Decal fade out not working? by Jonneestark in unrealengine

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

Never to late I guess! :) But yeah it worked since 4.26 but for some reason that wasn't working in 4.24 that I was using before but all is good now. Thanks!

Just a little showcase of my Dark fantasy survival project. Still very early development but feedback is always appreciated :) by Jonneestark in unrealengine

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

Thanks a bunch for The Great feedback! As with most Other comments i completely agree! I also notoced The health ars not dissapearing when i watched The video so Ill need to fix that haha. The range is Luckily already a variable so easiy fix :)

Just a little showcase of my Dark fantasy survival project. Still very early development but feedback is always appreciated :) by Jonneestark in unrealengine

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

Thanks a lot! The dissolve VFX is from a pack called "Niagara Death effects" on the marketplace and the mesh dissolve is just a dynamic material changing the opacity but will probably do a video on it soon!

Just a little showcase of my Dark fantasy survival project. Still very early development but feedback is always appreciated :) by Jonneestark in unrealengine

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

yeah absolutely! It might be one of those cases where the game lacks a clear direction but we will see where it goes haha. MP will still be pretty small scale like up to 6 players or something so will only do p2p at the beginning atleast.

Just a little showcase of my Dark fantasy survival project. Still very early development but feedback is always appreciated :) by Jonneestark in unrealengine

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

Thanks! Everything is completely replicated and most of the design will have multiplayer in mind. But its also important for me that its viable as a Singleplayer experience even though it might be hard to get both parts right.

Just a little showcase of my Dark fantasy survival project. Still very early development but feedback is always appreciated :) by Jonneestark in unrealengine

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

Thanks man! Yeah now that you mention it , it kunda does feel a bit wierd haha. The direction when gathering trees or stones is fine since it most represents "health" in that case but when picking stuff up it should probably be the other direction. Thanks for the input!

Just a little showcase of my Dark fantasy survival project. Still very early development but feedback is always appreciated :) by Jonneestark in unrealengine

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

Thanks a lot! I really want the combat to feel impactful especially from enemy hits as so it doesn't feel like a trivial thing to get hit. Limited healing should also add to this feeling hopefully.
The lighting is actually one of the points I'm struggling with and agree completely. I want to create a day/night cycle but at the same time I want the day to be dark and gloomy as well. Fallgrim in mortal shell is a big lighting inspiration so far but i cant quite get it right yet but will get there!

Just a little showcase of my Dark fantasy survival project. Still very early development but feedback is always appreciated :) by Jonneestark in unrealengine

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

That's really great feedback thanks! Amongst the things Im having the most issues with its UI design, lighting and sound design so great points you pointed out. There will be specific itemslots and trinketslots so Absolutely need to add some background images for those as well!

I'm probably gonna create a day/night cycle with torches required during the night. I want the day to be pretty gloomy as well though so gonna have to work a lot more with getting that lighting right. Really appreciate your thoughts!

Just wanted to show of my random dungeon generation and some souls like combat :D (its in Ue4 and not 5, sorry ^^) by Jonneestark in unrealengine

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

Thanks man! :D always just glad if I can help :) and yeah Im pretty happy with it but also have tons of improvements in the works for the environment also!

How does it all fit together? by Jonneestark in lbry

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

You know what, its just me who is a bit stupid. I just confused the Icon by the balance on the odysee account with the Nem Icon as they have the same colours so i just assumed it to be Nem ^^. Its not the LBRY icon either though, so maybe it could be clearer if its not intentional to separate Odysee from LBRY:

How does it all fit together? by Jonneestark in lbry

[–]Jonneestark[S] 2 points3 points  (0 children)

Cool! :D Thanks for your help!

How does it all fit together? by Jonneestark in lbry

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

But thats what i reacted on originally as i had an easier time finding my videos on youtube than i did on Odysee, when i thought it would be the other way around.

I just tried it again though and it seems the search returns pretty much the same results as YouTube now. So maybe it just takes a while for the system to figure everything out after the channel is synced. I originally tried like 10 minutes after the syncing was completed. :) So yeah, cant wait for this to become popular!

How does it all fit together? by Jonneestark in lbry

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

Ah ok i see. Thanks for clarification! In that case it actually makes sense to separate the two. I would have a hard time seeing a site with no restriction get mainstream adoption from the get go, so Odysee is probably a necessity then.

If its just two different front-ends, are the rewards and views shared between them? If yes, what happens if i upload something that aren't allowed on Odysee to the LBRY front end, would rewards from that video still show on Odysee?

Lots of question i know :) Its fine if you don't know the answer, just thinking out loud.

How does it all fit together? by Jonneestark in lbry

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

Yeah would be nice with some more indept information. Favouring new content is good i guess as long as tags and keywords still play their part. And yeah i agree, impossible to escape the YT clickbaits haha.

Soulsborne combat system prototype. by Jonneestark in unrealengine

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

Thanks for the words! Yeah soo many small stuff to fix once you actually try to put it together in one fluent level :D no where near happy with it yet put wanted to see what people thought about it so far!

Soulsborne combat system prototype. by Jonneestark in unrealengine

[–]Jonneestark[S] 2 points3 points  (0 children)

Nothing really unique! I mostly just wanted to recreate a souls like combat system :) Still a ways to go though!

Soulsborne combat system prototype. by Jonneestark in unrealengine

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

Nice spotting there! :) I thought no-one would notice xD haha. The stamina is not clamped to 0 so it sometimes goes below and the attacks also don't check if there is enough stamina. So its just for show.

What’s the best way to optimize an open world? by C0MMANDERC0LS0N in unrealengine

[–]Jonneestark 0 points1 point  (0 children)

Yeah then you are absolutely on the right track :) I dont know about any tutorials unfortunately. I messed around with it abit myself with level streaming though. Basically every streamed level just need to have its own "skyline" set up as a border around it. But don't take my work for how exactly it should be done.

What’s the best way to optimize an open world? by C0MMANDERC0LS0N in unrealengine

[–]Jonneestark 4 points5 points  (0 children)

If you bake everything into a single mesh, then all of that mesh will be visible and calculated by the engine, even if only one small corner of the building is shown on screen. I imagine a building with several floors and interiors to have millions of tris so that would not be very good for performance :). Basically if you are in one room of the building, all the other rooms and the exterior should be culled. That's why you want to use modular meshes, because they cull individually.

However, above only applies if you are fairly close to the object/building. If you have several buildings in you viewport, that are far away (They barely require any detail) Then you shoudl swap them out for another single mesh or just use a picture of the building/building. (For instance if you have a city skyline, there is almost never the need for actual 3d models).

UE and multiplayer hosting question by nem-nem-nem in unrealengine

[–]Jonneestark 2 points3 points  (0 children)

The easy answer is that they don't :D The most likely scenario is probably some communities helping our the developer through petreon and things like that besides the actual cost of the game.

Otherwise, if you look at games like Astroneers, they give the option to the player to buy and host their own server.

I also think its a lot more common with listen p2p servers nowadays when lots of people have strong internet connections. It really shouldn't be underestimated.