're only here for the money

sturdy star
#

i think if you are asking those kind of questions you aren;t making a game that will either get finished or succeed

plush yew
#

mining cryptos from single pc wont work

whole quarry
#

making a game for only money wont work either

sturdy star
#

sorry to be harsh, but you're not going to get rich making games

cloud cobalt
#

Yeah

plush yew
#

i dont need to get rich

#

just some profit

#

anyway most mmorpgs are pay2win, like 90% of them

cloud cobalt
#

The huge majority of indies would make more money working at McDonalds than making games

sturdy star
#

become a sex worker, it;s probably more stable work and better income

plush yew
#

@sturdy star i think since tinder is around, male prostitutes will become obsolete

#

theres free and better quality

sturdy star
#

but sure do pay2win, but have a look at the games on steam that have those models, they are almost universally negative ratings and massively low player counts

whole quarry
#

so, no gamedev skills, new to ue4, ask more questions about making profit than how to use ue4 to make a game, Cars X Diablo 1 idea and first game is MMO... this is memable

cloud cobalt
#

Go for quality, great experience, great game that people remember. Pay to win is fine for a great, great game people can't stop palying

#

But it will instantly kill your game if it's not really great

plush yew
#

remco thanks for tellign everyone about my idea

plain forge
#

You should watch indie game the movie and see the amount of work they put in

whole quarry
#

you're welcome

plush yew
#

i knew a game rohan online where with time devs went all crazy and they made super weapons for over 100 usd each

#

or maybe even more than that lol

#

but game itself was awesome

cloud cobalt
#

@plush yew To answer the question seriously : no one buys additional content in a game that doesn't have many thousands of players already

#

People buy skins or OP weapons because there are other players to impress & oppress

plush yew
#

yeah

#

and if they play with friend they will have advantage ove rhim

cloud cobalt
#

Very, very few indie games can get to that level of population ever

next owl
#

Thank you Remco and
Rick for helping.
But can one create games with pocket money?

whole quarry
#

you can make a game without making any costs

#

enough proper tools that are free now-a-days

#

GIMP for texturing, Blender for modeling

brave lark
#

blender for game engine now too

#

or godot 3

whole quarry
#

I don't think Blender Game Engine is really usuable

sturdy star
#

is this a troll btw? i mean

surreal viper
#

or Unreal

brave lark
#

hell you could make something cool in magica voxel

whole quarry
#

@sturdy star It must be..

cloud cobalt
#

Yeah, Blender for games isn't serious, saying it as a hardcore Blender user

brave lark
#

unreal has royalteeeeeeee

surreal viper
#

yeah but you won't earn money so who cares πŸ˜„

next owl
#

oh srry Google translate i meen improve my pocket mony

brave lark
#

he wants big profit remember so hes obviously going to hit that margin where he has to pay epic

#

😏

cloud cobalt
#

Royalties aren't costs, and if you have to pay royalties, you already had to pay a lot of other stuff in the first place

whole quarry
#

@brave lark The royalty is from 3K per quarter, so still not a cost upfront, only when you make profit your own

brave lark
#

I'm aware lol I have a shipped title

#

it was sarcasm

#

which I can't understand very well so Idk why i use it

cloud cobalt
#

UE4's 5% royalty is peanuts compared to distribution royalties

whole quarry
#

30% is a big chunk

cloud cobalt
#

Especially comparing the engineering teams at Epic and at Valve

#

Epic's is 10 times larger

whole quarry
#

But if I look at Google Store or Steam, you get something back for that 30%

next owl
#

UE4's 5% royalty is peanu

cloud cobalt
#

Steam has something like 15 permanent employees assigned, for those wondering

plush yew
#

3k usd per year?

#

the royalty starts

cloud cobalt
#

quarter

plush yew
#

what is quarter

cloud cobalt
#

Uuuh, three months

plush yew
#

ohh thats so AWESOME. lol

#

so its like free

cloud cobalt
#

Well no

whole quarry
#

sure

plush yew
#

3k usd is 9000PLN in my country

#

thats enough for 4 month rent

#

oh wait its more than that

brave lark
#

bruh XD

plain forge
#

I feel like this is just a joke now

whole quarry
#

Just now? I was thinking that 2 days ago πŸ˜„

brave lark
#

you pay them royaltees IF YOU MAKE THAT MUCH

next owl
#

Can I create games with Unreal Engine to improve my pocket money?

cloud cobalt
#

Don't forget about taxes, dollar-to-local money conversion fees, Steam's royalties, etc

whole quarry
#

With an eye on the GDL discord, its a big joke

plain forge
#

I just dropped in like 10 min ago lol

brave lark
#

well yes you technically could, but you would need to advertise all over instagram like those other shit titles

plush yew
#

what

mint umbra
#

Holy shit

plush yew
#

advertising is awesome

#

i love it

#

especially if your product is good

mint umbra
#

Youre doing a great job at it

#

πŸ‘Œ

brave lark
#

you pay them to advertise you

plush yew
#

i can do it myself

whole quarry
#

@plain forge I woke up early not to miss anything

plain forge
#

How far back do I need to go to get to the beginning of this tale lol?

plush yew
#

Why r u rude

brave lark
#

not that far

plain forge
#

Not trying to be rude just curious

whole quarry
#

On the top right of Discord there is a Search function πŸ˜„

brave lark
#

really though, instead of pocket money, how do I make this my full time job

whole quarry
#

Drop in there a name or a text and you'll see the full history

brave lark
#

even only for a few years

plush yew
#

exactly starkium

#

this is good question

whole quarry
#

@brave lark Depends, do you want to join a studio or make your own

brave lark
#

I already have a company

#

a LEGIT company

plain forge
#

I work in IT automation, not game industry but my advice would be start anywhere and just a get a foot in the door

brave lark
#

bank account and accountant attached

plush yew
#

IT automation is awesome

plain forge
#

you cant just leap into the position you want from scratch

brave lark
#

also I'm 23 and self taught

plush yew
#

for emarketing

whole quarry
#

Then its a time of thinking of a great enjoyable product and put all your life, blood and sweat in it. Then add more tears, fail a few hundred of times before perfecting it, and finally you'll make something that survives long enough to see the joy of a few happy gamers

plush yew
#

you can just automate instagram accs and anything

next owl
#

starkium thats my dream πŸ˜‰

brave lark
#

I have several in the works

#

had to put one on hold for the moment because I'm working on a contract

whole quarry
#

Big problem is the determination

#

If you cant dedicate yourself on 1 project, it wont ever finish

plain forge
#

^

brave lark
#

incorrect

whole quarry
#

Also, knowing about the Technical Game Design Documentation is usefull too. Its where you write your game out fully in text

brave lark
#

I teach myself by focusing on a specific goal when I make a project

wary wave
#

it's hard enough to get one product out the door

brave lark
#

whispers I like low poly though...

plain forge
#

whats the technical term for outlining code by hand?

#

I used to do that alot

brave lark
#

psuedocode

#

I have notebooks full of it

plain forge
#

it makes a huge difference if you can visualize what your planning to do, and then execute it and follow through

brave lark
#

doing it

whole quarry
#

Thats thy the TGDD is so important

plush yew
#

i have pseudocode in my head

whole quarry
#

it's the red line troughout the development proces

cloud cobalt
#

@whole quarry After spending close to four years on a game, I definitely can support this. Determination is important πŸ˜ƒ

#

Writing about all gameplay features is even better

#

Knowing your scope is key to finishing

mint umbra
#

Damn Im envious, Im not able to pseudocode or anything at all, even thoygh Ive been using the engine for two years

brave lark
#

At the moment I have short term projects I'm doing to learn the ins and outs and then I will take on larger projects

#

is it ok to post a link to my website here?

whole quarry
#

no

weary basalt
#

No self promotion

plain forge
#

@mint umbra its not like your writing the entire thing out, its just a rough outline

whole quarry
#

you can share you Work In Progresses pieces in #work-in-progress tho

brave lark
#

is for the purpose of showing what I mean by small projects

#

as far as a talk about scope

mint umbra
#

Yeah, okay. Ive seen dev vlogs where people write out the math on paper and Im like Β«Eeeh okΒ»

#

What I do in BPs atm is write up some nodes and watch it fail until I get it right. Its gotten easier, but I think Im just not set for the logical math thinking haha. Sweat and tears all the way

cloud cobalt
#

To give some context, I've started a game with what looked like a clear idea to me, 4 years ago. "Just like X, but with more Y". But really, nothing was decided about how exactly the detail of the mechanics would work, and subtle changes snowball into big gameplay-changing propositions. Saying "Battle Royale with zombies", for example, looks easy but you then need to address many questions. How do zombie behave ? To they converge toward players ? Do they weight successful players ? Are they network-friendly ? How many zombies can be displayed at once on the target hardware ?

#

(my game wasn't a zombie BR, just an example here)

next owl
#

Thank you for your help. You are really a nice comunity.

plush yew
#

your welcome xxskillsxx

cloud cobalt
#

It's super important to really write about all of that and think before you start coding, which is easy

plush yew
#

we love helping

next owl
#

πŸ˜‰

plain forge
#

This is much better than the source community lol, I was a fanboy forever until recently

whole quarry
#

@cloud cobalt dont we all start with waaaaaaaaay to ambitious ideas? 😁

mint umbra
#

Yeah. Before I begin I know what I want to achieve mechanics-wise, but getting all that down in math can be tricky

plush yew
#

what is source comunity?

whole quarry
#

@plush yew its in the name. Community of the Source engine

plush yew
#

oh

plain forge
#

the source engine (hl2, counter strike, tf2)

plush yew
#

i hated couunter strike

#

felt dead

surreal viper
#

I think it is okay to start with unrealistic ideas if you fix them as you go πŸ€”

plush yew
#

game

mint umbra
#

Heck, Im building an MMORPG and its unrealistic as hell, but Im having a lot of fun making it, and I think thats the point of all this

plush yew
#

yeah im making mmorpg too

whole quarry
#

Having fun is a big part, but its sad to see when people throw in the towel when they discover the scope is too big for them to handle at their level

surreal viper
#

yeah, as long as you just learn your stuff I think it is okay
it will never be a finished project but you have way more fan doing it

And you can always do a small project just for the sake of finishing something later on

plush yew
#

it can be finished project

#

i saw UE4 multiplayer blueprint and its more in "match system" instead of open world

cloud cobalt
#

The problem with a MMO is that it's never going to really work at indie scale, so it's always disappointment even if the game works fine

surreal viper
#

biggest hit was for me when I realized that "too big scope" + "I'm doing it anyway" = poor quality

whole quarry
#

I dropped/shelved some projects due to that reason

surreal viper
#

as it takes too much time to do stuff properly
so I would either have to spend my entire life on those big scoped ideas

#

well on one πŸ˜„

brave lark
#

is there a step between standard multiplayer and MMO

#

cuz thats a sweet spot indie should be in

whole quarry
#

Not 1 step, more like a canyon

surreal viper
#

I wouldn't even work on multiplayer as indie tbh

brave lark
#

like an MMO with only 48 players

whole quarry
#

thats not a MMO tho πŸ˜›

cloud cobalt
#

@brave lark The sweet spot for indies is 2-3 players, play-with-friends

brave lark
#

we all think things when we hear mmo

cloud cobalt
#

Solo game that friends can join

mint umbra
#

Its such a big project that Im learning a lot of stuff Ive never heard about, and thats enjoyable. Thing is, all tutorials are singleplayer based for game mechanics, so atm my game is only a RPG hah

cloud cobalt
#

Realistically, many indies will never have 48 online players

brave lark
#

thats dedicated server areas

#

with vr though you actually could if the devs were able to RP characters in VR

mint umbra
#

Yeah thats true, but following the statistics wont do us any good ;) I mean, to be able to even get players you need to advertise and thats a cost you gotta weigh up

brave lark
#

different story that you book a session for

#

yeah no more than 8 players max is my territory

#

my games don't go past 4 at the moment though, aside from this one I was talking about earlier and thats 5 players

mint umbra
#

But youre building small levels arent you? Like a topdown RPG or something?

brave lark
#

yeah for this one

plain forge
#

Quick question, is there a reason I cant click view documentation on nodes in the BP editor?

brave lark
#

simple mechanics high mobility

plain forge
#

its always greyed out

brave lark
#

join local game and possibly from your phone on same wifi connections

#

good couch party game

mint umbra
#

I got a 20x20km landscape with a lot of biomes, so the playable area is a bit bigger :)

brave lark
#

I have other games like that

#

this one is a weekend ish project

mint umbra
#

Nice

whole quarry
#

With all this multiplayer talk, I'm feeling like throwing a try at it

#

its a pain tho..

brave lark
#

Duality is going to be fairly large, but in a windwaker sort of way

mint umbra
#

I havent even started networking my game πŸ€”

brave lark
#

it's not a pain to implement, it's a pain to balance

#

same lol

#

but I know peoples who have had extensive talks with me about it

#

and also I own too many udemy courses

mint umbra
#

Do you recommend udemy courses?

whole quarry
brave lark
#

notch above youtube content and you can get them for $10 if you're patient for sales

#

I have that as well

mint umbra
#

I havent had a look at them, but the UE4 multiplayer tutorial seems a bit short for my needs, not that theyre not good or anything

#

Yeah Ive read that compendium, its great

plush yew
#

i didnt

#

i read doc and built in tuts

brave lark
#

what are your needs

bitter iris
brave lark
#

did you check that they are ticked

#

happens to me all the time

bitter iris
#

ticked?

#

@brave lark What do you mean ticked

plush yew
#

i was wondering about solution where players create their own rooms (so they host it, not me = more players) but player doesnt start with 0 every time, their items would be saved on main server

#

and other progress

whole quarry
#

like DayZ?

brave lark
#

@plush yew you can easily save and load variables

#

if you just had to ask how to do that you aren't even ready for this

plush yew
#

because one single open world is too overwhelming i think

bitter iris
#

@brave lark What did you mean by ticked

plush yew
#

it couldlag or something

brave lark
#

its ticked

#

enabled and also visible

#

do you have something in your bp that hides those buttons when pressed?

bitter iris
next owl
#

Has sombody a idear how i can select the level blueprint as a target? (for a Event message)

bitter iris
#

Visibility is set and is enabled

brave lark
#

hmm

bitter iris
#

They show in Selected Viewport

#

Just they dont show in Standalone

whole quarry
#

@next owl you cant

next owl
#

ok

brave lark
#

what do you think, bigger table for the game world to be on?

next owl
#

but how i can create a widget with out the level blueprint?

fathom gale
#

u tryna summon satan

#

or something

whole quarry
#

you can do it from the GameMode or the PlayerController or the Pawn

fathom gale
#

make the table smaller

brave lark
#

@fathom gale you are the dungeon master

fathom gale
#

o

#

another dungeon hunter game?

#

dungeon hunter 6

brave lark
#

don't know that game, but probably not

fathom gale
#

p2w?

brave lark
#

it's more like castle must be mine but against players who play on controller

#

small party game

fathom gale
#

o

#

okey

#

cant wait 2 play it

#

xd

brave lark
#

hopefully will have a playable demo this week. something super simple just to get a feel

#

I feel like I can do this with level streaming still

#

but I'm going to try the simple way first

#

table needs to be bigger for sure

plush yew
#

looks like final scene for diablo 1

#

with fires

#

etc

fathom gale
#

unity still seems more simpler to me

#

xd

brave lark
#

that seems better

quasi lake
#

Anyone knows anything about this?

tranquil sierra
#

hey guys

whole quarry
#

hello

plain forge
#

Is there a simple way to draw overlays?

quasi lake
plain forge
#

I have a sphereoverlaycomponents, just want to see it while I debug, didnt know if theres a simple solution

quasi lake
#

Mode-Adaptive Neural Networks for Quadruped Motion Control

frank escarp
#

@quasi lake neural nets for anims are starting to become absolute hax

tranquil sierra
#

quick question.. is there another way that a camera follows a player without a boom? πŸ˜ƒ I imported and camera with a special blueprint.. but he doesn't wants to follow my character and I can't imort this one into my character blueprint i can only create a new :p

frank escarp
#

its a quite perfect problem for neural nets

#

essentially you have state_in -> anim_weights out

fathom gale
#

that wolf looks gud

frank escarp
#

in those , they are sending the path to the neural net

plush yew
#

yeah id make him loot leather

quasi lake
#

oh

frank escarp
#

and the neural net spits out the exact weight blend of the animations

plush yew
#

for leather armor

frank escarp
#

its basically an automatically made anim tree

#

combine it with some extra IK and lookat constraints, and you can get unbelieable results

#

the technique was used for the locomotion in For Honor

#

you can see clearly how smooth the movement animations look

quasi lake
#

Thanks

#

@frank escarp Is it possible to use in UE4?

frank escarp
#

no

#

nor in any engine

#

it is doable, but you would have to implement this technique yourself

quasi lake
#

ok

frank escarp
#

i would love to try it, but i dont have the needed datasets

#

this stuff needs to be trained from a BROAD amount of mocap animations

#

the more animations you throw at it, the better and smoother the result

brave lark
#

hey so the game I was talking about earlier, is this a viable option?

quasi lake
#

Sounds like auto-generated terrian tools

brave lark
#

the handling of a level that contains a level inside of it that is scaled

bitter iris
runic flame
#

not sure but try looking at your gamemode maybe and check the default player controller

#

or world settings in your map

bitter iris
#

Okay but now I got that error gone, it now shows up my in game HUD over my menu

#

lol

sturdy star
#

@brave lark i dont know how sublevels would solve the issue

cedar snow
#

@quasi lake where did you find that picture? would like to read up on it...

quasi lake
#

@cedar snow

plush yew
#

why you can aim in menu

#

@bitter iris

bitter iris
#

ive broke something

#

tryna find out how

cedar snow
#

@quasi lake thanks

quasi lake
#

welcome

silent kraken
#

@bitter iris I had this issue. It is to do with the HUDs overlapping as both are added on the screen. I created a separate map for the main menu to override the HUD.

bitter iris
#

Ahh

#

I got it to hide, but now my mouse isnt showing

#

everythings just going wrong ffs

silent kraken
#

Same issue I had.

bitter iris
#

Guessing im going to have to recreate the gamemode, player stuff also

silent kraken
#

I haven't fixed it yet. So sorry I am not much help xD

bitter iris
#

Havent tried it yet hto

silent kraken
#

really, that is it XD

surreal viper
#

I spawn static mesh components in blueprint construction script and call SetMobility() with static on the result
it still won't work with light baking, any idea why?

silent kraken
#

@bitter iris yeah, that does actually work XD

bitter iris
#

oh lol

#

hahaha

#

i need to create a player controller

#

not sure what im doing lol

silent kraken
#

of course, you can always reference the player controller in another places

bitter iris
#

ive been following tuts for the last 16 hours and now it all broke

silent kraken
#

@bitter iris I don't follow them for that very reason XD

#

tried, it worked then completely broke

#

let me guess, Virtus???

bitter iris
#

nope

#

I'm following a tut on Advanced Session Plugin

#

Create a Gameinstance and Server Menu Widget: - Create Server/Lobby/Session Event - Create Server UI ⬛◼⬛◼⬛◼⬛◼⬛◼⬛◼⬛◼⬛◼⬛◼⬛ πŸ”ΈπŸ”ΆπŸ”΄πŸ”΄EXTRA FEATURESπŸ”΄πŸ”΄πŸ”ΆπŸ”Έ πŸ”»DownloadLink...

β–Ά Play video
#

following this playlist

silent kraken
#

huh, never seen this tutorial

bitter iris
#

Its very good

#

something bad just happened tho

silent kraken
#

uh, oh. What you break now XD

bitter iris
#

lol

#

ive had no sleep for like 18 hours ish so my brain is all over the place

#

i just wnana get this multiplayer done

brittle gulch
#

Hi guys, I have some character classes that share the same parent with basic variables such as health, damage, walk speed etc... but they also have their own variables in their child classes. I'd like to make a manager class where I can tweak all those variables at once, what's the best way of doing that?

plain forge
#

Am I missing something or is there no* way to just a set a float in blueprint

#

I was using absolute but I need a negative float value

digital anchor
#

just put your variable on the graph and select set

plain forge
#

I knew I was missing something lol, forgot about that, thank you

digital anchor
#

if you want to make it negative multiply by -1

#

@brittle gulch if they are different variables you would change them one by one, if they all are the same variables, you could create a component for them, or put them on the parent class

brittle gulch
#

@digital anchor the component way is a cool Idea. Otherwise I just thought about data table and struct ? Is it a performant way?

digital anchor
#

oh you wanna pull the values from somewhere else, sure, you can create a data table and set some values, inside your actor just get those values

brittle gulch
#

Yes that's what I want to do. πŸ˜‰ And when I get them into the actor. Is it better to get them all at once like in the construction script or at event begin play? Or fetch them only when I need them?

digital anchor
#

construction/beginplay would be easier if you are using them multiple times

brittle gulch
#

okay okay. Thanks, I'll go that way!

plush yew
#

ue4 built in tutorials about blueprints are so messed up. text is repetetive and they explain previous versions

#

so confusing

cloud cobalt
#

That's most tutorials really

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Game tech goes too fast for nice and stable write-ups

kindred viper
#

@plush yew in response to your question from last night, Im capable enough to do most coding and logic tasks. But I've still got a lot to learn. Thats how it is in games dev, and the reason I love it. You learn everyday or you get left behind.

plush yew
#

i have to profit on gamedev in one month or my parents will kick me

whole quarry
#

prepare to get kicked

cloud cobalt
#

More like one year

#

If all goes well

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I've been doing gamedev for just a decade when I started making money from it

#

Though admittedly I could have been quicker

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And I didn't started today where things are much easier

digital anchor
#

with a MMO, its even more

wary wave
#

takes an experienced person at least 5-6 months to make a decent small game

#

most will take much longer

plush yew
#

ye i will save time on graphics and animation

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and fix them in future

cloud cobalt
#

That's just on gameplay

#

I have no idea what kind of decent game would take less than half a year to create, just on gameplay work

kindred viper
#

I just spent 3 days trying to fix one issue that wasn't possible. Im not sure if I suck, or thats just part of gamedev in general. Im swinging more towards I suck because I realised halfway through and carried on thinking I could beat the impossible anyway

cloud cobalt
#

Look at the game Boss Key put out in 5 months with 100 developers

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Completely broken, despite being pretty much copypasta

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There are 20 times more games than the audience really demands, no one wants to bother with low-quality titles anymore

plush yew
#

exactly

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so make it mmo

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and they will try it just to see how bad it is, then they will stay for longer

cloud cobalt
#

Or not

digital anchor
#

wut

kindred viper
#

If you want to make a game that would sell right now. Make a Boxing game that is of the level of the old Fight Night games. People are screaming out for EA to bring it back

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and it will happen

wary wave
#

you'd need some budget to manage that though

#

I'd consider that to be well out of the scope of most small developers

kindred viper
#

yeah if its official license for sure

whole quarry
#

Fight Night was awesome @kindred viper I still play Fight NIght 3 occasionly πŸ˜›

plush yew
#

lmao

wary wave
#

ignoring the license, just things like the animation system and assets would be hellishly costly

whole quarry
#

the arm movement with the analog sticks is brilliant

kindred viper
#

yeah it was a nice game but I moved onto UFC games and never looked back. Now the UFC game is pay-per-punch and I wont play it

frank escarp
#

the thing with such a game is that you would need mocap, realism, and very very good animated physics

#

this is outside the realm of indies

kindred viper
#

why?

frank escarp
#

for a realistic UFC/boxing/etc game

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the physics need custom research: expensive. Mocap is expensive, realistic players models arent that easy

#

you can get 90% of the way there in a gamejam tho

kindred viper
#

it could be done with the right people though

frank escarp
#

if you make a more arcadey version thats pretty easy to make

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but then its more like a typical fighting game

whole quarry
#

What about mocapping with a kinect? 😁

kindred viper
#

or just buying mocap already made :p

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it would be an interesting project to do in terms of the physics though. Blending mocap anims into IK reactions and applying physics sounds like fun

frank escarp
#

@kindred viper yeah, you can use unreal engine animated physics

kindred viper
#

^^ ignore this guy. Hes a stalker

frank escarp
#

that would get you a very nice % of the way

kindred viper
#

not vblanco. The other dude

whole quarry
#

@gray basin usually with a crowbar

frank escarp
#

instant deletion what

whole quarry
#

Eh

kindred viper
#

hes a psycho man

cloud cobalt
#

@plush yew Seriously though, if the goal is to be commercially successful with game development, here are some hints with my humble experience on this.

  • have a very small scope (no or almost no multiplayer, no complicated physics, no humanoid characters, no balancing-heavy RPG stuff)
  • have a great idea that resonates with people, like Kerbal Space Program or Besiege. Build a rocket, build a medieval siege machine, etc.
  • write down everything down to the detail until you're confident you could give it to someone else and the result would be what you expect.
  • focus on quality, listen to players, assume they know better and turn every critic into a fan by actually improving based on feedback
  • give it a year.
digital anchor
#

"no humanoid character" i remember when i started making a game, first thing: modeling a human, worst idea of my life

wary wave
#

tbh, when you say 'small scope', I would generally avoid projects that involve creating things you don't already know how to do

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outside of project scope, budget time to learn things you don't already know

plush yew
#

whaat, year?

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bro

kindred viper
#

hah that explains a lot

wary wave
#

as a small time solo or indie dev, R&D is expensive and risky, so keep it out of projects

plush yew
#

actually listening to feedback is good idea

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and i agree with all the points

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except year

whole quarry
#

@gray basin not really

kindred viper
#

it explains why he made 3 accounts to badger me when I blocked him . It explains why hes making Crash Bandicoot and PMing people to do work for him for free.

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13 year old game dev πŸ˜„

warm mountain
#

hey guys is there a way for UE4 to check a project that is released if it contains pirated assets?

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like how autodesk has cryptographs in their marketplace products

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to catch doubles?

plush yew
#

@cloud cobalt what kind of games do u profit on?

gray basin
#

yeah I don't think working on a fan game is wrong

kindred viper
#

@warm mountain probably. You could do it a few ways

gray basin
#

I mean there is heaps of others

whole quarry
#

@gray basin no one said it is tho?

cloud cobalt
#

@plush yew I only have one commercial game that took me four years, which is more than anyone should spend, but hey, passion project that people love, and I don't need the money right now.

plush yew
#

can someone give me good advice on make a lowpoly landscape? (Light settings, post process etc)

warm mountain
#

Anyways i could check without interrogating the crap out of the dude that sent me his project part?

gray basin
#

yeah I asked heaps of people to help me with coding stuff only got two so far but yeah

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you gotta know I am such a good modelller

warm mountain
#

i paid a gig on fiverr to get some assets done but they look similiar to some assets in the ue4 marketplace

whole quarry
#

@gray basin maybe @plush yew can help you

kindred viper
#

@warm mountain not really. I mean you would have to set something up yourself. I think Epic has something going on for marketplace assets but I have never heard about anyone being reprimanded for it

gray basin
#

okay I will DM him

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working on that model RN

warm mountain
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gotcha

cloud cobalt
#

@warm mountain I don't believe Epic does that. You can probably ask for proof of purchase for some of the assets.

whole quarry
#

Funky name you got there @gray basin

kindred viper
#

@cloud cobalt If they don't do it, they should be for sure. I know they send out info from the engine quite a lot though

digital anchor
#

Anyone know if i can write to a custom buffer from a material? wanted to get some world normal into mobile

plush yew
#

lol

#

remco

whole quarry
#

Oh the image is gone now

gray basin
#

yeah it isn't finished yet

cloud cobalt
#

@plush yew Additionally, if you really just need to make money, get a regular job at a burger place or something, whatever students do in your country, and use the rest of your time to patiently learn gamedev. I'm confident no one ever made money from gamedev the first year they spent working on it.

plush yew
#

thats bad news for me

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but arent blueprints doing half the job for me anyway

cloud cobalt
#

No, because everyone else has Blueprints too

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And everyone else is making games too

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Just like music & film, most people do it for free because they just love it

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And there aren't enough clients for that much offer

gray basin
#

can you make big money with unreal engine project with out using Trademark characters

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a hat in time made a lot of cash

whole quarry
#

I've the feeling that 4chan is starting to flood this place

cloud cobalt
#

sigh

gray basin
#

which uses unreal engine and possibly UDK

cloud cobalt
#

and ?

whole quarry
#

what?

plush yew
#

i never liked 4chan

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i liked reddit tho

gray basin
#

can the same happen with any unreal engine projects that is finished

cloud cobalt
#

A Hat in Time took half a decade to create

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And it's super high quality

digital anchor
#

and 300k dollars only from kickstarter

gray basin
#

people said it was a indie game

cloud cobalt
#

So yeah, you can be successful like that too

#

It is an indie game

whole quarry
#

@gray basin 'Trademark' is just a registration of the character...

#

ehh

cloud cobalt
#

Really though, if money is the goal, don't go into gamedev

#

That's it

#

Literally just work at McDonalds

gray basin
#

noo I am doing this for fun

cloud cobalt
#

That's great, but then you should forget about money for now, because it's very unlikely to be a money-making thing quickly

#

Maybe a few years down the road

#

Just like music

#

You don't learn to play a guitar thinking you'll be living from it

gray basin
#

well I started because I enjoyed games soo much

#

I wanted to make them

cloud cobalt
#

So focus on that, learn from the best, be curious

whole quarry
#

Also every "impossible" is just another "Difficult challenge"

cloud cobalt
#

Yeah, I mean, your game idea could be the next PUBG

#

It's not impossible

#

Then again, PUBG was also a decade in the making

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No one really succeeds by accident, except when new platforms appear from nowhere and the first to release are successful for that alone, like some early mobile games

#

99% of the time people succeed because they spend years doing it

plush yew
#

but pubg isnt anything new

#

xd

whole quarry
#

sigh

wary wave
#

it isn't anything new because it was a decade in the making

#

Β―_(ツ)_/Β―

plush yew
#

pubg is really similar to fortnite

kindred viper
#

nothing is new in games except when new platforms define new concepts

wary wave
#

lol, what

surreal viper
#

yeah they saw fornite, travelled back in time, copied it

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and then they faked being angry about epic copying them

plush yew
#

no im just saying they are similar

whole quarry
#

the japanese movie Battle Royal was also based on Fortnite... common knowledge

#

Β―_(ツ)_/Β―

wary wave
#

^ the 'original'

#

at least the original PUBG, before it became its own game

kindred viper
#

You know what every Battle Royale game needs? Takeshi Kitano eating a cookie then you get to shoot him.

frank escarp
#

i find it hilarious there is right now a sword art online anime precisely ABOUT battle royale

plush yew
#

yea and a cache

frank escarp
#

the timing couldnt be any more perfect

#

and the fun part is that it was planned before battle royale was popular

cloud cobalt
#

@plush yew Fortnite BR is the one that copied PUBG, in case that was unclear

#

PUBG didn't take it so well

plush yew
#

oh

cloud cobalt
#

Fortnite released as a paid game, flopped, and rebooted as a free to play BR game

whole quarry
#

Is that court case already solved or still ongoing?

kindred viper
#

If they would take out the building element of Fortnite BR, I would play it more.

plush yew
#

i didnt play it

#

too fancy graphics

whole quarry
#

you dont seem to like much @plush yew

wary wave
#

I'd imagine all of PUBGs court cases are ongoing

plush yew
#

hehe

cloud cobalt
#

So what do you like as game genres ? Because that's what you should be looking at doing

plush yew
#

i loved fallout 2 online

#

there was a lot of ways to develop a character, sleep in tent, keep items there

cloud cobalt
#

Okay, but as you might have heard, MMOs aren't on the menu for indies

whole quarry
#

just to bad of the fancy graphics?

plush yew
#

i also liked tibia

cloud cobalt
#

Which singleplayer games do you like ?

plush yew
#

i dont play single player

tired oracle
#

how do i not launch my game in full screen? Trying to test two instances

pallid compass
#

u ever made a game before?

cloud cobalt
#

You must be missing most great games in the world @plush yew

plush yew
#

in game maker yes

pallid compass
#

but not in ue4?

plush yew
#

no

#

Stranger maybe

pallid compass
#

if u dont go the exp dont even think about trying to make a multiplayer game

#

right off the bat

#

Its like trying to ride a bike before u can walk

#

its just gonna be a fuck feast, even if u manage to get on the bike

plush yew
#

im creating a barrel that explodes in blueprint now

cloud cobalt
#

The simple rule of thumb is that MP makes it 2-5 times longer to create

plain forge
#

Damn this convo is still going on lol?

pallid compass
#

we have this convo

#

at least twice a week

#

with people

#

at least

#

for the past 2 years

surreal viper
#

this convo never stops πŸ˜„

pallid compass
#

funny thing is i cant recall 1 indie dev with out the exp who tried this

#

ever actually finishing there game

cloud cobalt
#

@plush yew For example, bouncing barrel falling downhill in single-player ? Maybe a day of easy work in Blueprint. MP version that doesn't look like shit ? Heavy, complex replication work that could take two weeks, probably most of it in C++ if you want something maintainable

latent moth
#

this latter, not really, no. Just hit "replicate" on the mesh XD