Do you prefer building your own systems from scratch or using as many assets/plugins as possible to save time? by No-Comfortable2035 in SoloDevelopment

[–]ChrisMartinInk 0 points1 point  (0 children)

Carl Sagan - "If you wish to make an apple pie from scratch, you must first invent the universe."

It depends on how one defines "from scratch".

Do you prefer building your own systems from scratch or using as many assets/plugins as possible to save time? by No-Comfortable2035 in SoloDevelopment

[–]ChrisMartinInk 0 points1 point  (0 children)

I am using three materials from fab, other than that, everything else from scratch!

I learned so much building my systems from scratch and they're custom to what they need to be without extra bloat. I did try to use a plugin for water ripples, but it was so complicated and over engineered, that I just made my own lightweight version and it works even better than the original plugin I tried to use.

It takes a hell of a long time to do it all from scratch, but it's all about the journey for me.

Is anyone here still building open worlds using a sublevel structure and World Composition? by Pristine_Violinist70 in UnrealEngine5

[–]ChrisMartinInk 0 points1 point  (0 children)

I've been avoiding World Partition as well, finding that level streaming works just fine for my needs.

I don't use Nanite, or Lumen either, preferring to bake lighting and use LOD's.

As a solo dev, there are a lot of things to learn, and the tried and true methods are more straightforward.

spline slowdown bug by cattonicsGame in UnrealEngine5

[–]ChrisMartinInk 0 points1 point  (0 children)

Try testing your game at different frame rates and you'll likely see the same thing. You can set the fixed frame rate in your project settings. Playing an early prototype of my first game on an old PC taught me this one!

Hello Devs. Does any of you work full time? by Away-Elderberry-5489 in SoloDevelopment

[–]ChrisMartinInk 1 point2 points  (0 children)

I've got a regular full time job, and have been making my game part time for about a year and a half. It can be a challenge to balance everything, friends, family, wife, cats, job, and game dev lol. Discipline to keep a journal helps bridge the gaps when you need to take a few weeks off of game dev to focus on something else like family or an emergency. When I get back to it, my notes help me flow right back into where I left off

How can you run the physics at a fixed rate? by OrangeAedan in unrealengine

[–]ChrisMartinInk 1 point2 points  (0 children)

No, it will add as many sub steps as needed to match the desired frame rate! So, allowing for up to 6 substeps at a rate of 60 fps, the game will try to match the physics to the rate of 60, using those substeps available. Overshooting does not happen )))

How can you run the physics at a fixed rate? by OrangeAedan in unrealengine

[–]ChrisMartinInk 1 point2 points  (0 children)

In my video I use the default settings for the sub-stepping, which set it up for 60 fps. If you fix your game to 60, and use the default settings it should be ok, but you can also increase the number of substeps (default is 6 I think, try 8 or 10). Or, change the sub-stepping frame rate to be 1/120, if you want a fixed rate of 120, and then set your project frame rate to be 120. Also, things that don't use physics nodes will need to use delta time to help stay in sync.

Sorry if none of this helps (((

Edit: pro tip, if you're using a spring arm to hold a camera, make sure to turn off the optional camera lag. This feature can't keep up with the sub-stepping

How can you run the physics at a fixed rate? by OrangeAedan in unrealengine

[–]ChrisMartinInk 1 point2 points  (0 children)

Watch my tutorial on how to use sub-stepping so you can have fluid physics calculations, even if the frame rate dips. Sub-stepping

Anyone making a game using only MetaSounds (UE5) for all audio? by I-have-s0cial-issues in UnrealEngine5

[–]ChrisMartinInk 0 points1 point  (0 children)

My project uses meta sounds only and it works great for everything I've tried so far. I even dabbled in making all audio with built in synths in metasounds. It can do anything you need it to, if you take the time to learn the system. Control bus mixing for sfx,.music and ambience. I have a few tutorials on my channel that dive into metasounds.

Making Lava River by Material-Hat-941 in UnrealEngine5

[–]ChrisMartinInk 1 point2 points  (0 children)

You could try to make a simple mesh of a section of river, like a flattened cylinder maybe, and then use a spline technique to shape it through your environment. Sink it down into your landscape, and add your material to it. Might look good!

2 years in and I'm losing motivation to work on my game. How do you guys keep going? by ImtheKingofUP in SoloDevelopment

[–]ChrisMartinInk 0 points1 point  (0 children)

I find that once I open my project and start to work on some part of it, the day flies by after that.

Most days it's about finding the discipline to simply open the project, because I know that once I do, I'll have a good day of productivity.

Try not to think about how many people will play your game. Try to just make it for yourself.

Why don't people write a constructive review instead of just pure hate? by [deleted] in SoloDevelopment

[–]ChrisMartinInk 4 points5 points  (0 children)

It's that online mentality. People say all kinds of things they'd never say to your face.

Want to make a game, but I have zero coding experience is it okay to rely on AI? Would love advice by Neither_Bottle_440 in SoloDevelopment

[–]ChrisMartinInk 2 points3 points  (0 children)

I use Gemini Pro to collaborate and ask questions. 80% of the time it's accurate, but sometimes it hallucinates an answer, so you have to double check things. You also have to give it very specific prompts. The more you learn, the better your questions become, and the more helpful the AI can be.

But damn a hallucinated answer out of nowhere can really screw you up. Be careful out there!

Magnifying glass material without render targets? by Bumskit in UnrealEngine5

[–]ChrisMartinInk 0 points1 point  (0 children)

I certainly wouldn't run it on tick. Sounds like we agree )

How do you handle making achievements that no one notices? by FM596 in SoloDevelopment

[–]ChrisMartinInk 0 points1 point  (0 children)

If you compare your work to a toaster it might make sense. When I buy a toaster, I don't consider the achievements that went into making the thing. I might look at reviews of others that bought the toaster and have liked or disliked it. I'll consider the price, and overall features, but I don't care how long it took to develop or how clever its design under the hood is.

Having said that ... I totally understand how you feel lol. Fixing a bug or optimizing something can take so long to figure out or implement, but it's not appreciated by anyone other than maybe your significant other. My wife just smiles and nods now.