zerofiftyone
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Posts posted by zerofiftyone
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Beware! I just managed to kill the graphics options screen I had been working on for an hour by making the fatal mistake of trying to add a FOV slider, apparently sliders crash the editor and make UMG files unopenable. Serves me right for not doing backups while using an experimental feature in a preview build of the editor.
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Well dang. Guess I should make more regular backups now that I'm also using 4.4 preview. Did you lose anything else in the crash, or just the widget you were working on? -
Is unity 5 free going to have the new lighting stuff?
As far as I know, the features for the free version haven't yet been announced.

Edit: can someone remind me again why the sad face a crazy tomato in these forums?
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Are you talking about Smite or just generally? Because Smite has been available on PC for a while now.
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"First to console on Xbox One"
maybe they're finally ditching all the "exclusive" bollocks, can't say i've heard them say the word yet...
Interesting. Maybe somebody at Microsoft listened to that episode of Idle Thumbs

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Wait, are these big conferences a new thing for Gamescom, or have they always been there? For a second I thought I was reading a thread for E3 until I re-read the title.
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That's what I was hoping to hear. Thank you! I will definitely check it out very soon.
If/when you decide to try it out and have any beginner questions, share them here and I'll do my best to help out.
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I have one of the worst questions. An OPINION question!
I thought there was a free version of UE4, like there was for UE3. THERE IS NOT. It is 20 bucks a month or GET OUT.
My question: is it worth it to pay 20 bucks one time and have access to everything that exists Right Now with the sole purpose of messing around with various ideas? Or is UE4 still in an early enough state that getting the engine now would be entirely different from getting the engine in a few months, and I'd have to pay another 20 to update for the latest sweet New Features?
I know this is sort of a loaded question. Mostly I want to try it out, but also I expect I'll like it and want to do something tangible, and if I do... I don't have the money to be paying 20 bucks a month.
I also feel like there has to be a trial version SOMEWHERE but I couldn't find one!
I would also say it's well worth it. I subscribed to my first month for similar reasons to you; I just wanted to try it and see how it compared to Unity3d. I was pretty happy with it from the get go; the tools are really nice to use and it's pretty quick to learn how things work.
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Whoa nice!I just ported one of my old InFlux levels to UE4 for kicks. Spoilers for InFlux I guess!
What kind of work was involved in porting it, and how long did it take? InFlux was made in UE3 right? So did that make things easier?
Seriously though, that lighting.

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Well there's no retro appeal for the style, and it's not particularly trendy in the way pixel art is (to my knowledge), so I wouldn't think so. The only thing in common is that both styles lack the detail of photorealism, but I suppose you could say that about a lot of styles.Are solid colors the new pixel art? I experimented with foliage this morning, with mixed results. Need to figure out a way to have the grass face the player.
I did once find a tutorial for player facing grass, I'll see if I can find it if you're still looking for a solution. As Lacabra said, it's not too difficult to setup using Blueprint, so that could be an option.
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This looks great and I played some wasteland kings from the jam they did, but I am not a fan of early access where you essentially have to re-buy the game once its released...( if you then want the retail game )
You don't? When you buy Nuclear Throne it's in your library forever. Unless I'm misunderstanding something and you're referring to the MoJam prototype, which I think is totally fair to charge for separately.
I came home from work last night and played some Nuclear Throne. I was apparently on a hotstreak because I managed to get to the ice world boss twice in a row which is a personal best for me.
Does anybody know how the giant weapon chests appear? I found one while I was playing and I'd never seen one before.
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Speaking of Spelunky lyrics, does anyone remember this?
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Looks great. I haven't watched much of the streaming since that goes on at like 3 am in my time zone, and I don't ever really feel like watching it after the fact, but I think what they're doing is amazing. I haven't picked it up though as I've almost entirely sworn off early access games at this point.
That's fair. I would say that Nuclear Throne is one of the few Early Access games that is worth buying in its unfinished state, but I suppose part of the value is in being able to play new builds which you just watched being made a few days earlier.
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hmmm
Hey it's surprising to see Far Cry 2 on that installed games list. I wouldn't have thought it was in your wheelhouse. Hmm.
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Yeah I have the same approach. The only time I'll wait around is if there's a vault on the Moai Head level and I have the Ankh. For some reason I like suiciding by leaping straight into the ghost.
For anyone hesitant to start doing the dailies, my advice is to just go for it because nothing's made me laugh more than a sudden, stupid death in a daily challenge (the earlier the better).
Yeah, there's something hilarious about dying in 1-2, and then finding out on the leaderboards that half of your friends also died on the same level for probably the same reason.
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I've really enjoyed following the development of this game. On most weeks, I try to catch one of the development streams, then on Saturday/Sunday I play the game and get to see a bunch of changes and additions that were worked on during that week, sometimes on the stream.
It's a really nice system they've adopted, and I hope to see more games made in that way. I enjoyed Amnesia Fortnight for similar reasons.
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This is probably a random thought more than anything else but it's about Twitter so here goes.
What do people use favorites for? I sort of treat them like bookmarks to keep track of tweets I want to see later or on the rare occasion it actually is a favorite, but I see a lot of other people favorite dozens a tweets a day. Are you really keeping track of that many? Are all these tweets really your favorites? Is it the twitter equivalent of liking a thing on Facebook?
I tend to use them as a bookmark function too for the most part.
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That's a good idea! Right now I just adjusted the ramp a bit, and turned the drag down to zero when you're driving on it so you don't lose as much speed driving up it. It works, but it might be fun to try giving the player and extra boost as you exit the ramp.
Cool!

How long have you been working on this? What you've shown so far looks really polished and nice.
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Implementing my sweet, sick notepad ramp.. I may have made it a bit too steep..

Duuuude. This game is genuinely exciting to me.
Are you planning to adjust the ramp to be less steep, or are you finding another solution? I seem to remember Micro Machines v3 handling it by making the tip of ramp surfaces suddenly change the player's speed so that the player doesn't have to approach the ramp at full speed in order to make the jump.
The result is an overly cartoony effect, so it may not be appropriate to your game depending on what tone/feel you're going for, but it's a suggestion nonetheless.

(The effect is subtle in this video, but you can see it if you're looking for it.)
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Thanks ya'll. I've been toying around with it very intermittently for probably like a year, but I'm stepping it up a bit now and going for a funding application. Hopefully have a cool video together in the next week or so.
Your thing looks super cool, tell me moar
I shall look forward to that video! I've been checking out the updates on your blog and it's quite interesting to see the engine being used in such a different way to how I've been using it. Looking at some of the things you've built it's fun to try and figure out how it may have been implemented based on my own limited knowledge of how the tools work. Are you working on it solo or with a group?
My game is called Laser Bash, and it's a local multiplayer party game for 2-4 players. It's something I've been working on for a few months now, in spare evenings and weekends.Over the past few years I've gained an appreciation of local multiplayer games (such as Nidhogg, Samurai Gunn etc); and through playing a bunch of them and being somewhat interested (albeit inexperienced) in gamedev, I decided to try making my own. The setup is basically four players moving around and shooting each other in a top down arena (imagine the layout of something like Bomberman), but there's a (hopefully) interesting shooting mechanic involved which influences the way you play.The game is still in a fairly early state at the moment; I've not had quite as much time to work on it as I'd like. Development has been fun so far though. Since I started this project I've pretty much stopped actually playing games since I now get enough entertainment out of making this one.In general news, I should mention that this is happening today: https://forums.unrealengine.com/showthread.php?27034-Twitch-4-4-and-UMG-Preview-Part-1&p=112603
This week's livestream is going to be covering the new UMG tool that's coming in 4.4. I've been chomping at the bit for more information on this, so consider me hyped.
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Duuuude I love those solid colors! Lots of information without overrendering, awesome. I keep meaning to pick up that specific package. Is it easy to learn or intuitive in any way?
and heeeere's some bosses I made


This game is looking more and more awesome each day. Some seriously nice work here.
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On the other hand it doesn't make sense to write documentation that will be outdated in a month. Is UMG vastly superior to the old system? I haven't tried it at all.
I'm just trying to figure out the basics. At the moment I only have vision, hearing and basic movement.
UMG is a lot more powerful and is (although rough at the moment) quite a lot nicer to use than the old system. A few days ago they published a draft documentation for the 4.4 version:
https://forums.unrealengine.com/showthread.php?25533-UMG-Documentation-for-4-4-Preview&highlight=umg
I'm working on a first person adventure game that looks like this, which ya'll have probably seen around here somewhere. Right now I'm working on a funding application for it. If I don't get it I miiiiiight be fucked.
That artwork looks real nice. I love low poly stuff. How long have you been working on this?
I guess I should also share what I'm working on. I'm making a local multiplayer arcade game, and so far it looks like this:

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Man, I forgot how nice that pixel art Steve face was.
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Been noodling around with camera effects and animations, and I'm starting to worry that my code is getting too tangled and concrete to expand in my haste to add new features. Should probably start working on other systems.
This is really nice. I especially like the look of the directional shake you have there.
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Is anyone else experimenting with the behavior tree system? It seems very powerful, but the complete lack of documentation is making things difficult.
Yeah, I've decided to pass on using it for that reason. One of the downsides to the rapid pace of engine updates being pushed out is that the documentation for newer features is pretty slow. I've been following the progress of and attempting to learn how to use the new UMG UI system, but without docs it's hard to get a grasp of how everything works.
Are you looking into using the behaviour tree stuff for a project you're working on, or are you just getting familiar with new stuff?
Amateur Game Making Night
in Game Development
Posted
Good luck! Hope your game gets approved.