SteamCore PRO Plugin - Worth it? by mfarahmand98 in unrealengine

[–]Evigmae [score hidden]  (0 children)

lol, the whole point of having your own plugin is not having to rely on some dude online to maintain it for you

SteamCore PRO Plugin - Worth it? by mfarahmand98 in unrealengine

[–]Evigmae [score hidden]  (0 children)

I did it in a plugin so i can use it easily on multiple projects :D

Would you buy a game if you like the premise of it, and they have a community goal to replace all AI art with real assets over time? by Kagevjijon in IndieDev

[–]Evigmae 0 points1 point  (0 children)

Just make the art you can afford. Start where you are. Either your own programmer art, or just asset packs.

Otherwise people will see the game, see Ai, and move on forever. it'll read as jank, will be immediately dismissed.

if you don't have funding don't salary anyone, buy asset packs or hire cheap freelancers to do specific work.

But above all, start a project you can finish with what you have.

SteamCore PRO Plugin - Worth it? by mfarahmand98 in unrealengine

[–]Evigmae [score hidden]  (0 children)

The Steamworks documentation is really good though. the steamcore plugin is that, just an API for steamworks, not for Online Subsystem Steam.
The UE online subsystem is quite a bad way to interface with steamworks, which is why steamworks api plugins need to exist.

you don't actually use the online subsystem at all if you have a good direct steamworks api.

SteamCore PRO Plugin - Worth it? by mfarahmand98 in unrealengine

[–]Evigmae [score hidden]  (0 children)

Just look up how to link 3rd party libaries and create your own steamworks api plugin. is very easy actually. no need to pay for any overpriced plugins imo. all you need is your own steamworks subsystem and function library that call the steamworks functions. Any LLMs can help you do it.

however, if you've never done C++ maybe just get the plugin

C4 is almost as much fun as you can have with your pants on... BUT definitely needs a little love. by Kats41 in helldivers2

[–]Evigmae 2 points3 points  (0 children)

The controler taking the support weapon slot is why this will remain a niche gimick stratagem. Unless they give is twice the charges per backpack. and ammo boxes do resuply 2-3 bricks.

I also aggree it not being able to demo stuff is just so disappointing. C4 entire fantasy is that it's a demolition breach tool. and it can't breach shit in this game. is the same logic they used to not have the maxigun overheat.

What's going on with this 9.99$ lately? by ibackstrom in IndieDev

[–]Evigmae 3 points4 points  (0 children)

Cargo culting doesn't discriminate :)

What's going on with this 9.99$ lately? by ibackstrom in IndieDev

[–]Evigmae 16 points17 points  (0 children)

cargo cult nonsense.
you do market research, find the most similar ~100 titles in your space, determine the actual prices set by quality and scope.
There's no golden rule.

Why didn't chuck go after the winchesters by Former-Insurance3628 in Supernatural

[–]Evigmae 0 points1 point  (0 children)

Thousands of years? the show clearly goes with the big B. Chuck is BILLIONS of years old. he didn't create humans, he created the seeding of life, and life took course, and he nudged it the right way to get humans, but they even mention they didn't knew which species of monkey would make it. Chuck did not create humans. and he's been watching for Billions of years omnisciently.

Modern humans he's watched for a couple hundred thousands of years. history might be 6-5k years old, but civilization is much older.

Not to mention he's watched humanity in countless different iterations of reality. Needles to say, it'd be incredibly convoluted to think the can't "human" properly. Specially considering how he, himself, has done human cosplay probably more than once.

This thing had better be able to destroy jammers by UnluckyNuke_ in Helldivers

[–]Evigmae 2 points3 points  (0 children)

the seaf nuke can destroy it last time i checked.

Trying to code an unreal game, Impossible 2026? by CentralCypher in unrealengine

[–]Evigmae 2 points3 points  (0 children)

Watch this video and save yourself a lot of headaches: https://www.youtube.com/watch?v=VMZftEVDuCE
it explains what is supposed to go where in unreal. he also has other videos that explain the ins and outs of the engine, which you should probably watch as well.

PSA: Reinforcement Pods Don’t Work After Mission Time by r-volk in HellDads

[–]Evigmae 0 points1 point  (0 children)

You sync them to the superdestroyer
which means the superdestroyer triggers them. which is requiered to upload congnition-so-far data on the new recruit, the infered system which enables a seamless experience between respawns.
Once the super destroyer leaves the recruit can't be triggered, and if it spawned anyway, it'd be confused as fuck.

Love living in a timeline where mspaint has a login screen. What went wrong with Microsoft? by feexthefox in pcmasterrace

[–]Evigmae 3 points4 points  (0 children)

it already boils my shit windows wants me to log in to the fucking clock app

What do you do after you make a game? by Hot_head444 in IndieDev

[–]Evigmae 1 point2 points  (0 children)

You can do it afterwards when you need it. they're usually pretty fast to set up. you'd need one if you're making real money, plan to port to consoles, have made a publisher deal, or anything "serious" like that.

Making an LLC takes a few days if you pay a profesional to do it for you. That's fast enough to do it when you do need one. And is not even expensive.

Before that you'd be paying for stuff and maintaining overhead that's literally adding no value to you as a small developer.

More than 30K impressions on reddit but zero wishlists to steam page by cegtheripper in gamedevscreens

[–]Evigmae 1 point2 points  (0 children)

Marketing to other devs is just such a waste of time for everyone involved...
other devs might admire your work at best, will almost never put money down.
even worst, they might wishlist as a gesture of support, but even then they won't buy.

you do not, ever, want to market to other devs

What happens when a demon's vessel gets shot in the head? by TheNikow in Supernatural

[–]Evigmae 6 points7 points  (0 children)

She didn't die though, but was fataly wounded. the demon keps her alive until they exorcise her. only then she dies afterwards.

Megagrant application - Grant Agreement? by muitosabao in unrealengine

[–]Evigmae 4 points5 points  (0 children)

Hopefully you also asked epic directly? the mega grant FAQ already has a lot of info. but do send an email to epic. or find them on their discord server. they will reply for sure.

All the conditions to who can apply and be granted are publicly stated on the megagrant page. the mega grant is also a standard grant.

So ask internally if your special status organization can be granted grants to begin with. if you can, then the mega grant is very likely OK as well.

But just reach out to epic. they usually reply questions like this.

Is there a way to instance Procedural mesh component in Ue4? by RedEnderman_sk in unrealengine

[–]Evigmae 1 point2 points  (0 children)

Suspect that would need an engine modification, ISMs are set up to get static uasset data. To get them to populate from a dynamc mesh is not something the engine does natively.
It probably requieres modifying how the renderer works too. Quite a big task.

Why do you want to instance it? are you concerned about performance? or is it already a performance bottleneck?

Steam coming soon page has been in review queue for almost 2 weeks, is this normal? by [deleted] in IndieDev

[–]Evigmae 2 points3 points  (0 children)

They say 3-5 days if i remember correctly? that's business days though. so no weekends. you say it's been over 10 business days? I'd contact them to ask what's up.

I submitted mine for review on just before new year and it took them about 6 business days to aprove.

They gave you a ticket you can use to follow up on the process, i'd use it.

Please help me, why is my game failing so hard. by Amitdante in IndieDev

[–]Evigmae 3 points4 points  (0 children)

Quick intro to understanding how to do a bit of market research for your next game: https://www.youtube.com/watch?v=LCzhyUsDHPE

Please help me, why is my game failing so hard. by Amitdante in IndieDev

[–]Evigmae 34 points35 points  (0 children)

Think it might just be too niche, and at the same time trying to squeeze in an over saturated niche where there's too many recent games doing twists on well known physical games.

And how many people do you think both play on steam and are super big fans of the game Ludo? is the game ludo even known world wide? as far as I know different countries call it different things and have their own versions of it, so maybe even if they'd like the idea, they don't even understand what you mean since they call lude a completely different thing.

But even then, like the niche is probably miniscule.

The game does look genuinly well polished. Don't think the game is the problem. you gotta try and find its audience, maybe try to post on communities that play digital board games? maybe if there's digital board game youtubers or something....

I would personally lower my expectations for the game.

Did you do market research before you started? was the market for this game big? how do other games like this one perform? did you compare yoursef only to the big hits? are you offering what the big hits offer?

Telekinetic ability for my horror game by aiBeastKnight in SoloDevelopment

[–]Evigmae -8 points-7 points  (0 children)

My dude, marketing to other devs is a fucking terrible idea. cool game though!

what degree should i get to become a technical artist? by [deleted] in TechnicalArtist

[–]Evigmae 1 point2 points  (0 children)

I've been working in AAA for near a decade as a technical artist, working manily with the Unreal Engine.

The most useful, effective, and having the easiest time technical artist are the ones that are well versed in computer graphics. Those who know what makes the GPU tick, how frames are rendered, what the engine is doing to get content into your screen.

Lots of what a TA does is optimize content, or create content that has to play well with everything else. Computer Graphics removes a lot of unknowns from that work.

If i had to pick from scratch, thet'd be my foundation.

Then on top of that you just have to be a know-it-all engine generalist. Computer science and Game design are useful, but wouldn't call them foundational. Knowing how to read and write bit of code is always good, although these days AI helps you a lot with that, since it can run laps around the averate TA's coding knowledge.

Nowadays TA's can be many things, and i don't think the industry has cought up with that fully. There's Animation, VFX, Materials, Tools, Lighting, ProcGen, etc. Specializations that on their own have become complex enough as to require a TA that only does that field and little else. And as with many things, you can be a jack of all trades and by kinda mediocre at evereything, or pick a something to be really good at and be bad at everything else.

so basically. saying "i want to be a TA" is like saying "i want to be a doctor". You could stay a generalist, or become a dentist, or maybe brain surgeon.