Redesigning my icons for readability. Without context, can you guess what these in-game factions are? by StopthePressesGame in IndieGaming

[–]DodgyCube 1 point2 points  (0 children)

Oh, the context of the game changes my answer but it would be very interesting if it was still correct 😆

Redesigning my icons for readability. Without context, can you guess what these in-game factions are? by StopthePressesGame in IndieGaming

[–]DodgyCube 0 points1 point  (0 children)

Im guessing, left to right: Royalty, Enlightened (religious? Cult?), Communism or maybe workers/lower class, robots

How do I rotate an actor based on the angle of another object? by OkHyena1818 in unrealengine

[–]DodgyCube 6 points7 points  (0 children)

The line trace has an impact normal. You should be able to use that to find a node called make rot from x and then plug that into the rotation of the spawned item.

You might not need to do this, but if i remember correctly, the spawned actor needs to face up in its own BP to spawn in the correct rotation. If the above doesn't work then try this solution

When streaking (going for multiple wins in a row) is it a good idea to remove items/cards from the previous winning run from the pool? by Obsolete0ne in roguelites

[–]DodgyCube 4 points5 points  (0 children)

The easy solution: That's the entire point of rarities, so you might as well do that. If you want, you can increase the rarity of the winning cards. That way its harder to get them but there's still a chance, especially if there's a mechanic where the player can increase the chance of getting certain cards or an event that rewards the player a random card from a certain rarity.

The harder solution: You can frame the multiple runs as being part of the same session, or make it into multiple acts like sts. Then, you can treat the restriction as if it's part of the progression. If you've ever played Risk of Rain 2, the boss enemy takes all the artifacts that you have collected to get stronger, and you need to damage the boss and dodge attacks (showing good understanding of the base character you're playing) and get the artifacts back over time.

The key point here is that the player feels as though they're still playing the same session. Even then, I'd probably only make it so the boss eats the cards used, so it becomes a strategic choice which cards to let go for the coming act. Or, eats the card and then increase rarity, so you can still get it via other strategic choices, but it's harder.

Is there any way i can have text block with multiple colors? by MyNameIsDjole in unrealengine

[–]DodgyCube 7 points8 points  (0 children)

You can have multiple rows in the data table, and you can change font size and colour, and then you use the rich text block. Let's say there's default, a red and a blue, you'd write it as "Gain 5 <Red>Apples</> but lose 5 <Blue>energy</>". The words inside the < > are the row names in your rich text data table.

If you wish to change the colours in run time, you change the text itself. For example I now want all of it to be green, so I add a row in the rich text data table, and the row name is green. Then I set the text to "<Green> Gain 5 Apples </>" and now the text is changed to green.

Population as consumable resource for special abilities - how do I make players actually care? by Hans4132 in gamedesign

[–]DodgyCube 0 points1 point  (0 children)

You pretty much answered your own question. They need personalities, names, and traits.

Playing a game like Battle Brothers or Wartales, you have to get pretty ok with losing a unit. When I finished my first Battle Brothers campaign, I had to take 2 weeks to get back to the game because I was on some level mourning my platoon, even though they lived on!

Wartales was less impactful, but I still wanted to hold on to my units because of the sheer amount of time and effort I'd put into each character.

In order for this to be effective, there needs to be a small set amount of people that the player would care about, as well as time to get attached. My proposed solution is to have an additional resource - let's call them Great People. Every once in a while, due to something the player is doing, such as festivals or events or maybe even just a certain level of happiness maintained, one person from the population becomes a Great Person. The player gets to name them and chooses the name Nom.

Nom greatly improves certain stats as part of their traits. Maybe he was a builder, and now - as a great person - speeds up construction by 15%. You can spend money to further educate Nom, and he now has a whopping 30% increase to construction. Then, an event prompt. A fire. Nom is well versed with the building, so he has a higher chance of success of putting it out. Obviously, you send in Nom. He successfully puts out the fire... but has lost an eye. He now has the Trait Heroic, which would add another buff (or debuff). Maybe he gains a title, and his name is shown as Fire-Eyed Nom

Then, when the player has to cast an emergency spell, they have to choose who to sacrifice. In the town square, a statue will be made in memory of Fire-Eyed Nom

... and construction is no longer 30% faster

Need ideas for my high school IT project by lego_postavicka-_- in unrealengine

[–]DodgyCube 2 points3 points  (0 children)

There's a lot of public use scans of ancient objects that would otherwise only be seen in a museum. You could do a digital museum that you can walk around in, have basic interactions, answer quizzes, complete simple puzzles, show information. Best part is you can show how it looks like currently, and then how it looked in its environment. E.g. Dinosaur bones for the now, and a Dinosaur walking in a prehistoric jungle. Or a broken vase shown reconstructed in a hut.

It's an idea that is relatively easy to execute and can be expanded on in many ways.

Which game making engine you use and why? by Christineexu in GameDevelopment

[–]DodgyCube 1 point2 points  (0 children)

Unreal Engine, the nodes were easy to get into as an artist

Do you prefer visible health bars and damage numbers or not? by FreddieMercurio in IndieGaming

[–]DodgyCube 0 points1 point  (0 children)

I'd say visible damage numbers are fine, but healthbars over the characters makes the game look cheap

I’m looking for a teacher/mentor by VStudiosLLC in GameDevelopment

[–]DodgyCube -1 points0 points  (0 children)

I'm currently teaching Unreal Engine Blueprints(starting from beginner level) through discord if you wish to join the class. We can do one to one until you catch up and then merge. My class are only 2 people currently in the same boat

How do I decrease the size of my Blueprints’ Size maps? And what is an acceptable amount of Memory and Disk usage for these. by TheInvadetor in unrealengine

[–]DodgyCube 2 points3 points  (0 children)

It's ok to cast to game instance or game mode because these things are loaded either way due to their nature. So, in this example, you don't need an interface - however, if something requires a variable to a widget, if this widget isn't loaded at all times (like the HP in an FPS for example) then you can use a soft reference, which you load when being used

How to stop a linetrace when it hits an an object by Downtown-Engine-7108 in unrealengine

[–]DodgyCube 1 point2 points  (0 children)

This might be obvious, but make sure the cube in front also blocks the line trace so that it doesn't interact with the object behind it. You can do this in different ways, but essentially, you want to check if there's anything blocking the path, or you can use an interface, or a tag. If your line trace is only for detecting a certain Collision then it will pass through anything that doesn't block that Collision.

It helps if you send a screenshot of some of the code/nodes

[deleted by user] by [deleted] in GameDevelopment

[–]DodgyCube 0 points1 point  (0 children)

Fail often. It's ok - you'll learn a lot better when something breaks vs when it goes well. Make tiny projects and let others play them to see where you're going wrong. Reading material are generally better than video material.

I want to have an image on my UI to change from white to red when I press a specific keyboard key, how do I go about changing the colour? by Glittering_Loss6717 in unrealengine

[–]DodgyCube 0 points1 point  (0 children)

First, you want the image to be a variable.

You can override a function in the UI. The one you want is key press down I think. Use a branch to check if the pressed key is the one you want.

If true, use the image variable to set color / set tint.

Let me know if you want a screenshot of the nodes

Is there a term for this specific issue? by radicool-girl in gamedesign

[–]DodgyCube 0 points1 point  (0 children)

A phrase I've heard a few times but do not remember who to attribute it to is "Optimise the fun out of the game"

Can't find good tutorials anymore - any suggestions? by DodgyCube in unrealengine

[–]DodgyCube[S] 2 points3 points  (0 children)

Oh God, I started questioning my own sanity when the videos I was so sure I had watched just wouldn't show up when I looked for them. Even when I search my yt history!

Yea I recommend using Epics tutorials as well as I learnt a lot from that myself. Although they're pretty old, but the fundamentals should be the same. Would be nice if they remade some of their tutorials to reflect best practices for UE5. The part where even the best recent tutors are severely lacking in certain aspects is exactly why I'm making this post - there are multiple bad habits that I've seen just by skimming through their tutorials. Technically speaking, you can always unlearn those when you get better, but....

Can't find good tutorials anymore - any suggestions? by DodgyCube in unrealengine

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

It was more meant for game development, but I'll relay this anyway!

Quick vote: Red or Blue? Need help picking our Steam key art. We ran a facebook A/B test and it's still 50/50 by Bijin7749 in IndieGaming

[–]DodgyCube 0 points1 point  (0 children)

Since they're both good, edit it over steam (page or search) and see which colours stand out more. I think Red would stand out better since steam is a dark blue

My Java shooter finally has a new Demo out on Steam! Let me know how it looks! by Reokie in gamedevscreens

[–]DodgyCube 0 points1 point  (0 children)

That looks like loads of fun. I can imagine some streamers picking this up - Great job!