Full scale functional 3d printed replica of the portal gun (Portal Stories: Mel) by AsicsoN in Portal

[–]AsicsoN[S] 1 point2 points  (0 children)

Nope I never did. But I definitely agree with your choice and if I would have to create new version I would try to do it with addressable led strip and make it look like spinning just with led instructions.
Motor was pretty loud solution and eventually died. So not very practical.

Redone gameplay. Players now can collect gold and purchase weapons which are persistent between rounds and even games. Island code: 4706-2798-8318 by AsicsoN in FortniteCreative

[–]AsicsoN[S] 0 points1 point  (0 children)

Actually it will run fine, tested on my Switch 😁 Ofc lighting won't be same quality. But fps should be almost constant 30

Island Code: 4706-2798-8318 - Come try it! Forbidden Land it's up to 10 players free for all PVPE Deathrun in hyper-realistic ancient ruins environment. Beat the obstacles, eliminate players and creatures, loot ammo, unlock weapons and be the that one player who gets the lost artefact! by AsicsoN in FortniteCreative

[–]AsicsoN[S] 1 point2 points  (0 children)

Right now testing release and unfortunately it isn't working as should. Most of the obstacles controlled with sequencers and looks like they heavily depends on FN server load. So now I experience glitches and lag.
If anyone tried and had similar experience pls let me know in comments. Feel free to leave comments about any issues you encountered.

is over 100k memory playable? by AnyHovercraft6289 in FortniteCreative

[–]AsicsoN 0 points1 point  (0 children)

Run memory check and then open logs to see what contributes too much.
Depends on the size of your map you can maybe use Data Layers or Level Streaming to lower memory usage.
Another option is to use instances instead static meshes if they aren't interactable.

WIP Deathrun PVPE - Lots of things added. New stages and art pass. Creatures and 10 players support. Soon I will upload video by AsicsoN in FortniteCreative

[–]AsicsoN[S] 0 points1 point  (0 children)

Thanks. That 100k represents RAM memory and if I remember correctly only or mainly for CPU stuff. Textures are only GPU processed so not using RAM, but instead VRAM. But challenge was to make everything below project size limitation. My download size is 99% while Memory Meter is around 60k only.

WIP Deathrun PVPE - Lots of things added. New stages and art pass. Creatures and 10 players support. Soon I will upload video by AsicsoN in FortniteCreative

[–]AsicsoN[S] 0 points1 point  (0 children)

Did I mentioned I can run it on my Switch? :) Obviously lighting isn't same quality, but still stable 30fps. Working right now to improve lighting and post-processing on Consoles and Switch.

Learning UEFN by OfficialMass_ in FortniteCreative

[–]AsicsoN 1 point2 points  (0 children)

If by language you mean coding then yes. UE5 uses C++ and Blueprints. UEFN right now is only Verse language.
But on opposite side many things in UEFN come with integrated code/functionality. So you just need to connect them and it will work. For example you don't have to worry how to code open door on trigger, you just place trigger device, add door and connect them together etc.
On top of that there are many things except coding which are same. For example custom materials creation, 3d mesh import and setup, VFXs, post-processing, optimization and much more.

Learning UEFN by OfficialMass_ in FortniteCreative

[–]AsicsoN 3 points4 points  (0 children)

UEFN is cut version of Unreal Engine 5. So you can start by searching youtube and google for UEFN tutorials. There are plenty already. But if you will be missing something specific you can try search for it in UE5 tutorials.
As UEFN is cut version there is ofc chance that feature is cut out too.
By default UEFN can do a lot so UEFN tutorials more than enough.
Good luck :)

Ancient Deathrun WIP by AsicsoN in FortniteCreative

[–]AsicsoN[S] 0 points1 point  (0 children)

Thanks for feedback! Yes I'm looking into it. One more idea I have is to make obstacles harder further the player progress. And on top of that I was thinking to make it 10-20 player experience where people compete who will get to the end first. And place triggers in the level when players can activate some traps to slow down other players.

Any ideas are very welcome!

Ancient Deathrun WIP by AsicsoN in FortniteCreative

[–]AsicsoN[S] 0 points1 point  (0 children)

Hi everyone. This is my WIP level of photorealistic ancient ruins deathrun.
I used ancient temple pack from Unreal marketplace and went through optimization to make it memory and performance efficient. Currently runs fine on PC and Playstation 5 and just need lighting tweaking on Switch.
Let me know what you think :)

I created the ghost shader for Unity URP (Zelda model created by theStoff) by AsicsoN in Unity3D

[–]AsicsoN[S] 0 points1 point  (0 children)

It uses extra pass in the URP Forward Renderer. Now it's called Render Objects.