@glassbottommeg phil fish was kinda notorious, he got semi "famous" in the indie-dev scene before even releasing a single game (and receiving loads of outside funding and help for his ) then was basically just an up his own ass prick to everyone after that (when he wasn't ranting about his LSD/ketamine dreams or how much he hates anything japanese). This wasn't new to after the movie, he was like that in 2008.
@glassbottommeg blow wasn't nearly as bad, and didn't really hang around online like fish did, he was just kinda a jerk to everyone anytime someone had an interaction and put down anyone else's games he saw, and not constructively, so he was just kinda this snobby rich "ideas guy" well before the movie.
Don't think anyone has a problem with McMillen though, he's always seemed a pretty normal, nice guy who just happens to make really messed up games, not surprising he's the one still succeeding
Only real feedback I can office is, instead of starting the lower left text as seeming like an actual "from the studio who-", lean into the gag faster. Try to be in at least slightly obvious gag territory by, I dunno, the 10 second mark at least? Ideally 5s.
I really hope short-form hasn't run its course. But why should it really? I think it's more something that needs to be taught to players more, as not every game needs to be hours and hours of runtime! #gamedev
The best part about game dev is that a random line of code or some random stone asset could be a "load bearing wall" and the entire game will stop working when you adjust it in any way.
No one will know why and no one will touch it. It will ship this way. #gamedev
@fabraz not exactly a shipped bug that I have no idea what was causing it, but just two days ago I had an issue where one particular wall in my test level would just be...gone, but only in the release build, everything was fine in debug. Those are always the most fun to hunt down. (Eventually tracked it down to a duplicate variable declaration from a copy/paste that was being stripped by -O3 but under -O0 was acting as a local variable)
Now we're cooking! Shown here is the interaction between different subsystems - I'm using the Command Pattern which makes implementation pretty straight-forward.
Next up is finding an interesting way to limit the undo feature - Any ideas?
Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
@mehdi_benadel I don't have any experience at all, I've been learning the engine for 3 months, but simple complex things can be done with simple approaches... I agree, writing custom modules in Niagara is difficult
I FINISHED MY FIRST GAME JAM!!! I'm extremely lucky to have had a wonderful team, and I think our game fluffulis is really pretty amazing for the short time we had to make it! I would love to hear what you think of it if you give it a try ❤️ #gamedev#unity3d#unity#3D#blender3d
New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?
@jzillw Yes, that occurred to me too, it can also do it, but for this it is necessary to transfer the information of collisions between niagara and the blueprint, but I would do it in a different way, through decals and render texture
Similar mechanics can be done without the use of Niagara. According to the principle of a gravity tool, as in Half-Life 2. Check the collision over a large sphere, then transfer the force to the objects to move to the tool point. Check another collision (small sphere) to stop physics objects and make them children. When the effect of gravity is turned off, enable physics for objects and change the parent