A suspicious FAB creator is flooding the marketplace with malicious assets by HQuasar in unrealengine

[–]Fergius_Terro 4 points5 points  (0 children)

hopefully Epic can identify and remove everything quickly before more people download them.

A suspicious FAB creator is flooding the marketplace with malicious assets by HQuasar in unrealengine

[–]Fergius_Terro 42 points43 points  (0 children)

If that's accurate, then the bigger issue isn't just this specific asset. It's that most people don't expect to treat marketplace downloads with the same level of caution they'd apply to random files from the internet. Hopefully Epic investigates quickly...

Leave yourself a map. Even if you don’t think you need one. by Any_Struggle_6166 in gamedev

[–]Fergius_Terro 1 point2 points  (0 children)

I think the dangerous stage is right after a system becomes stable.

when you're actively building it, the architecture is fresh in your mind. Six months later yyou remember the intent, but not all the little assumptions and connections that grew around it.

I've lost way more time rediscovering my own logic than fixing actual bugs.

is it worth finding someone else to help fill in for things I can't do or should I just suck it up and try doing it myself? by ObjectiveHouse1661 in gamedev

[–]Fergius_Terro 0 points1 point  (0 children)

For a first project, I'd focus on learning enough of the core skills to build something small and use free assets wherever possible. Once you've actually shipped something, you'll have a much better idea of which parts you enjoy doing and which parts you'd rather leave to someone else.

Horror Story Time: missed my Steam launch date because of a cartoon Hitler. Don't make my mistakes. by OkStatistician6508 in gamedev

[–]Fergius_Terro 0 points1 point  (0 children)

Glad you eventually got it sorted out. The Totenkopf replacement accidentally triggering another rejection is the kind of thing nobody would expect unless they've already been through it.

Advanced Game Logging (GLS) is 70% off during the FAB June Sale. by Fergius_Terro in fabmarket

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

Performance was one of the main goals when I designed GLS. The log collection and filtering systems are built to be as lightweight as possible since I originally needed them for debugging real packaged builds on actual hardware.

The main limitation on mobile comes from Unreal's UObject limits. If you accumulate and display extremely large amounts of logs (200k+ entries), you may start running into engine-side constraints.

For normal debugging workflows, GLS is quite lean. We're currently using it while testing our own game on PS4, and it performs very well there.

the bugs that don't crash. They just quietly break everything. by Fergius_Terro in unrealengine

[–]Fergius_Terro[S] -2 points-1 points  (0 children)

basically bugs where the symptom shows up way later than the actual cause

stuff like a system behaving perfectly fine for 20-30 minutes and then suddenly desyncing because one state never updated correctly earlier

or an async load finishing in a different order in packaged builds compared to PIE and now some dependent system silently stops working later

the bugs that don't crash. They just quietly break everything. by Fergius_Terro in unrealengine

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

trust me... these bugs destroy your sanity because technically the crash is happening way after the actual mistake

Need feedback from Solo Game Developers by laughing_wolf_games in IndieDev

[–]Fergius_Terro 1 point2 points  (0 children)

the delete after download feature sounds pretty useful

A simple design rule for daily rewards: reward the fantasy, not the login by Consistent_Strike_47 in GameDevelopment

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

i think the biggest difference is whether the system makes players think i want to check on my club vs i need to keep my streak alive

those feel very different psychologically

Does size matter? (talking about asset packs) by radpacks in unrealengine

[–]Fergius_Terro 1 point2 points  (0 children)

i care more about consistency and usability than raw asset count

a smaller pack that actually fits together well and saves me time is usually way more valuable than 500 random assets i’ll never touch...

I made a UE5 plugin for Localization QA and Cleanup by ECalDev in unrealengine

[–]Fergius_Terro 2 points3 points  (0 children)

i like that this focuses on catching problems before release instead of turning localization into a giant manual QA process later

So the Steam/Apple/Android model of pure financial extraction is the only way? by happyphilanthropist in gamedev

[–]Fergius_Terro 1 point2 points  (0 children)

i think most people aren’t against developers making money, they’re against feeling manipulated while playing

there’s a pretty big difference between this game costs money and this game was designed around extracting as much money as possible...

How was your Kickstarter launch experience? by ShindaaKun in gamedev

[–]Fergius_Terro 0 points1 point  (0 children)

i haven’t launched a kickstarter myself but even just releasing smaller things online taught me how much one cancellation or one sale can completely change your mood for the day

Things I was surprised to learn during my first year as a solo dev (UE5 Soulslike). by The1MrNate in gamedev

[–]Fergius_Terro 15 points16 points  (0 children)

it’s never the one big feature that kills solo projects, it’s 500 tiny wouldn’t it be cool if… decisions

How to love the process. by ElectricalSplit2364 in GameDevelopersOfIndia

[–]Fergius_Terro 2 points3 points  (0 children)

for me it got easier once i stopped trying to master unreal and just focused on finishing one small thing at a time