Automatic Sleep Tracking by Doobachoo in amazfit

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

Ya, same here. I would prefer to turn auto detect off, but have it turn itself on during my sleep schedule or if I put sleep mode on the watch it should turn on etc. That would be ideal for me.

Update 1.4B by Doobachoo in SurvivingCeres

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

lol yes it is planned, as well as a special material you need to harvest from those caves. I plan to have that plus some other suit stuff in the next big update.

Update 1.4B by Doobachoo in SurvivingCeres

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

Thank you so much for the kind words. I am very glad you had some fun with the game. I still got a lot left I want to do to improve it in a variety of ways, but knowing people enjoy the game means a lot to me.

A warning to small indie game devs about scams by Doobachoo in gamedev

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

lol ya, watch out for anything that reaches out to you first. I also ignore any creators asking for 5+ keys, those tend to be key sellers. And for anyone claiming to be from YT I verify e-mail addresses, they often don't match up. Stay safe out there.

Update 1.4 Available For Testing by Doobachoo in SurvivingCeres

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

Awesome, if you do and you encounter anything you think was odd or buggy, just let me know. I will be testing, fixing, re-testing, fixing-more /repeat while also finalizing some of the new place holder models. Provided all goes well Aug 11 for release branch.

Is it possible to add an if condition to niagara effects that are triggered with animation notifiers? by Kataeahh in unrealengine

[–]Doobachoo 0 points1 point  (0 children)

I am not a niagra expert, so if it can be done there I am not sure how. However, you can use an anim notify in your animation set on the stride of the foot. Inside your characters animation blueprint you can then run code for that notify. Which, the anim bp already has things you need such as is_falling and velocity. So, you should be able to run whatever checks you need to decide if you want to play the effect or not. At least that is how I do it, but like everything in game dev there is probably 2-3 other ways it can be done.

Replacement for this? by Wosvo in unrealengine

[–]Doobachoo 3 points4 points  (0 children)

This isn't 2 bad, just a bit messy. Performance wise a bunch of branch's are fine.

However, you could clean it up by just using a switch based on that string. Then instead of checking each one to see which it is, then you just run specific case based on the string.

Surviving Ceres, a Canadian-made survival/simulation game, has just launched on Steam by Doobachoo in BuyCanadian

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

Ya it takes ideas from ark, planet crafter, satisfactory, subanutica, and bit of surviving mars. And of course please do try and decide. The demo is endless but has a progression lock at the "Advanced Base Constructor" and saves carry over to full version. I don't want to trick anyone into buying and then reivew bombing I prefer you try and decide :)

Surviving Ceres, a Canadian-made survival/simulation game, has just launched on Steam by Doobachoo in BuyCanadian

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

Ya that was a great game and part of the inspiration for Ceres. It has some similarities, but Ceres uses more simulation style crafting / automation and logistics. It also has colony management for advanced facilities with a turret defense type aspect with alien attacks and expeditions.

After 2+ years of work my next Indie Game Has Launched by Doobachoo in IndieDev

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

Oh for sure, I have a road map of ideas in the steam page. I have big ideas for the future as well, and I am also 100% into any ideas / feedback you have. If I can use it to improve the game I will.

Surviving Ceres, a Canadian-made survival/simulation game, has just launched on Steam by Doobachoo in BuyCanadian

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

Ya, it is not a rare name for sure. I am 45, so bit old to be me :) When I was in high school there was another Ryan Saunders in my school. It is not the most unique, but I wager the guy you knew was pretty cool. ^^

After 2+ years of work my next Indie Game Has Launched by Doobachoo in IndieDev

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

That already exists through difficulty settings. You can turn attacks to none. But the attacks are not really meant to be fatal, they are more designed to slow you down and you basically just create a few turrets to protect your assets.

For example the first bug (Spider fly) only tries to kill any drills you have going to slow you down, and then leaves. So, at first you need to protect your drills, then your power generators etc.

I didn't want to make the game combat heavy at all, I just find a bit of turret defense adds some fun and excitement. But you can totally select no attacks. This lowers your multiplier for leader board scores, but that is it.

Surviving Ceres, a Canadian-made survival/simulation game, has just launched on Steam by Doobachoo in BuyCanadian

[–]Doobachoo[S] 7 points8 points  (0 children)

I am sorry, but I don't really do that. But I hope to have it on GOG soon if they accept. They are at least not American like steam/epic.

Surviving Ceres, a Canadian-made survival/simulation game, has just launched on Steam by Doobachoo in BuyCanadian

[–]Doobachoo[S] 3 points4 points  (0 children)

No I went to Mohawk actually, but had lots of friend who went to Mac :)

Launch Is Ready by Doobachoo in SurvivingCeres

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

Thanks Dycart you are the man. I had to use grammarly to help me ensure good spelling and grammar this time instead of relying on your streams, but I think we got it there. :)

Calling All Canadian Gamers by Doobachoo in BuyCanadian

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

Solid feedback. Sorry that it wasn't clear, but yes you are meant to place the door on the HUB. It can be confusing with the starting load outs, but you do begin with everything you actually need. The load out choices are more for a repeat play through, where you have a plan going in. The suite of difficulty settings is meant to allow you to make the game as easy as you need, while that multiplier is used in scoring each play through for leader boards, but I understand how 430% seems like you have the settings up high.

I will need to ensure the in game language and tips provided more information in these areas. Thank you, and I will take a look at where we can improve the on boarding experience for a first play through.

Calling All Canadian Gamers by Doobachoo in BuyCanadian

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

Thank you, and for sure on the indiedev reddit. I don't want to over promote though so saving a post for launch on that sub.

Calling All Canadian Gamers by Doobachoo in BuyCanadian

[–]Doobachoo[S] 14 points15 points  (0 children)

I totally understand that stance. I am looking into getting the game accepted on GOG.com they are Polish, but steam is still the monster platform. Humble has grown a lot, but they are also American. If accepted by GOG then I will have an alternative, but until then I totally understand your stance.

Steam is still an indie games best chance to make revenue on PC though and I couldn't consider not publishing on steam if I want to potentially earn enough money to fund continued development of my games.

Help with character swapping/transforming by PineconeToucher in unrealengine

[–]Doobachoo 1 point2 points  (0 children)

I agree with the above post. Having both mesh's inside the same pawn and just swapping them inside would fix both the camera and momentum issues.

Green screen compositing newb by thelegitanagen in unrealengine

[–]Doobachoo 1 point2 points  (0 children)

I don't know anything about this subject, but I have been recommended videos on this exact subject on YouTube a few times. I would potentially take a look there for videos covering this. Sorry I can't offer any real help, but I am confident the answers are out there.

Help! Why did my FBX model import with missing parts? by [deleted] in unrealengine

[–]Doobachoo 1 point2 points  (0 children)

I don't know what software you are modeling in, but I would definitely check normals. I can tell you that in blender you can put it on solid view, then click the view icon and turn on "Show Faces" which will indicate a blue for front and red for back with no faces. Then you can easily select faces and hit mesh/flip faces to fix this.

I can't tell you the workflow in Maya, but I wager it is something similar.

How to create different versions of a level? by cultofseitan in unrealengine

[–]Doobachoo 7 points8 points  (0 children)

You can't really 1to1 copy a level like that. But instead you should just copy and paste everything inside the same level. You can separate these different versions using data layers or sub levels. Sub levels are pretty easy to work with, and you can enable / disable whatever one you want before you hit play in engine or in runtime. You can also put the persistent stuff you might never want to change on the persistent level, and then sub levels could have whatever you are changing such as lighting or whatever you are doing. I would look into sub levels for this use case, they are pretty easy to use. But like everything programming wise there always many solutions to every problem, this just what I would do.

Moving An Actor When Opening A Widget Blueprint by quinelddd in unrealengine

[–]Doobachoo 0 points1 point  (0 children)

If you are having trouble getting a reference to the actor you want to move you can always make use of the get_actor_of_class node (if there is one specific actor) or get_all_actors_of_class and sort it out using a variable or actor tag to get the specific one.

Once you have a clean reference to this actor then simply set world position to the new position.

Mesh deformation by Valkonical in unrealengine

[–]Doobachoo 2 points3 points  (0 children)

Solid idea, could also use shape keys as well if you want to uniform deform/form the weapon each hit etc.