@sinbad@mastodon.gamedev.place
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sinbad

@sinbad@mastodon.gamedev.place

Greybeard. I’ve made engines (Ogre3D), devtools (Sourcetree, Git LFS), now games, Unreal Engine tools & plugins. Baker, coffee nerd, Cat Dad. He/him

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sinbad, to random
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The background lore of our game revolves around the idea that magic is great, exciting and holds so much potential for the world but it’s been hoarded and land grabbed by a tiny subset of society (in our case one big corporation which everything is a subsidiary of, just for ease of narrative, like an Evil Corp) who use it for things no-one wants but it still somehow makes them richer.

Write what you know they say 😛

sinbad, to random
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Ok I’m going to make it a weekend* project to build a PC out of the old parts I have left over from pre my workstation upgrade, install some form of desktop Linux on it and try to replicate my actual work env there to see how much worse it is for UE. I don’t want the stress of potentially breaking my real work PC but I feel like I have to try given how MS is going off the deep end

*=multiple weekends no doubt especially as my weekends are quite busy rn

sinbad,
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@dotstdy good to know, thanks, especially as this will be slower hardware than I'm used to now I'll definitely turn the compression off

sinbad,
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@fuzzybinary I'm looking for minimum messing about TBH. The whole X11 / Wayland stuff puts me off, I should not have to care what display system my OS is using, I have much better things to be doing

sinbad, to unrealengine
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Well, thank f**k for that. UE 5.4.2 finally fixes String Table support which has been completely broken (pre-localisation builds) since 5.4.0. SUDS works again!

Please Epic, never do this to me again. I'm of an age that my heart attack risk is only increasing, so I'd appreciate not having the extra shove 😬

sinbad,
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Huh, they actually don't let me update the plugin for UE 5.1 anymore, the link is read-only. I guess Epic only let you update the Marketplace for the last 3 versions of UE? Makes my life a little easier I guess

sinbad,
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@psychicparrot42 When you use a C++ project you should really never be launching UE directly, but launching it through hitting Debug in Rider / VS instead. It compiles it for you that way - the direct-to-editor compile experience is terrible if it goes wrong (which it often does).

I highly recommend Rider over VS; you can open .uprojects directly instead of going through the "generate VS projects" step, and it navigates to & from BPs and can search across all code. It's way better

sinbad,
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@psychicparrot42 The main benefit of C++ in UE is that you've got access to everything, and if you need to refactor something it's WAY easier not to break it.

Blueprints are great while you're writing them, but if you ever need to do a big refactor of anything, gawd help you. Things WILL get broken and you'll have to find where in the noodle mess it is

sinbad,
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@psychicparrot42 Rider will definitely help since it understands UE much better. But ultimately it’s just a case of getting used to it; most of the work is repeating known patterns and you get into a flow of it after a while. It’ll still blow up sometimes but it becomes less daunting with familiarity.

sinbad,
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@psychicparrot42 @klord Live Coding now works surprisingly well even under header changes, I’ll often keep it up for a decent time and only restart it when it throws an error or I start getting paranoid. Startup time is only about 10 seconds for me - VCS might hate uassets but they get the job done there

sinbad,
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@psychicparrot42 it’s one of the few subs I don’t resent, it’s good value vs pro VS and it actually gets cheaper the longer you sub - my discount is at 40% now so it cost me US$101 this year. But yeah it’s not cheap cheap, just enough value for me to accept it

sinbad,
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@MouseByTheSea @psychicparrot42 yeah just the command line tools

sinbad,
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@MouseByTheSea @psychicparrot42 the build tools are free but yeah I guess there’s a community license. All the upsell on VS versions doesn’t really apply

sinbad,
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@MouseByTheSea @psychicparrot42 re-read the license and you can basically use the build tools under any VS license, and the community one is free for individuals or orgs of 5 people or less

sinbad,
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Wow it’s live on the marketplace already, 3 hours - it’s usually a day or 2. Not sure if that’s just a fluke or someone felt bad & ushered it through, thanks if someone did 🙂

sinbad,
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Right, that's the SUDS Pro update for 5.4.2 submitted. 🤞Hopefully it'll be in people's hands in a couple of days.

Header inclusion rules had changed again so I had to fix all that up, I forgot to check the UAT build process previously, I was too busy tearing my hair out over the string table breakage.

Gotta love C++, the way you can have a perfectly functioning build in Rider/VS and then have 150 errors when you build it via RunUAT. 🙄 I'll still take it over refactoring blueprints though 😜

sinbad, to random
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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 🤦‍♂️

sinbad,
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Revenge for all the bullying the wizard was getting last week, skeletons now die a bit more convincingly

A skeleton getting blasted to pieces by a pink wizard

sinbad,
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@dev_ric That was just a happy physics accident, including how to the jaw lolled a bit, like "wut" :)

sinbad,
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Probably should stop playing with this

A skeleton getting smashed in slow motion

sinbad,
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@alexr they’re just skeletons so no organs, but yeah - the main reason for not decimating any more is shared vertices on the joints that I couldn’t break apart until our 1 artist gets time to split them

glassbottommeg, to random
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@sinbad 5.4.2 hot fix live! I think that means you're good to go again on SUDS?

sinbad,
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@glassbottommeg Thanks for letting me know, finger's crossed! I'll try it shortly

sinbad, (edited ) to random
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So in the last few weeks we’ve had:

Apple pissing off everyoe who likes creative things that aren’t an iPad

Google trashing their signature product by handing the keys to it to a jumped up autocomplete that suggests putting glue on your pizza

Microsoft making a better case for never running Windows again than any of their competitors ever could by pre-loading a fully featured info stealer kit

You can sure tell why the people running these companies get paid the big bucks eh?

sinbad,
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Tech is fundamentally broken as an industry, it’s dominated by a bunch of companies that have no clue what the future looks like except that number has to go up somehow. I can only conclude that they’ve become convinced that repeatedly punching themselves in the crotch somehow juices the stock market because there’s no other explanation for it

sinbad, to random
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Quite pleased with myself, I managed to redo a bunch of code this afternoon that used to manually trigger secondary effects of damage (everything except reducing health - so particle effects, sounds, knockback), instead making it all get done by the GameplayEffect itself using a custom execution class. It worked first time! It was necessary to allow those secondaries to take into account calculations the effect system was already doing like resistance to certain types of damage. Much neater now

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