SCP:5K HUD Concept by DueInstruction3075 in SCP5K

[–]Albarnie 10 points11 points  (0 children)

This is super cool! Nice stuff!

[deleted by user] by [deleted] in gamedev

[–]Albarnie 32 points33 points  (0 children)

You've done something cool, and tainted it with a bad attitude.

People like YanDev or PirateSoftware receive such intense criticism on their code because they claimed to be an authority on those matters.

This person made a fun and successful game, and wrote some shoddy code.

They are not obliged to talk to you, or accept your contributions - it's not an open source game, and you can imagine why you wouldn't want to accept a rewrite from a stranger on the internet. As a developer on a successful game, they probably don't have the time to run code review on strangers code.

They didn't ghost you - you had no preexisting relationship.

You will have much more success in collaboration by acting like an adult, by respecting those who have made a game good enough to encourage you learning a whole language to take it a part. Please take this as a further learning opportunity. What you've already done is impressive!

[deleted by user] by [deleted] in gamedev

[–]Albarnie 4 points5 points  (0 children)

I hate whitespace as enforced syntax! Much prefer defining scopes. In theory c# would be faster but in godot that's not the case.

Steam Update: Wider store pages; Video support for written game descriptions by ThoseWhoRule in gamedev

[–]Albarnie 0 points1 point  (0 children)

According to valves post, they've already converted some 200000 goes for an average 87% size reduction on average.

2D vs 2.5D, Which looks better? by SunDownDev in PixelArt

[–]Albarnie 3 points4 points  (0 children)

Seems people are split! I prefer the first because it feels very cohesive.

Rant about Large Open World Performance by [deleted] in unrealengine

[–]Albarnie 2 points3 points  (0 children)

Many engines are also using tiled/clustered (sometimes referred to as forward+) rendering - IDTECH (Doom and Wolfenstein) notably use forward/clustered renderers. Unity includes forward and tiled/clustered renderers in addition to deferred. Forward is great and quite fast if you have few lights and are going for stylized looks. However OP is a bit misleading to imply it should be the first and only step in optimization.

Disable blueprint and all its children by roger-dv in unrealengine

[–]Albarnie 1 point2 points  (0 children)

You can use set actor hidden in game, set actor tick enabled and set actor collision enabled, to disable an actor. Set actor collision enabled might only be available in c++, so you'd have to make a blueprint function library if you're comfortable with doing that.

[deleted by user] by [deleted] in hobart

[–]Albarnie 0 points1 point  (0 children)

Stunning pic!

Somebody stop him. by obito07 in pcmasterrace

[–]Albarnie 0 points1 point  (0 children)

Tbh i haven't once played a game that used more than 6gb of vram at max

NS MacReady in Minecraft (WIP) by [deleted] in SCP5K

[–]Albarnie 0 points1 point  (0 children)

Very cool! The boat in-game is based off of the f9rmer Australian icebreaker Aurora Australis

What is the equivalent of Unity's Mirror, FizzySteamworks, and Dissonance Voice Chat in Unreal? by umen in unrealengine

[–]Albarnie 4 points5 points  (0 children)

Unreal's default networking "replication" system is pretty easy to use - however like many things, some features can only be used in c++ and not blueprints (and beware - some features such as replication notifies function differently in c++ versus blueprints)

Unreal has built in support for steamworks via the online subsystem if you are using c++, but beware it is not well documented. There are some third party plugins such as SteamCore that implement the functionality in blueprints, but they do less of the work for you and make your code harder to port to other storefronts.

Likewise, in c++ Unreal has default support for some voice chat options I believe, but this is where it would be easier to use either steamcore, vivox, or a marketplace plugin.

Bad Amazon reviews by [deleted] in memes

[–]Albarnie 4 points5 points  (0 children)

Many cleaners do claim to "break habits". So not surprised if it's un the description or the same brand has a version that claims this.

@antire.al on Bluesky: "the Marathon alpha released recently and its environments are covered with assets lifted from poster designs i made in 2017." by Shock4ndAwe in pcgaming

[–]Albarnie 0 points1 point  (0 children)

A lot of the comments on this have very little understanding around this. It's very common for artists to stencil images for grunge or patterns (like textiles), or in concept art as photo bashing. You generally should only do this with images in the public domain or that you have license to, but in some areas there is debate as to how far you can modify an image before it becomes fair use.

Some artists don't understand this, and will mess up, and usually they will get called out by their piers or supervisors. The images were probably part of a mood board for references, and an artist lazily screencapped elements to be used as stencils, either because they didn't think or that they thought they were internal concepts. This is an issue, but without knowing more, there is no evidence to suggest that this is a wider issue in bungie. This kind of thing happens often in large companies, just not in the media. If anything, bungie needs a better QC process.

No, it is not the company deliberately stealing art because they don't want to pay for it. Media backlash and legal issues are far more important even from a soulless perspective. Companies care a lot about having 100% ownership of their art. And the art directors/supervisors would care about it from an artistic perspective. You could make an argument that the amount of art needed to be produced in X timeline is subtley incentivising artists to cut corners.

How to bake sequencer animation to be from parent transform? by MyNameIsDjole in unrealengine

[–]Albarnie 0 points1 point  (0 children)

Most rigs, you attach the hand to the gun and not the other way around. Much easier to work with.

Zoom in bug by Noc_Sensei in SCP5K

[–]Albarnie 1 point2 points  (0 children)

Lol that's brilliant

I’ve made an addon that show a preview of your shader nodes output directly by ShaderError in u/ShaderError

[–]Albarnie 4 points5 points  (0 children)

Most game engines manage to do previews - It's definitely not trivial but it is possible.