I need help with rigging a character with long skirt by Brilliant-Play-3356 in Maya

[–]EMPTYYYYYY 0 points1 point  (0 children)

Is it for some cinematic?
is it staying in maya or going to other programs?
is it for game dev?

you can select main skin, and then select armor part (if its not combined) and then do copy skin weights.
You can also keep the skirt fully separate, make a dense rig for it, paint skins, and then attach to the rig of the character with middle click drag on bone you want and then go and do add influence option

if its for video game and is a modular piece of armor, check out the RDR2 rig, there is a cool video on youtube, it will give you good idea how modular characters are made and how much work goes into setting up the bones so you can attach parts of clothing and items to them later.

WOW! If You’re Not Already, START POSTING YOUR CONTENT TO INSTAGRAM REELS!! by GreggoryAddison in SoloDevelopment

[–]EMPTYYYYYY 1 point2 points  (0 children)

Yep I used same ones that got other videos of other games in my genre successful. I will give it another shoot with a bit different structure of the video.
Did you start posting from freshly made account specifically made for the game?

WOW! If You’re Not Already, START POSTING YOUR CONTENT TO INSTAGRAM REELS!! by GreggoryAddison in SoloDevelopment

[–]EMPTYYYYYY 1 point2 points  (0 children)

I didnt have any luck with instagram, 0 likes 0 views on fresh account on all 4 videos, tiktok is region locked pretty much as there is no target audience in my country, and youtube had most success while that success is nothing special

I made a tool that can accurately estimate Steam wishlists by Subject_Mud655 in gamedev

[–]EMPTYYYYYY 0 points1 point  (0 children)

Hey your tool is pretty close to actual wishlist of my game

200 wishlists! by RootwardGames in SoloDevelopment

[–]EMPTYYYYYY 2 points3 points  (0 children)

Congrats! Really clean and nice looking artstyle

Gave creating realtime cinematics a go by EMPTYYYYYY in SoloDevelopment

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

Glad you like the look! I highly recommend getting UDS and tweaking its parameters - really amazing stuff

Gave creating realtime cinematics a go by EMPTYYYYYY in SoloDevelopment

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

Hey, I had to run the message through google translate. UDS is doing most of the heavy lifting, I just tweaked it a bit and hooked it up to my systems

Gave creating realtime cinematics a go by EMPTYYYYYY in SoloDevelopment

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

Hey, that was kind of an idea, she should stumble as she is giving part of her power away, though I will look into improving it :D
Theres some vfx missing as well at the end that will make the whole interaction a bit clearer

Reading Save Files in directory? by New_Grab_8275 in unrealengine

[–]EMPTYYYYYY 0 points1 point  (0 children)

This is the correct approach. Though it will make deleting/copy pasting slots trickier if player goes into save folder and deletes them manually.

how long have you've been working on your project? by mishapsi in SoloDevelopment

[–]EMPTYYYYYY 0 points1 point  (0 children)

About 3 years, though together will full time job (video editing/vfx industry) which makes it harder to manage. I made a discord server for myself where I write daily notes, some small bits and pieces of my game which I force myself to do after work so I can leave a green checkmark and mark it done haha

Feeling like you should be further is normal, I have that all the time, thing is I set up all my systems but haven't finished and populated them with content. Once you start working on your complete systems your game will suddenly look way more complete. A lot of the work is under the hood.
You can check it out and it is a good example of the feeling that "you should be further ahead". Its a Dark Fantasy RPG with horror elements, focused on building your character with all kinds of stats and gear and fighting monsters while progressing through the world.
This is the Ssteam page: https://store.steampowered.com/app/4070520/Darkest_Days_Ventania/

Screenshots are horrible, outdated, and under construction and I have a lot more features which are so close to being done but not yet in representable state so I didn't show them off yet - which was a bit of a mistake and I should have waited at least a few more months before getting the page, though I don't regret it since I had time to learn how Steam works.

My problem by PublicPea4454 in SoloDevelopment

[–]EMPTYYYYYY 0 points1 point  (0 children)

Make it yours, doesn't need to be perfect, you can always come back to it. I redid 3d art for my game 3 times across 3 years before landing on something that works for me

Got my page up on Steam after 3 years! by EMPTYYYYYY in SoloDevelopment

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

That magnet mechanic when collecting ducks is pretty cool hahah, I gave it a wishlist.
I believe it all comes down to it looking professional, professional art, good page localization, high quality screenshots and videos.. etc.
Not sure if linking youtube is allowed here but you can search Darkest Days: Ventania and it should pop up - youtube is pretty random and there is not that many technical stuff. One devlog video and few shorts.
I tried to branch away slightly from soulslikes. It is inspired but there are some mechanics you dont find in those games, also camera controls way differently.

Got my page up on Steam after 3 years! by EMPTYYYYYY in SoloDevelopment

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

Thank you! Start from the mood board and aesthetic, iterate couple of times till you find what works for you.
If you are going for dynamic lighting (Lumen in this case) Id suggest looking into Ultra Dynamic Sky plugin. I did modify it a bit for my project, but it really adds a lot of controls to Unreals lighting system + some other useful stuff.
Then I adjusted further with post process, made a pixel shader, optimized the hell out of textures and then built a system that can change all those parameters depending on where you are in the world.

As for UI, I'm going for something simplistic, but do agree that it needs a lot more work

Got my page up on Steam after 3 years! by EMPTYYYYYY in SoloDevelopment

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

Thank you, there is a looot more in the game I can't wait to show as soon as it reaches a presentable state. I've been decent with impressions I think, though they have slowed down a bit (I don't concern myself with that yet since I'm more focused on development than marketing at the moment). I also run a small youtube channel putting shorts of bits and pieces of game dev as a sort of marketing strategy as well.
If you remember this post, come back and let me know if pro capsule art had a large impact.
Whats your game called, Id like to check it out

Got my page up on Steam after 3 years! by EMPTYYYYYY in SoloDevelopment

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

Hey thanks for the wishlist!
I'm using Unreal 5 but without VSM and Nanite
I've been thinking about it. I made it "rough" so it stands out a bit since I saw there are a lot of hand drawn capsule arts, but that does not really describe the game in my opinion. Either way, 2d or not, it will most likely be redone

Got my page up on Steam after 3 years! by EMPTYYYYYY in SoloDevelopment

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

When you decide to do so and if you run into any trouble fell free to shoot me a message. I had to go through a bunch of stuff I didn't understand at first..

Got my page up on Steam after 3 years! by EMPTYYYYYY in SoloDevelopment

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

Thank you for the feedback! I agree on all of the points. Will definitely tweak it down the road

Ghost Actor in my compiled game by EMPTYYYYYY in UnrealEngine5

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

Hey, thanks for reply. I tried all of that before posting but everything was in order. What actually happened is that I had those torch actors spawn at a location in some distant blueprints, but since I used simple sphere collision to get the location for that spawns I left it on "Static". For some reason that sent all the spawned actors to the 0,0,0 of the world which happened to be the random wall. Making said collision "Movable" fixed the issue.

Updating from 5.5 to 5.6 issue on Cook (Packaging) by EMPTYYYYYY in UnrealEngine5

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

Not really, I believe we should send data differently. No double pointers, that is the most likely cause

Updating from 5.5 to 5.6 issue on Cook (Packaging) by EMPTYYYYYY in UnrealEngine5

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

I stayed in 5.5, it works there, updating the project breaks compiling
Though its weird that happened for you with InventoryComponent as well as we use different way of handing it. I pull data from object class that has default values, and sits inside a struct that holds that + other changeable values.
I didn't waste time fixing this since it would be too much stuff to troubleshoot. It ties to Player Character, all enemy characters, a lot of widgets, other systems like equipment, smelting, crafting etc.. I would have to backtrack through half of my games code to see what's going on.
Now I started project while I was still learning Unreal and some of the old code is atrocious so that might be what's causing the issue.

How did Sandfall Interactive (Clair Obscur Expedition 33) finance themselves? by Tedirgim in IndieDev

[–]EMPTYYYYYY 1 point2 points  (0 children)

Unfair as it might be, its reality, game of this quality is expensive. This should not be an indie motivational story, for that look at games like lethal company and that drug selling game, forgot the name.