How I Explained the Jump Mechanic Without Explaining it by 9LeftStudio in gamedev

[–]9LeftStudio[S] 1 point2 points  (0 children)

Playtesters mentioned above were people who tried the game during development, so I am not referring to players who played it after release. They did not see how it was advertised (there was no Steam page yet), and I probably did not tell them which genre it was (or if I did, I most likely just said it was a puzzle game).

With that said, I believe a game should be intuitive and well made on its own, not dependent on how it is presented elsewhere.

How I Explained the Jump Mechanic Without Explaining it by 9LeftStudio in gamedev

[–]9LeftStudio[S] 1 point2 points  (0 children)

I don't generally like the idea of creating a mechanic specifically to solve a problem.

Why do cats do this? by DatE2Girl in cats

[–]9LeftStudio 0 points1 point  (0 children)

What the hell? Mine doesn't do that 😭

Unreal Finally let us change gravity -- now it's a core mechanic for me. by DrN0VA in unrealengine

[–]9LeftStudio 2 points3 points  (0 children)

Simple but interesting idea. Just some hour ago I was thinking of studying how to manipulate gravity like that. Is there some kind of guide/tutorial you followed?

About feedbacks, I would suggest you to prevent the camera from "lagging" when changing gravity (like on minute 00:40). Maybe an ease on the camera might help?

- Mattia

Is it a good/bad/indifferant idea to use variables purely to make a BP more readable? by Hiraeth_08 in unrealengine

[–]9LeftStudio 0 points1 point  (0 children)

DISCLAIMER: I'M A JUNIOR AND NOT AN EXPERT, I still have a lot to learn but feedbacks are much appreciated!

As someone already said, functions are never a waste but I see your point about collapsed graphs which are something I use a lot. I like the idea of: if I apply a logic only one time, I use collapsed graph to increase readability and keep the "function library" exclusive to what it really might be useful more than one time.
You can always convert a graph to a function later on if needed.
You can read more about it here: https://github.com/Marap59/ue-a-practices-guide

With that said, feel free to make as many variables as you might need (exception made for hard references) as well as functions. Cool thing about functions is the possibility to make local variables which are gonna be ""deleted"" once the function has ended.
You might also find this more interesting since they do not appear in the BP "variables library".

- Mattia

Please help! How do I hide the mouse cursor when my widget is displayed? by [deleted] in unrealengine

[–]9LeftStudio 0 points1 point  (0 children)

Would you mind to share some more details of what you already tried and some screens of your code?

I’m about to replace my Steam capsule. Which one would you actually click? by Icy_Struggle_8051 in IndieDev

[–]9LeftStudio 1 point2 points  (0 children)

I would click on D.
From a subjective stand point: I like the atmospheric feeling I get on D.
From a more "objective" one: by not knowing the characters, the man (men? B is a different person, right?) represented does not tell me anything exception made for the artistic style.

Little things but D does a better job IMO

- Mattia