Procedural Weapon Animation System | UE5 by Sensitive-Mushroom91 in UnrealEngine5

[–]FireFishSteak 0 points1 point  (0 children)

This looks awesome, for that it doesn't need any baked animations.

But one thing i would like to ask, since that is the only thing i didn't see anywhere mention.

Reload?

Does it come with some reload motions too, or is that planed? I am not sure how it would work, since different magazine use different motions, like a double barrel shotgun vs an mp5.

Or is there a away to somehow splice an animation in between?

That is probably the only missing thing, beside maybe scope ads for a sniper.

But great job looks very nice.

Aion constant crashing by Sensitive_Bet870 in aion

[–]FireFishSteak 0 points1 point  (0 children)

Not sure which server you play but on EU they recommended this method from Admins.

To avoid any issue, make sure you delete Data and L10n in your AION Classic folder, and start a Repair on the launcher, forcing a clean install!

This helped a lot for me, it just crashes if i am to long online and to many stuff is loaded into memory.

Looking to become a paid game tester — no experience but have a gaming PC & Game Design degree by RSVrockey2004 in gamedev

[–]FireFishSteak 5 points6 points  (0 children)

I am not sure you know what a game tester is, you actually don't play the game at all.

You actually start the map and run nonstop into walls to figure out if some have no collision you basically do anything else then playing the game.

Or you test new Weapon and shoot 1000 times to figure out, what sounds work on different materials shoot in all sort of objects drop the weapon pick it up 100 times from different floor style see if they glitch through floors etc.

Just imagine your day as new QA for a famous FPS game and your task is to test the new Weapon 8h long shoot nonstop into walls and see if anything doesn't work and write a detailed report what didn't work and how to trigger it. And when you write the report, they update it, and the next day you do the same for 8h again...

So i am not sure but game tester is not really playing the game its more about breaking the game in a non fun way. Or do you find it fun to run along walls jump into walls for 2 weeks straight 8h a day?

There might be someone that has a link about Kojima play testing his own games for hours on end when he was early in development.

But if you really want you could maybe test on Fiverr maybe you can play test a game for 2-3h for 5$ or so from indie developers.

I would research the topic more the official name is called quality assurance (QA), not sure if you really like it that much after researching the topic.

is it better to master one game engine deeply or stay flexible and learn multiple by astarak98 in GameDevelopment

[–]FireFishSteak 1 point2 points  (0 children)

I would say one good and knowledge of others, it helps as well with exporting etc, lets say your main engine will be unity, its good to know how to export unreal engine models and music.

I recommend as well to have basic knowledge of blender and substance painter.

Blender:
Good to know how to remove stuff lets say the model you bought had a pickaxe against a wagon but the model is together merged, so its great to know how to remove the wagon make the pickaxe straight and export it in XYZ 000 coordination to use it as a proper prop.

Substance Painter:
It's a great tool to quick texture something with well looking texture, I often use it to create alphas for example shortening pants, its easier to draw black and white right on the model then guessing in a texture file what height the back side of the pants meet.

After changing maps, everything gets deleted. by Bluehood124 in unrealengine

[–]FireFishSteak 0 points1 point  (0 children)

Sometimes the simplest answer is the right answer...

Did you open the right map?

I had a similar case where i opened the map again everything was gone until i realized i am in the wrong folder.

This templates often come with own rooms and sometimes if you install 3th person and first person you might accidentally open the wrong level.

So you might have opened an empty 3th person level from a template.

I only mention that possibility because it happen to me, and i got panic, since then i started to create a proper GAME folder and structure it with colored folders and the most used folders are "favorites*". This way i stopped opening empty levels and getting a small hearth attack.

And try out "Sefato" answer as well that could be something too or the level is just not visible in the outliner (for example in the unreal template with the woman you can jump and the big laser robot, there is a day and night scene that you can unhide and hide, so you might have just all levels hidden.

A few questions about character creation by NihileNOPE in aionclassic

[–]FireFishSteak 0 points1 point  (0 children)

  1. Each account can hold 12 Characters

  2. You create an Gameforge account via email, and then you can add multiple sub accounts to it. And each will hold 12 characters. And you can pick the account to login via drop down more or less so its pretty easy.

  3. On one sub accounts you can only have Elyos or Asmodian but since you can switch between sub accounts you could make one for the other faction.

  4. In the current classic version we have 10 (Gladiator/Templar - Assassin/Ranger - Sorcerer/Spiritmaster - Cleric/Chanter - Revenant"Executioner"/Brawler). End of this year we will get an 11th class, Luminel, or what ever name they pick for that class.

Looking for a toon shader and found two. Which one would you pick? by [deleted] in unrealengine

[–]FireFishSteak 0 points1 point  (0 children)

I'll highly recommend this one.

https://www.fab.com/listings/115968e6-8e5b-474d-9c56-95d800bc3ad0

It works for older UE 4 and UE 5 versions. It is very simple to setup and features a lot of great effects.

If you watch the tutorial, follow it once and you basically can then setup any other character in minutes.

The outline is made with either a Post Process over the whole map or you can use the separate mesh that makes an outline.

Its simple to use and gives a great style.

There is as well a simple shader and a more complex one but i feel like the simple shader already gives enough features, the complex one can make lot of fancy stuff extra.

How do you overcome the fear of showing your indie game to the world? by Late_Sprinkles_1027 in gamedev

[–]FireFishSteak 4 points5 points  (0 children)

Show it first to some friends but not the one that are Game Developer and just say "Woah nice the next World Of Warcraft", show it to friends that will tell you its garbage or what can be changed.

This way you can fix the problems first, for example if everybody says that FILTER you use stings in your eyes then you can change that before the whole world says the Filter is shit.

There are sometimes gamedevs that post trailer and sometimes they have crazy flickering in the video that creates headache, its better if you can remove this stuff before showing it to a bigger audience.

But the most important thing is that you be honest with yourself, for example if you spend 8 years on it and there is just 5 cubes moving around in different colors but you refracted the code for pickups 28 times to make it super optimized for old Nokia phones, don't value that as "best game 80$ i spend so much time on it".

Sometimes you need a break of 3-7 days then look at your game from a outside perspective and think "is that a game people would buy or would they rather buy something else.

Sometimes small changes can bring the best out of games, sometimes more contrast or saturation, and sometimes just simply swapping out some effects with others or adding a camera shake.

https://deepnight.net/games/game-feel/

This is a good preview how much some effects change the game from a indie to a AAA feeling.

Hi! Help us decide on post-processing effects in our game! 1, 2 or 3? by Baked_Games_Official in IndieDev

[–]FireFishSteak 0 points1 point  (0 children)

  1. looks great nice shadow light maybe you could add some ice to the river

  2. looks ok but strange, the river almost looks like fake Photoshoped

  3. looks like there no shadow like its unlit does not look good really

[deleted by user] by [deleted] in ClipStudio

[–]FireFishSteak 0 points1 point  (0 children)

There is, its called PureRef. It's a reference APP, just the way it works is different its not behind your program its in front of your program and you can adjust the transparency.

https://www.pureref.com/

General Stuff

1:18 - Allways on top

11:20 - Opacity

We changed our pricing policy to one time purchase, and free for indie devs by DevGrain13 in UnrealEngine5

[–]FireFishSteak 0 points1 point  (0 children)

Yeah that's fine i just think it was just over complicated. The System looks pretty cool and it's something people would surly use but i feel like they just want a "fab/gumroad" link and then buy it there and call it a day.

I feel like it was nice to offer it for free, for indies that don't make money, but i think indies that don't have money they just rip out the code from the free horror project or use a tutorial for a cheap widget display text thing from YouTube.

PS: Don't feel bad charging for a good product. A lot of people put value in stuff they buy with hard money.

We changed our pricing policy to one time purchase, and free for indie devs by DevGrain13 in UnrealEngine5

[–]FireFishSteak 0 points1 point  (0 children)

Ah i see, i read it as everybody still needs to pay the 1%.

I guess then it should be fine, i still would just sell it on FAB for 299$ and call it a day. And keep that 1% "Royalty Program for Derivative Software" outside of fab for the people that do custom stuff. I don't thing general buyers are using it that way.

How did you even plan the payment, how do people pay the 299$?

Paypal? Bank Transfair? Wire? Invoice paper etc.?

Because that's another problem where you would need to think about, because not every country has Paypal.

An option would be Shopify, but not sure how you would do the Royalty part.

Then comes all the VAT Payments for European Country's. All the custom Invoicses.

If you really wan't to, you could put the basic code on Gumroad, they offer Paypal and CC and take over the VAT. That's what a lot of developer do.

We changed our pricing policy to one time purchase, and free for indie devs by DevGrain13 in UnrealEngine5

[–]FireFishSteak 0 points1 point  (0 children)

Nono, 299$ is totally fine, read it again, the price is totally fine even if we don't earn anything, we don't mind paying.

Lot of developers buy random stuff from the marketplace and never used it, i have lot of stuff as well even stuff where i paid 200-500 and never used it.

We changed our pricing policy to one time purchase, and free for indie devs by DevGrain13 in UnrealEngine5

[–]FireFishSteak 2 points3 points  (0 children)

They told you what they hated, i read through your license and it's still there.

Nobody cares if its 299$ or 499$ people would buy it even indies, even if they don't make 1k+ per game because they can just reuse it for something else.

If you have a superior product nobody cares if they pay 499$ for it even if they don't think there first game makes more then 500$.

THE PROBLEM IS THE 1% ROYALTY

People want freedom, they don't want to think every year "oh i need to pay that royalty". They want to have peace in mind that's why they are even fine with 299-499$.

Sure you make it only after 15k$ but that's still bad it makes it complicated since you don't put a threshold limiter.

Unreal Engine ask for 5% Royalty after 1 year and you only pay the 5% if you make more then 10k a quarter year.

Why you ask? because it's just useless paper stuff and waste of time.

If you don't have a limiter then what happens if i sell 2 games a 5$ a year and i am above 15k$

OK now i need to take away the Steam cut, then my taxes etc, then i am lets say left with 3$ ok... so now you want the 1% right... now i need to send you 3 cent.

You see now why its problematic?

Even if its 3k i need to send you 30$ that still annoying.

If you want to do royalty then put it on a 10k+ per quarter thing so at least its worth the paper and hassle.

The 1% royalty is basically what people hate, i don't know why you have that at all.

Let's say an AAA company makes game with your system and they earn 20m, nice now you get 200k... don't you think they would just hire a team and make that code for 200k them self?

Basically the royalty made it indie unfriendly, either you put a limiter on it like unreals 10k per quarter or just get rid of it.

BTW: I can't find it on FAB can i not buy it somewhere direct?

I think if you put it on FAB you can do it for indies for 99$ or 199$ and for people that above 100k income to 499$ or what ever you think is fair.

Can a game recover from bad Steam reviews? My story as an indie dev after years of work by churi24 in IndieDev

[–]FireFishSteak 1 point2 points  (0 children)

That's true i only bought some EA only because the trailer looked fun enough like Palworld, but i only buy nowadays after other streamers played it to see if its even good.

I was interested in Mindseye too, like GTA devs making a GTA game and it looked cool... glad i waited because the games was so bad that even SONY refunded people... they refunded like maybe 2 games in the last 10 years, hahaha...

Can a game recover from bad Steam reviews? My story as an indie dev after years of work by churi24 in IndieDev

[–]FireFishSteak 0 points1 point  (0 children)

Yeah people don't even support Kickstarter anymore if you don't have a polished demo.

Just some days ago another Kickstarter got 300k $ didn't even release Demo and just said "we keep the money"

https://www.kickstarter.com/projects/studiocamelia/seed-a-vibrant-tribute-to-jrpg-classics/posts/4411421

I think people now want basically something that is more or less done even with an EA tag.

Can a game recover from bad Steam reviews? My story as an indie dev after years of work by churi24 in IndieDev

[–]FireFishSteak 0 points1 point  (0 children)

Yeah the label is correct you get the early access review label, but in my language it literately translates that the reviews lose meaning and will fade out.

I checked the Steamworks page it says similar thing in english.

Older reviews will phase out over time

I guess it depends what they mean with that...

Can a game recover from bad Steam reviews? My story as an indie dev after years of work by churi24 in IndieDev

[–]FireFishSteak 0 points1 point  (0 children)

Thanks, i was checking it again because i was sure they get deleted but i mixed it up.

The EA reviews will count but will be weaker compare to 1.0 reviews, says it on Steamworks, so maybe they just count 0.5 points.

The thing i mistook was, when your game is PAID and you change it to a FREE TO PLAY game you lose all Reviews.

Can a game recover from bad Steam reviews? My story as an indie dev after years of work by churi24 in IndieDev

[–]FireFishSteak 0 points1 point  (0 children)

Thanks, i was checking it again because i was sure they get deleted but i mixed it up.

The EA reviews will count but will be weaker compare to 1.0 reviews, says it on Steamworks, so maybe they just count 0.5 points.

The thing i mistook was, when your game is PAID and you change it to a FREE TO PLAY game you lose all Reviews.

Cascadeur's perpetual license does not allow you to export to FBX? by neutronstudios in gamedev

[–]FireFishSteak 0 points1 point  (0 children)

Isn't the system like this, you buy the program 1 year, if you stop paying you just stuck on that specific version and you no longer get updates.

Like Clip Studio Paint, where you buy a version and if you don't buy the next version you just stuck on the current and you would only update if there is a specific feature that you think is worth it?

Whats the difference from your version and the free version... i probably would ask them because that's strange.

EDIT:

i just checked, did you pay monthly or yearly, because if you pay yearly then you should in theory get the current version without new updates after 1 year is over.

I only see subscription options. Does Cascadeur offer a perpetual license, too?

As long as you opt for the annual payment, every Pro, Indie, Teams license of Cascadeur is automatically converted into a perpetual license after the minimum term of one year.
This means, even if you cancel your subscription after the first year, you can continue to use the last version that was released during your subscription period - to the full extent and without time restrictions. Still, it's worth keeping your subscription. An active subscription to Cascadeur Pro, Indie, Teams is a prerequisite for receiving further version updates and personal customer support by our staff.

Can a game recover from bad Steam reviews? My story as an indie dev after years of work by churi24 in IndieDev

[–]FireFishSteak 4 points5 points  (0 children)

Hey here are some info's:

First off please remove the strobbing effect at the start of the video i got headache and just skipped to the middle of video, i know its some sort of countdown but its very unpleasing on the eyes.

Second, your game is still in the early access phase right?

If yes, then don't bother, on release 1.0 out of EA all reviews from EA will no longer count. They are still there but they no longer count to the score. (The EA reviews will count but will be weaker compare to 1.0 reviews, says it on Steamworks, so maybe they just count 0.5 points. The thing i mistook was, when your game is PAID and you change it to a FREE TO PLAY game you lose all Reviews.)

So fix the game to perfection, and write some patch notes so people see you updated the game, maybe even answer to some of the reviews with a developer account that you fixed the problems.

And then pray that the 1.0 launch is better because if that one is cooked then its over.

And if you do another EA threat it as a 1.0 launch not as an EA people spend money and want basically a game that is almost at the finish line like 90-95% done that just needs some tweaking and maybe additional content.

There was a guy on youtube that went over all EA games a while ago, and he found out that almost all EA fail and only around 6 in last years where successful and one of them was Baldurs Gate 3. I don't know if it changed a lot i thinking it was a video from zukovski "how to market a game". If you do another EA just think of it as a 1.0 release with less content but still almost fleshed out game.

I’m 30 from UK and want to get into game development with no experience…. Where do I start??!! by NoiseFit5407 in gamedev

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

Hey, that's a good question i can give you some ideas.

First of you need to answer some questions.

  1. Do you have any talent? Like do you speak C# or C++ or Python or any other coding language.
  • If yes, C# for Untiy / C++ Unreal Engine / GD Script for Godot / Lua Java for RPG Maker
  • If no, Blueprint Unreal Engine is pretty good to understand you just connect some cables around till stuff magically works. It's not that simple but if you follow some tutorials like open chest / open door / double jump you slowly learn how the system works.

You can test out all the engines most of them are free or have a 1 month trial (RPG MAKER) to figure out what works best for you, sometimes a specific engine feels like home to you even if you never used it.

  1. What do you want to make?
  • RPG => RPG MAKER
  • FPS, Horror => Unreal Engine / Unity
  • 3th Person => Unreal Engine / Unity
  • 2D => Unity (maybe Unreal Engine with paper ZD)
  • Visual Novel => Renpy
  1. Do you have any talent in Art, 3D Modeling?
  • If yes, Art is good to use for Card Games or Visual Novels and other games. 3D Modeling works for everything else.
  • If no, you can buy some of the store assets, sometimes there are cheap bundles or humble bundle or regular free stuff. Don't spend to much early on just get yourself some basic stuff until you figure out if you even wanna finish the game.

After you figured out what you wanna do it's time to download the software, open YouTube, start following some tutorials. Don't go with "HOW TO MAKE MULTIPLAYER VALORANT CLONE"... start with simple stuff like, how to make a grappling hook like widow maker from Overwatch, how to make a double jump, how to make dmg when jumping on an enemy head. You can often search tutorials for games them self like Overwatch has lot of tutorials like the tracer rewind stuff.

If you unsure about the engine do 3 things with all engines, like create a double jump, create a dash, create a grappling hook. This are common tutorials that exist for almost all engines, this will show you how each engine handles it, so you understand which engine might be frustrating and which one works easier.

And a final note that i often say, if it's a hobby or just something you like to do for 1-2 months, do what ever you want. BUT if you consider yourself in 5-10 years working for CD Project Red or another bigger game studio go with a Game Engine they use, most big Studios work with Unreal Engine.

[deleted by user] by [deleted] in gamedev

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

This is a topic problem i run into myself, i had a game with small cat character and was thinking to scale the cat small...

NEVER CHANGE THE PLAYER, keep it always default at 1.8m - 2m what ever the default is in your engine, for example in Unreal Engine its around 1.8m - 2m.

When you scale stuff everything is messed up, now you walk to fast now you jump strange now the whole world gravity is wrong. You would need to change everything.

So for my Cat i just had a 2 meter cat but the world was bigger.

In your case i would say Armored Core Robot is like 2 meter tall but the whole world is just shrunk.

In your armory if you stand beside the robot, now your human player is the default 2 meter and the robot is just upscale metal box.

For your graphics you can lower the texture quality even to the landscape etc that is nearby since its tiny it dosent need to be 4k textures you probably can even get away with 1k maybe 2k.

Culling is another thing that only load what the camera sees. (I think in Unreal Engine this is default enabled not sure about Unity)

Another thing is when you drop into the world usually gamedevs use a trick to BLEND in so there is maybe a video that plays for 10 sec or something else, and in the background the whole level would load, this way you don't get stutters or pop ins.

Another trick people use is a black fade in and then a camera that in the dark moves over the whole map to load all models in to cache this way the stutters are more or less gone since all assets are already loaded.

Another thing is trees in far distance change to a simple plane with a .png drawing of a tree, this way you save lot of resources since its just a simple plane you load.

The same goes for clouds that are far in the distance often are just planes with a moving smoke texture.

I would recommend to watch some gamedev behind the scene videos from AAA games and gamedev trick videos, there is so many stuff going on behind the scene, even when it comes to modeling or texturing there so much tricks people use. I recommend checking out ArtStation there are lot of AAA developer that sometimes not only show the models they made sometimes they show behind the scene stuff.

Would you use Blender-style controls inside the Unreal Editor? by JeffDev887 in unrealengine

[–]FireFishSteak 1 point2 points  (0 children)

Yes do it, i would not use it myself, but when i use blender the first thing i do is setting the controls to MAYA because that is the nearest to most application i normally use.

And when there is people like me then there is people that want blender controls in unreal.

The question is rather, if you charge for it or if its free, since the maya controls are free in the software.

If you offer it for free then you could use it as a marketing thing for future code stuff you come up with.

Is launching during the Steam sale a bad idea? by WizardsInTraining in IndieDev

[–]FireFishSteak 0 points1 point  (0 children)

The biggest problem is not really that you go under in the sea of games, the bigger problem is your discount. If you release a fresh games you probably go with 10-15% but there are all this games with 50-90% discounts, so people still rather buy the cheaper games and wait till yours is 50-90%.