@JeremiahFieldhaven@mastodon.gamedev.place
@JeremiahFieldhaven@mastodon.gamedev.place avatar

JeremiahFieldhaven

@JeremiahFieldhaven@mastodon.gamedev.place

Indie developer creating a 3D puzzle game set in the neon-glowing world of The Mainframe.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

djlink, to random
@djlink@mastodon.gamedev.place avatar

the more lights are blinking, the more powerful the computer is.

video/mp4

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar

@djlink Relaxen und watchen das blinkenlights!

Taffer, to accessibility
@Taffer@mastodon.gamedev.place avatar

What are people using to test their website's accessibility (a11y)?

Since I use Hugo to generate the pages, my source is all Markdown, so I was hoping to find something I can just point at my website, like a linter. Unless there's a Markdown a11y linter I don't know about…

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar

@Taffer Firefox developer tools accessibility tab is a start, but the output is a bit opaque.

https://qualweb.di.fc.ul.pt/evaluator/ is easy to use and gives decent info

psychicparrot42, (edited ) to random
@psychicparrot42@mastodon.gamedev.place avatar

Whenever I kick off a new game project, the first thing I do is play every other game like it until I lose all enthusiasm (because I know I'll never be able to compete with them as a no budget indie dev!) .. I then go make something else instead. 🤪

.. I'm kidding. Don't do this! Keep the faith. Make the thing. You got this! 🤣

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar

@psychicparrot42 Trick is to do this for really old games! At least there we stand a chance...

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar

@psychicparrot42 Heh, I say go back more than that!

Project Shinar is inspired by a game from 35 years ago. Project Gradient is inspired by a combination of a 34 year old game and a 29 year old game. Project Newhaven (yes, I know, I know...) is inspired by a 31 year old game.

And even with those, I sometimes have to resist the urge to look at making something inspired by Armour-Geddon. No project name for that, nope, definitely not...

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar

@psychicparrot42 Best not to think about it too hard, mate. Just tell people you're a Martian - Martian years are 687 Earth days, so there you go! 🤪

psychicparrot42, to random
@psychicparrot42@mastodon.gamedev.place avatar

deleted_by_author

  • Loading...
  • JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 Nice, well done!

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 There's that, but there's also the fact that self-hosting tends to be an empowering thing.

    You get to decide how things are set up and work, and there's great satisfaction in it.

    I wouldn't say I always support self-hosting (especially for anything visible to the internet, where you're basically opening yourself up to dealing with constant attacks). But often, yeah - good on you for giving it a go!

    sinbad, to random
    @sinbad@mastodon.gamedev.place avatar

    I thought I was being really smart by using sockets on weapons to position melee attacks so that you can just trigger overlaps via anim notifies a little before potential impact, and if you make the overlap boxes big enough you get a nice directional element to attacks for cheap (good for making particles fly and directional knockback)

    Reader, this does not work well under varying frame rate conditions. After this I'm definitely going to test the game with t.MaxFPS=20 more often 🤦‍♂️

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @sinbad Good excuse to go for Magic Sparkly Things to be emitted when the wizards get hit!

    That looks great!

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @sinbad Smashing! 😆

    psychicparrot42, to unrealengine
    @psychicparrot42@mastodon.gamedev.place avatar

    deleted_by_author

  • Loading...
  • JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 CreateDefaultSubObject CreateDefaultSubobject

    There you go!

    (Please don't do this)

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar
    JeremiahFieldhaven, to gamedev
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    Loading levels from JSON files is now working!

    There are still a bunch of things that need to be added (for example, right now all the objects are using their default behaviour, rather than loading the settings from the JSON) but it actually bloody works.

    This is a massive relief. It means all the levels made with the Unity version will work. Makes me hopeful I might be able to replicate the in-game level editor too!

    Video showing the Unreal 5.3 editor open with the MainMenu level loaded. It has a handful of actors placed for lighting and atmosphre, but notably there's a BP_LevelBuilder actor. When simulation is started, lots of runtime-created actors are added to the scene forming a scene made up of glowing blocks floating above a distant, gridded landscape. A couple of turrets start to fire as the camera is moved around the scene.

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 Pure blueprint! There's a built-in plugin, "Json Blueprint Utilities".

    Once you enable that, in Actor blueprints you can use the LoadJsonFromFile node to load the file into a Json Object. From that you can use the GetField node to extract the values of fields in the JSON. It's bit fiddly as the output Value pin is a wildcard, so you need to build things a bit backwards sometimes. https://unrealiseasy.com/how-to-use-the-json-blueprint-utilities-plugin/ helped give some pointers.

    Happy to give examples if it'd help!

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 I was really on the fence about them to begin with. I did debate just going pure C++, but read enough to convince me to give Blueprints a go.

    It's honestly shocked me how good they are. Sure, there is some weirdness sometimes, and I have had to dive into the source to work out things a few times, but I am really amazed at how decent the implementation is!

    psychicparrot42, to random
    @psychicparrot42@mastodon.gamedev.place avatar

    deleted_by_author

  • Loading...
  • JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 I'm using 5.3 and it's pretty solid - I've had a handful of crashes, certainly nothing regular. I haven't tried going up to 5.4 yet.

    djlink, to random
    @djlink@mastodon.gamedev.place avatar

    the HL3 memes have been around for years, but people who haven't played the games don't know just how brutal it was to see the credits roll up on Episode 2, and never get the rest of the story.

    video/mp4

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @djlink The whole mess with HL2+episodes is so very frustrating.

    And now that so many years have passed, even if Valve put out a thing saying that they'd pay a developer a huge sum to make Ep 3 for them, nobody in their right mind would touch it.

    There's absolutely no way they'd be able to make something to meet the expectations of the world, and they'd be constantly fending off people trying to get in to leak stuff out. It'd be a gigantic poisoned chalice.

    JeremiahFieldhaven, to random
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    I'm aware that there are many things I don't know about Unreal. On the whole, I'm doing okay learning it... but then I run into something so baffling I have no idea WTF is going on.

    Take, for example, LoadJsonFromFile (in JSON Blueprint Utilities plugin). Inside a function in an Actor blueprint? I can use it no problems! But when working in an Object blueprint it doesn't even appear in the node list, even with context sensitive turned off!

    And even looking at the source I'm not sure why...

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @Craigp I honestly wouldn't mind quite so much if the documentation actually gave the contexts in which it can be used. Or, y'know, anything beyond the absolute minimum it currently contains...

    psychicparrot42, to unrealengine
    @psychicparrot42@mastodon.gamedev.place avatar

    deleted_by_author

  • Loading...
  • JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 Ooooh, that's really neat, definitely a very good start. 👍

    sinbad, to random
    @sinbad@mastodon.gamedev.place avatar

    Hearing that Recall is exclusive to Copilot+ machines with NPUs is a an extremely good reason to never buy a Copilot+ machine with NPU

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @sinbad And, y;know, by then it'll definitely be the year of linux on the desktop anyway!

    psychicparrot42, to random
    @psychicparrot42@mastodon.gamedev.place avatar

    deleted_by_author

  • Loading...
  • JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 I suspect that'd be more than chonky, that'd be into "needs a reinforced reading lectern" territory. Not something you'd want to drop on your foot

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 I'd definitely put it on my bookshelf next to my copies of Programmimg Perl, Stoustrup, Mastering Regular Expressions, and The Necronomicon 😆

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar
    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @psychicparrot42 Oh, yeah, on the subject of the good book - I don't know if you've ever seen any of Joseph Nanni's videos, but they are very silly: https://www.youtube.com/watch?v=FnbYcB9ctu8

    sinbad, to gamedev
    @sinbad@mastodon.gamedev.place avatar

    Marie's re-structured our main character mesh so that we can have cloth physics and dynamics on his various sections, and importantly we can now switch his hat, robes, beard etc individually and have them all simulate differently as suits their mesh. Because customisable hats and beards are very, very important in a wizard game. Early test!

    The test hat we have for him is not very dignified though. It's almost like we're not taking wizards seriously 😛 #gamedev #unreal
    https://youtu.be/w3VdYyjP46U?si=pcjG2M4vKEJl-dtO

    JeremiahFieldhaven,
    @JeremiahFieldhaven@mastodon.gamedev.place avatar

    @sinbad Looks really good! Even if the hat is a trifle silly 🤪

  • All
  • Subscribed
  • Moderated
  • Favorites
  • JUstTest
  • mdbf
  • ngwrru68w68
  • modclub
  • magazineikmin
  • thenastyranch
  • rosin
  • khanakhh
  • InstantRegret
  • Youngstown
  • slotface
  • Durango
  • kavyap
  • DreamBathrooms
  • megavids
  • GTA5RPClips
  • tacticalgear
  • normalnudes
  • tester
  • osvaldo12
  • everett
  • cubers
  • ethstaker
  • anitta
  • provamag3
  • Leos
  • cisconetworking
  • lostlight
  • All magazines