stevesplace, to gamedev
@stevesplace@mastodon.social avatar

The most IRRITATING of the GONE crashes in are when double-clicking on a folder in the editor. Under no circumstances should an editor crash because you performed a rudimentary editor function, in this case opening an internal folder to view its contents in icon format. My hardware is better than that which claims their developers use. Really? To develop large games? I think not. You'd still be on 5.1, crashing your way through life. In-game? Bad. In-Editor? Awful!!!

stevesplace, to gamedev
@stevesplace@mastodon.social avatar

The is running in the editor. The AI killed me 3 times. Forgot to make these guys throw goodies.

changed the Companion AI from a cute little doll-like thing to a cute little spider-like thing.

The ground is more colorful on a slope.

The ocean color at a distance is good.

Pretty sunset.

Am I seeing more ground cover? Used to be just very low plants.

Night now. Looks good.

If it runs, seems more stable, lol. Crashed right away just before this run.

5.2

stevesplace, to gamedev
@stevesplace@mastodon.social avatar

5.2 notes:

It decided a barely mossy wall in a castle should be all repetitive moss pattern, no wall. The same mesh and material combo is used in other places correctly. The wall is on a spline that curves. Bug.

It gripes about not being able to build the landscape, but builds the landscape without an error, later to gripe again. I think it's a bug. I'll be trying another build soon.

stux, to gamedev
@stux@mstdn.social avatar

Not puuurfect by a long shot but the boss is a little scarier now since it can do actual damage now :blobcatroll:

Still gotta add some effects, more camera shake and maybe some lasers :flan_laugh: joking

Big bossy monster can now do damage and kill the player with big smashes in my game Unreal Engine 5.1

stux, to gamedev
@stux@mstdn.social avatar

Cheeeers :blobcheerbounce: Finally fixed a nasty bug that took me about a day..

The NPCs would stop the combo attack after receiving damage from the player but with an elegant workaround it's fixed

I'm kinda proud of the system setup.. All monsters are based on 1 main class, each single monster is just a child-class with the animations and mesh(3D model) and the settings for HP, damage, XP, animations etc!

Adding new monsters is just a few minutes work now

The knight in my game (you, the player) fighting against a zombie skeleton and zombie doggo

stevesplace, to gamedev
@stevesplace@mastodon.social avatar

knows which disk I want the engine downloaded onto but doesn't know which disk I want new code installed on. I should edit.

stevesplace, to gamedev
@stevesplace@mastodon.social avatar

5.2 is live.

I am gong to upgrade the b/c I'm sick of all of the crashing in 5.1, feature creep be damned!

How do I know? It crashed again, and as it was creating the crash info popup nobody looks at, it popped up a window announcing the baby's birth.

I think it's a boy. It did a helluva lot of kicking.

I'm going to regret this, but I already regret upgrading to 5.0 (a beautiful editor crash machine), so...

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

The Ultimate Unity Assets by Eldamar Studios Humble Bundle is now live. While for , these assets should also be usable in or .

assets for multiple genres, including 3D environments, texture packs, fonts and more
https://gamefromscratch.com/ultimate-unity-assets-by-eldamar-studio-humble-bundle/

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

It's accidental day here on GameFromScratch...

First we did our video about why you should use Unreal Engine...

then
@EpicGames
went ahead and released Unreal Engine 5.2!
https://gamefromscratch.com/unreal-engine-5-2-released/

_benui, to gamedev
@_benui@mastodon.gamedev.place avatar
hyaline, to gamedev

It begin to come also here finally.

' ▽ '

T ▽ T

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

deleted_by_author

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  • psychicparrot42,
    @psychicparrot42@mastodon.gamedev.place avatar

    Just incase you need a sprite/paper2d/flipbook material (for Unreal) that always faces the camera without using tick to rotate the actor, here's the graph*!

    *If you're good at this stuff, you're also very welcome to help me solve the problem of the sprite leaning when you use this in VR and tilt your head 👍 🤓

    stux, to random
    @stux@mstdn.social avatar

    Pretty cool! :coolcat: Setup a data table for the basic NPC stuff, for example the attack combo animation montages per NPC

    I try to setup everything in the main NPC class so creating sub classes is super easy and only has to have some settings!

    This is what I wanted, a clever setup to things can be super easily added later on

    The item systems works kinda the same way 💪

    Simple 4 step combo attack per NPC with each their own animations, damage etc!
    Combo attack seq

    stux,
    @stux@mstdn.social avatar

    Here's an example of two basic NPC's performing 4 attacks (combo)

    Not much special but bosses will be a load cooler!

    2 monsters attacking in my game

    Adorable_Sergal, to gamedev
    @Adorable_Sergal@hachyderm.io avatar

    Are you a ? Tired of and ? Want a cross-platform engine that lets you use editors like , and ? An engine that lets you convert maps for use in a modern engine that supports and ? RBDoom 1.5 is out now! Do it for the cacodemon :freebsd_logo:

    https://youtu.be/iFpGO60A10M

    Check out the ModDB page:

    https://www.moddb.com/mods/rbdoom-3-bfg/downloads

    And if you like looking at code, the GitHub page is right here:

    https://github.com/RobertBeckebans/RBDOOM-3-BFG

    stux, to gamedev
    @stux@mstdn.social avatar

    Big guy now also can 'attack' or at least show it's muscle :blobcatgiggle:

    Still gotta add the NPC combo attacks and apply damage to the player so it will be a bit more of a fair fight 😇

    Let's do that now!

    Big monster in my game now also can 'smash' with its claw on the player

    stevesplace, to gamedev
    @stevesplace@mastodon.social avatar

    I'm making progress on the RPG when I realize some changes I made got wiped out in an upgrade. First I tried one version back, which used a 4k by 4k map. Nope. Did it in the same version I'm working on. So I'm loading the 2nd 8k by 8k map to do some un-clobbering.

    If this doesn't blow the GPU before it starts, the last change made across all versions must have been beneficial to what I'm trying to do, lol. Clearly that is "testing the limits of my graphics card."

    stevesplace, to gamedev
    @stevesplace@mastodon.social avatar

    Holy cow! Every version I use got an update. I don't recall this ever happening.

    Swell. Can't wait.

    I slept 7 hours, then napped for 4 more. I'M AWAKE FOR THIS!

    "Prepare to fire update torpedoes on my mark, Mr. Sulu."

    "Aye captain."

    "Fire!"

    <update torpedo firing sound happens here>

    glassbottommeg, to gamedev
    @glassbottommeg@peoplemaking.games avatar

    I sat down thinking it would take another week to get AI going in , and I was half right?

    First I spent another 4 days fixing increasingly tiny flaws in the networking because I hate leaving things unfinished, so then that was perfect, and

    then I got AI working in 4 hours because excuse me what I just assign an AI controller and I'm done? What.

    _benui, to gamedev
    @_benui@mastodon.gamedev.place avatar
    stevesplace, to gamedev
    @stevesplace@mastodon.social avatar

    First they deprecated the Input Action and I said nothing.

    Then they deprecated the Input Axis and I said nothing.

    Then they deprecated Skeletal Meshes and I said nothing.

    No. Wait a minute. Yes I did. There's just no stopping people who like to compartmentalize in the interest of simplicity.

    What once were simple text files are now data structures referring to other data structures referred to millions of times in-game, which I'm sure is super efficient! Yay?

    _benui, to gamedev
    @_benui@mastodon.gamedev.place avatar
    glassbottommeg, to gamedev
    @glassbottommeg@peoplemaking.games avatar

    I have an mystery: what could make it so that a client logged into a server doesn't get their rotation replicated up to the ListenServer?

    Client can move around normally and see the rotation of the character the ListenServer is controlling, but viewed from the ListenServer, the client's character doesn't rotate. Move, yes, but no rotation.

    It's acting like rotation is only replicated server->client, and that's perplexing.

    glassbottommeg,
    @glassbottommeg@peoplemaking.games avatar

    I can fix it by changing the character rot logic from being gated by "IsLocallyControlled" (which means it only runs on the client) to "LocalRole != SimulatedClient" (wherein the server's character will only update rot on the server, but the client's will do it on both)

    But WHY. That shouldn't be necessary. The rotation being applied to the character should already be replicating up to server (and then back down as necessary if you have more clients etc).

    stevesplace, to gamedev
    @stevesplace@mastodon.social avatar

    Oh, thank you, divine god of . Thou hast chosen to allow my game to enter thy holy editor. And I haven't died of old age yet? Your humble servant is not worthy.

    Oh, blessed divine god of UE5, grant me the power to edit my own code in thy editor without the devil GPU CRASH fouling thy holy creation and my patience.

    In 's name we pray.

    No chance in hell.

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

    Another month, another development log! 🎉

    Please check it out and let me know what you think.

    You can watch it here:
    https://youtu.be/ZEYkcgfVglY
    Or read it here:
    https://switchbackstudio.org/2023/05/02/boosts-bunnies-and-bonus-objectives-grippy-golf-devlog-2/

    Hole in one!

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