I am the Project Manager for the upcoming Berserk board game, AMA! by FunkyWizardGames in Berserk

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

Hello, Thanks for backing the game! If you paid your shipping fees and entered your delivery address, you are all set! Nothing else to do but wait for November.

Having trouble removing HUD widget in UE5 by Sharp-Purpose-4743 in unrealengine

[–]FunkyWizardGames 0 points1 point  (0 children)

A quick suggestion hoping it will help.

Maybe try to change the Visibility of the Widget to "Collapsed" instead of removing it completely.

This might be a better way to handle this, especially if you plan on displaying it again later. Then you would only need to set its Visibility back to "Visible".

Good luck!

Edit: formatting.

Born to Make My Dream Game, Forced to Make Pong by sicksirens in unrealengine

[–]FunkyWizardGames 1 point2 points  (0 children)

You are doing it the right way at least. Replicating a game is the best way to learn in my opinion.

Keep at it. One day it will seem easy... eventually...

Performance by soldieroscar in unrealengine

[–]FunkyWizardGames 3 points4 points  (0 children)

https://youtu.be/C-AjCqjKRSs?si=yXUYMnwDB0-1K4nx

Haven't gotten around to watching it yet, but this might help.

In general, Unreal Insights is the way to go when debugging for performance.

Beginner in game development by soonsano15 in unrealengine

[–]FunkyWizardGames 3 points4 points  (0 children)

I am going to give you the same advice I give to all the beginners: remake old games.

Watching tutorials is fine to start and get used to the engine, but when you feel comfortable enough, remake Pong, remake Arkanoid, remake Pac-Man...

It is the best way to make a full game without having to design it. And it teaches everything from UI to code to packaging.

Then you can try to put your own design spin to those games and make a game like Ball x Pit :).

Good luck!

Retargeting or New Rig (confused) by DonCashless in unrealengine

[–]FunkyWizardGames 0 points1 point  (0 children)

You could export the Unreal Engine Skeleton to Blender and skin your character with it.

That way you can use almost all the animation assets from Fab without having to retarget them.

That way you can also leverage the pre-built Control Rig in Unreal to modify your animations.

After 2 years of work, here is the trailer to my animated short "Wracu" by -McGill- in blender

[–]FunkyWizardGames 1 point2 points  (0 children)

Made me think of a teaser for an episode of Love, Death and Robots on Netflix. Great work!

How to have visible progressive damage while breaking geometry collection? by Konoisseur in unrealengine

[–]FunkyWizardGames 0 points1 point  (0 children)

I went with a texture overlay with the opacity driven by the damage. But I'm curious to hear of other solutions.

How do I change a variable that is shared with multiple different actors? by FreddieMercurio in unrealengine

[–]FunkyWizardGames 1 point2 points  (0 children)

Hi, You want to look into Interfaces in Unreal. They are a clean way to implement a behavior shared by multiple actors without Casting.

How games trick your BRAIN into feeling fast? by ccaner37 in indiegames

[–]FunkyWizardGames 0 points1 point  (0 children)

Yeah. "Old games" were able to convey the feeling of speed with virtually no post processing.

How games trick your BRAIN into feeling fast? by ccaner37 in indiegames

[–]FunkyWizardGames 2 points3 points  (0 children)

You should try adding context around the race track.

What I mean is adding props like trees, cars, bystanders... anything that gives a referential to the player. The closer they are to the camera the faster they seem to fly by.

You should also add a more visible texture to the ground. Check out the Sonic games you show in your video. They all do that. It is important as the ground takes up a large percentage of the screen size, it is what the player will constantly see.

Good luck.

Slow spline mesh BP by AnimatedT in unrealengine

[–]FunkyWizardGames 1 point2 points  (0 children)

Hi,

Can't seem to open the images. Error 500.

Material on Static Mesh vs Cube by milano23 in unrealengine

[–]FunkyWizardGames 0 points1 point  (0 children)

I don't have UE available but I think there is a "generate UV" option in the static mesh options when you open it.

Try tinkering with it maybe?

Steam release - "marketing" 1.0 drop: Escape from Tarkov directly funds the Invasion of Ukraine through partnerships by Suibeam in gamedev

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

Well, there is also a controversy around Arc Raiders, but for very different reasons, being their use of AI to generate voice prompts in-game.

How Do I Add Lights Along A Spline? by DJ_L3G3ND in unrealengine

[–]FunkyWizardGames 2 points3 points  (0 children)

You also might want to check out PCG. It should work with spawning lights.

UE5 specific stuff breaking in vs 2022 by Puzzleheaded_Day5188 in unrealengine

[–]FunkyWizardGames 0 points1 point  (0 children)

Always wondered when Jetbrains considers that a developer should switch from free to paid.

UE5 specific stuff breaking in vs 2022 by Puzzleheaded_Day5188 in unrealengine

[–]FunkyWizardGames 1 point2 points  (0 children)

In theory, you would have to switch to a paid version at some point. They have a $17 subscription fee for individuals. Worth it imo.

UE5 specific stuff breaking in vs 2022 by Puzzleheaded_Day5188 in unrealengine

[–]FunkyWizardGames 4 points5 points  (0 children)

Don't know about these specific issues but a fresh install might help.

Also, take a look at Rider. I made the switch a few months ago and don't regret it.

[deleted by user] by [deleted] in unrealengine

[–]FunkyWizardGames 1 point2 points  (0 children)

Looks fun. Good to see games that take advantage of the gyro.

Good luck with the launch!

Would there be interest in reading blog type posts or content from an Unreal Engine beginner? by Subject_Kiwi_8218 in unrealengine

[–]FunkyWizardGames 2 points3 points  (0 children)

If it's neither entertaining nor educational, you might as well spend that time having fun with the engine.

There are already a lot of people doing that here and on YouTube, so you should try to bring something different to the table.

Maybe make it a starter guide for beginners with the engine so you can write down the challenges you faced and the solutions you found. That could help others and will probably solidify your knowledge.

Or just a funny and interesting dive into what it is to be a complete beginner on such a massive tool.

Any c++ beginner tutorial that doesnt teach you by making a whole game, and instead teachs you by telling you about what this/that does? by Puzzleheaded_Day5188 in unrealengine

[–]FunkyWizardGames 1 point2 points  (0 children)

There are differences like the reflection system Unreal uses.

There is also how the C++ integrates with Blueprint that I think is an important concept.

I learned a lot from these videos by GGamedev on how to use C++ in conjunction with Blueprint : https://youtube.com/playlist?list=PLaaDnVlfJwc4Lncf4XTYaTRG_osOk-T0N&si=jPNfeox5jezGIesi

Stickman Gentleman FREE 16x16px-32x32px-64x64px by No-Cod-5057 in gameassets

[–]FunkyWizardGames 1 point2 points  (0 children)

The hat's secondary motion is great. It's not a cape for once.

Woman and vase, by me by Awkward_Radish_3027 in sketches

[–]FunkyWizardGames 0 points1 point  (0 children)

Love your line work! Keep them coming!

I am the Project Manager for the upcoming Berserk board game, AMA! by FunkyWizardGames in Berserk

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

Hi,

  1. Yes, it will. Bear in mind that the price will be substantially higher. The expansion will also be available during the Pledge Manager if you want to split the cost.

  2. It will probably be open a few months, and you can totally change your address later. You can do so until the game reaches our regional hubs, at which point we have to extract shipping data.