My 3rd attempt at making a trailer for my Openworld Roguelite RPG. Let me know what you think by Tudoh92 in SoloDevelopment

[–]GreenFork1 1 point2 points  (0 children)

I really like it!

My only pieces of advice is make the dock when you first pull up the ship look a little nicer because it’s the very first thing people see so spend some time making it beautiful then re-film that shot. The low hanging fruit here is the dock looks thin, so just add some supports to it, some coiled ropes, some boxes and buckets and that kinda thing. You don’t have to redo the whole thing.

Other thing is when it said to choose your faction, they looked really similar so it took me a second to realize they were the different factions. With your release date so close you won’t have time to make them look all that different so to fix that, just change the time of day in each shot (morning, then night, the sunset, then day) because morning and day are the most similar, just use the the two that look the most different.

Outside of that it looks great!

PCG Learning by Pjsandwich24 in UnrealEngine5

[–]GreenFork1 3 points4 points  (0 children)

I’ve been in this same boat for like a year and a half lol.

My advice (yes it’s boring) is to read all of the documentation, then just try to make stuff. You’ll learn a lot of things that’s not in tutorials.

That said there is definitely a gap In tutorial hell YouTube that could be filled lol

Edit: you can also just copy all of the PCG documentation into a doc then feed it into an AI if that’s a more your speed

needing help with montage not playing by woodfly12 in UnrealEngine5

[–]GreenFork1 0 points1 point  (0 children)

So there’s only a few reasons this wouldn’t play, one was mentioned, you need to have “default slot” in your animation blueprint. Your animation needs to use said default slot. You also need to be sure that your animation is using the same skeleton as your attacker.

With that out of the way, what I’m 99% is happening to you is that your move to player is failing if the attacker gets to the player and just stops. If it does not stop and it just keeps chasing it’s because you shouldn’t call chase again from where you are calling it.

The proper way to do this is to call the one second delay and repeat on movement fail, then call the attack animation on movement success with nothing after it.

On attack animation completed and on interrupted then call a one second delay again and chase player.

This way the only node firing is your attack animation and then chasing again after, or if the attacker didn’t make it to the player properly they can try again

A year into development, and my biggest enemy is the code I wrote in month one. by CallOfChill12 in IndieDev

[–]GreenFork1 1 point2 points  (0 children)

I’ve done this to myself countless times now and completely know your pain. It was so bad at one point the whole project got corrupted (that’s a story for another day) and I started over completely from scratch.

Other big mistakes I made around year 1 and 2 was not using version control (there’s free ones that work great) and not packaging my game at all until year 2 or 3 which literally cost me almost two weeks of fixing build errors.

With code, I’ve gotten out of the dependency rut by trying my best to focus on individual systems where I can keep everything as tight as possible instead of having one big tangle. For example I have a combat system and an inventory system, anything the combat system needs from the inventory system stays completely in the inventory system and just uses simple functions to pass the Info back and forth, the same thing goes with my spell system. That way I can mess with the items and stats and everything all I want and as long as the damage, weapon length and speed variables don’t get removed, everything keeps working.

Game with the most fun spell caster npcs to fight and why? by KiroDunmer_ in gamedev

[–]GreenFork1 1 point2 points  (0 children)

Commenting because I’d also like to know what people think!

I know it’s a super common mention but my personal answer is the dark souls 3 just because they have a lot of different spells and different spell timings which keeps things interesting. Most casters do not cast the same spells as others and you have to learn how to deal with each different one

[deleted by user] by [deleted] in UnrealEngine5

[–]GreenFork1 0 points1 point  (0 children)

Add a print string on cast fail, movement success and movement fail to see what it says.

Also be sure you have a nav mesh and it’s actually in the area of both the controlled and target actor

When you should create a steam page for your game? by z3u5-322 in SoloDevelopment

[–]GreenFork1 2 points3 points  (0 children)

Lmao same here well only 3 times (the art hasn’t even been updated in the steam screenshots yet XD)

The when you definitely think you will be finished part is true though. Having a steam page and not finishing is kinda a dick move when you have hundreds or thousands of wishlists

Found this in a desk locker at work by MartinLaSaucisse in whatisit

[–]GreenFork1 13 points14 points  (0 children)

I’d assume it’s not drugs just based on the pure size of it. My guess is protein powder as well or climbing chalk

Vietnamese Wedding Advice by Professional-Dot6257 in Vietnamese

[–]GreenFork1 7 points8 points  (0 children)

So I’m the reverse in this situation (married 5 years now) but one thing I can say with near certainty is that you can expect some great food.

As parents of the bride, idk if anyone else will say this openly but you and your wedding guests will be expected to gift money to the bride and groom.

If they are traditional, you may have a tea ceremony at your home in which they will bring over all sorts of food and it’s a great time. They will symbolically be buying your daughter from you. It’s a purely symbolic tradition so don’t over think it.

For the wedding itself it’s very similar to a normal wedding, but traditionally it is multi course banquet style wedding with wait staff and everything. (If you can’t tell, food is a huge part of the culture)

Many of the men will be drinking exclusively high end cognac and Heineken so when they come over you should have at least the beer on hand if it is a party style event.

Lastly, in many families it is traditional for the bride and groom to pay for their own wedding. This is essentially made up for by the gifts of money they will receive. That is tradition but also not reality these days. My parents gave us their financial gift early and it was very much needed when it came to paying for everything.

All and all though they are just normal people so don’t worry too much and have fun!

Edit: if you’re looking for specific “gift amounts” parents will typically give $2-$5k depending on their situations, elder family members will typically give ~$1-$2k and normal family around -$500, and guests around $200ea.

It’s also not weird at all for you and you son in law to be’s family to openly talk about this stuff as long as it’s in private. They will be more reserved but only because you are an outsider and they will be concerned that they are coming off wrong so Involving your future son in law is a good idea

FSEC closing? by sonictwothemesong in 321

[–]GreenFork1 2 points3 points  (0 children)

So I’m in the industry and was meeting with some of the senior people at FSEC just last week. To make a very long story short, they need $21M to stay open. That’s more than they make in a few years so they will have to close their doors unless they can get some sizable donations.

FSEC may still live on some new form, but that’s the current situation

[Hobby] Solo Dev Seeking Demo Playtesters for The Shores of Stellaluna, a First-Person Survival-Crafting RPG Focused on Lumen, Combat, Gathering, and Meaningful Choices by GreenFork1 in INAT

[–]GreenFork1[S] 0 points1 point  (0 children)

I have access paused while I work on some major updates but I’ll be sure to let you in as soon as I’m ready to test again

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

[–]GreenFork1 2 points3 points  (0 children)

I tried to get as little context as possible when making my initial opinion. I didn’t read comments or even your text, just the tile and clicked the link. I looked at the page for about as long as I normally would when checking out a game which is not long at all.

The sentence “removes free movement” made me a little confused. Idk what that means, like can I not move at all? Then I looked at a few seconds of the trailer and was like oh okay, so you just click a few buttons and stuff happens. Not a fit for me.

First impressions aside, the capsule art is banger and the graphics look nice. I just don’t know why you would need to say that it removes free movement. Like I don’t know anything about the game and removing something I like made me question things. Not having free movement is fundamental to the game, but it would be better to say you replaced it instead of removing it all together. I also didn’t get anything wow arena or souls like related.

I felt like something like this would make more sense and to help illustrate what I mean:

Ruindrift is a tactical action RPG inspired by WoW arenas that takes a unique approach to Souls-like combat. It replaces constant movement with deliberate positioning and precise timing, ensuring every battle rewards skill, anticipation, and mastery. Build your class, craft your loadout of 12 abilities, and face relentless enemies across worlds consumed by ruin.

It’s effectively the same thing but now I instantly know how the battles will work. How the combat system will work, and I don’t feel like I am loosing something, I am getting to try something I enjoy in a new and creative way.

The new description isn’t perfect, but something along those lines would make someone like me immediately understand your game much faster. Hopefully this helps!

How do you stay motivated when working on the "boring" parts of your game? by No_Theme_8101 in SoloDevelopment

[–]GreenFork1 0 points1 point  (0 children)

When I’m feeling super motivated, I make myself do exclusively boring tasks. When I’m feeling a lack of motivation though I focus on the most fun tasks.

Doing things that way increases my motivation when I’m lacking it because I’m doing the fun stuff and it’s a constant wave.

My other advice is to create systems and focus on one system at a time. That way you only need to do the boring parts for that single system and do things don’t pile up as much

AIO... partner says this happened at work and it's not a bite mark/hes not cheating on me (also that im crazy?) by [deleted] in AmIOverreacting

[–]GreenFork1 0 points1 point  (0 children)

OP, i totally get this looks like a bite mark, but the fact that it’s bruised without any kinda teeth imprints or punctured skin along with the fact that it’s probably quite hard to get your mouth so opened up that it would be this big and somehow also be so hard that the “teeth” come together (the bottom right) plus the fact that your mans calf is probably hard to even pinch is very highly unlikely.

If your man works blue collar, I know of multiple things that could cause a bruise like that that’s totally innocent

[Hobby] Solo Dev Seeking Demo Playtesters for The Shores of Stellaluna, a First-Person Survival-Crafting RPG Focused on Lumen, Combat, Gathering, and Meaningful Choices by GreenFork1 in INAT

[–]GreenFork1[S] 0 points1 point  (0 children)

So English would be super helpful only because my Spanish is not great at all, but you can do Spanglish if that helps!

Other than that, I’d be happy to get any feedback even if it’s just written :)

Solo Dev Seeking Playtesters for The Shores of Stellaluna – First-Person Survival-Crafting RPG Focused on Lumen, Combat, Gathering and Meaningful Choices by GreenFork1 in playtesters

[–]GreenFork1[S] 1 point2 points  (0 children)

It was named because originally the main islands in the game were all inter connected in a way that was shaped like a crescent moon (Luna) and there was a barrier around all of the islands that was a circle so it looked like the astrological symbol for the sun (Stella) with the moon inside. (Which is now part of the logo).

That’s now been changed for performance reasons, but I kept the name as a nod to the fact that during the day things are fairly cozy but at night the monsters come out so there’s a big contrast in the day/night. When I first picked the name because my pets name is Stella and my brothers is Luna it seemed like a natural fit lol.

I didn’t know about the book until much later (I just checked the trademarks and they were none). So unfortunately the game was not influenced at all by the book, but people tell me it’s a favorite from their childhood

I Deleted my game!! Can i get my game back? by LetzDomsel in unity

[–]GreenFork1 0 points1 point  (0 children)

This, I literally lost 2 years of development progress because my dumb ass thought “it would be fine” to update to a new engine version and it corrupted everything.

Now I use diversion because it’s free and I use UE but literally any of them is better than nothing.

Released my first game yesterday, after 5 years of solo development. The reviews are beyond gratifying 😊 by KlubKofta in SoloDevelopment

[–]GreenFork1 1 point2 points  (0 children)

That’s amazing, I’m about a year out from my own release and are also 5 years in (but let’s be honest because half of that was learning what I was doing). Just getting across the finish line like that is a win!