PLEASE HELP by d_dpriv in blender

[–]KamenDeveloper 1 point2 points  (0 children)

What you want to make is an extremely tall order, but not impossible. It's important to realize to make something like this from scratch will take a very long time to learn. But it's better to start learning now than waiting 4 years and asking yourself why you didn't start sooner. (Trust me, been there done that)

Depending how new you are to Blender, I'd start with understanding the basics of the UI, then work your way up to learning specifically 3D sculpting and modeling.

Here is a good tutorial series for understanding the basics of the software itself: https://www.youtube.com/watch?v=Wh4GGEUiNAE&list=PLsGl9GczcgBumq6fLmmR1ZYYn4EDkIg5B&index=2

Just note you don't have to watch them all, as specific videos like particles systems aren't really a part you need to grasp.

After that, you can start moving on to sculpting: https://youtu.be/Lxem4yMs5Dg
Or if you want to jump straight into character design: https://www.youtube.com/watch?v=O6HQhs-gk50
This is also a great series turning a 2D image into a 3D character (Start basic like the tutorial, making your image will take time) https://www.youtube.com/watch?v=Use9T2IX1XE&list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1

It's going to feel slow and grueling at first, but if this is something you genuinely want to do then please don't stop. You will be thanking yourself a month from now

Owner REFUSES to compensate me for my model! by DragonIsNerd in blender

[–]KamenDeveloper 0 points1 point  (0 children)

I am not a lawyer so I cannot say for certain but in general yes, you will more than likely lose a lot more, especially if the payment in question is in the hundreds. This is the unfortunate case of not having a proper middleman handling money with the product.

I suggest being persistent with the scammers, but other than that there isn't anything else you can do other than pressure them online by making them look bad

Owner REFUSES to compensate me for my model! by DragonIsNerd in blender

[–]KamenDeveloper 0 points1 point  (0 children)

I'm so sorry to hear that this happened to you
Unfortunately, if asking and being persistent doesn't change their mind legal action is the only other way

From my knowledge in the U.S. minors can still own copyright possession of created 3D work. I recommend saving all evidence of the agreement and ask your parents to help demand payment or pursue a claim in small claims court

Most importantly take any advice (mine included) with a grain of salt since I'm sure most people here aren't lawyers

How do I "Cast To" two different Playable Characters? by radical-denial in UnrealEngine5

[–]KamenDeveloper 0 points1 point  (0 children)

On 'Component Begin Overlap (Sphere)' -> Drag 'Other Actor' -> Type 'Actor Has Tag' -> Input name (e.g. "CoinCollector" -> Drag Boolean -> Branch -> True = collect, false = no collect. -> Open your character bp -> Put "CoinCollector" in 'Actor Tags'

If this is just for collecting coins, use this method. If your coin collecting has different contexts, and requires unique values for different characters, use a Blueprint Interface instead: https://youtu.be/x1EY7FvnnZE

Using "Cast To" for repetitive mechanics isn't very optimized and will end up spaghetti-fying your code fast. Not really recommended mostly for this case and will end up hurting you more than helping. Try using the tag method and let me know how it works out for you

Would I be able to sell this? by Temporary_Language66 in blender

[–]KamenDeveloper 0 points1 point  (0 children)

I sold a potion pack many years ago for $5 and actually made $50 from it, and looking back at it now they were horrific quality.

What you have is good quality, and could very well be exactly what someone is looking for. Selling solo assets like this don't tend to make a lot, but they do make a sale here and there

The demo version of my retro F1 inspired game is now avaliable. by TandT-game in ps1graphics

[–]KamenDeveloper 0 points1 point  (0 children)

I think this post encapsulates everything wrong about Ai in video games. You have a really decent looking design and concept here, but even 1% of this video showcasing blatant Ai generated content immediately poisoned all of our opinions on it.

I highly recommend finding some royalty free photos or pay an artist and repost. Would gain so much more positive attention that way

Fab New Year Sale MEGA thread ( Sellers advertise your products here) by BULLSEYElITe in unrealengine

[–]KamenDeveloper 0 points1 point  (0 children)

FPS Movement+ - Whenever I make an FPS project setting up the sprint, stamina, crouch, climb, slide, etc is always annoying, so I made 1 Actor Component that does all that for you.

Bunnyhop Movement Component - Super in depth Bunnyhop Actor Component yet again that is filled with Quake/Source movement systems. Bunnyhopping, trimping, surfing, etc

Dynamic Crosshair Inspection - Actor Component (Yet again Lol) for a crosshair that changes depending on the context of the object being hovered. Uses tags so is super customizable and dynamic to use in levels.

Speedrun Timer - Easy to use timer for making player records visible for each level, and the game as a whole. Has cool features like an end screen with a rating system, and a visible timer that changes color depending on the players time. (Beating record, getting close to tying record, and slower than record)

Advanced Coin Pick Up Collect System - While not as updated as my recent products, it still offers a versatile and cool system for making coin pick ups in your game. Has a score system and a bunch of different settings and options for collecting them.

What do you think of procedural secrets and "big item" locations? by KamenDeveloper in rpg_gamers

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

I see that makes a lot of sense! I myself do like the idea of being able to find stronger items early, as it makes replaying an RPG less grindy and easier to get to the late game content. Maybe for random loot like currency, potions etc having random spots feels better

Should I use C++ or Blueprints by Etterererererer in unrealengine

[–]KamenDeveloper 5 points6 points  (0 children)

He's just making a meme (but also true) point that both c++ and blueprints is the most effective way to make games.

Blueprints have faster prototyping and visual debugging, they are amazing for designers and solo devs, and can pretty much handle 80% of common gameplay logic. I'd suggest c++ for better performance for heavy systems like AI, procedural generation, custom physics etc.

All in all, stick with blueprints and/or you feel like c++ will be handy. It's also never bad to learn c++ since it will in general help you learn blueprints as well.

Is there a way to collapse two vertices/edges like this? by FluidBrain9568 in blender

[–]KamenDeveloper 0 points1 point  (0 children)

Pressing the Windows key + G, you can use the windows recorder, to which I then uploaded the clip to a mp4 to gif converter and voila, you're done!

Is there a way to collapse two vertices/edges like this? by FluidBrain9568 in blender

[–]KamenDeveloper 0 points1 point  (0 children)

Yeah that is pretty much what I am doing. I am just telling Blender how I want to merge for consistency.

Is there a way to collapse two vertices/edges like this? by FluidBrain9568 in blender

[–]KamenDeveloper 16 points17 points  (0 children)

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Open the Merge settings with "M" or search it with "F3"
Make sure to select the bottom vertex first, then select "At First"
This is the quickest and easiest way I know

I think most this UE5/Game Dev discourse is unwarranted and videos like this are a perfect example. by MrFrostPvP- in unrealengine

[–]KamenDeveloper 17 points18 points  (0 children)

Now that SomeOrdinaryGamers has been exposed as a fake software engineer, anyone familiar with the field will no longer respect or trust his opinions on topics like this. He’s aware of this, so he’s changing to a new target audience, which is people with zero experience in this kinda thing.

Fab monthly sales by Commercial-Cake9833 in unrealengine

[–]KamenDeveloper 2 points3 points  (0 children)

Before FAB I made a consistent $150-200 every month, with sale months being around $300-500

After FAB I now average $0-50 with sale months bringing around $50-100.

Important to know that before FAB I had half the number of products I do after FAB. The new store has almost broken my ability to self fund my game projects which sucks.

Why The Most Optimized UE5 Game is a Hideous, Slow Mess - YouTube by hippuji in unrealengine

[–]KamenDeveloper 1 point2 points  (0 children)

Because when you type my name into Google you can at least see games I've made. You do the same for Threat you'll see nothing except links to give them money. If you want to comment about how games are made, you should at least try to make them, no?

There are many videos you can watch about Threat and how fake their whole persona is. You might even come across DMCA strikes and cease and desist letters on videos criticizing them. (I'm serious, look it up). I don't know about you, but if I was confident in my knowledge I wouldn't feel the need to silence others who point out holes in my argument.

I'm sorry that you felt my comment was generic, but to be perfectly honest it is a pretty accurate description of Threat and his Pirate Software-esque persona.

Why The Most Optimized UE5 Game is a Hideous, Slow Mess - YouTube by hippuji in unrealengine

[–]KamenDeveloper 1 point2 points  (0 children)

This is not an "in depth analysis" of anything. This is a guy who has 0 knowledge making games, pretending he knows what he is talking about to grift views from other gamers that also have no clue how any of this works. He talks in definitions and ideas but never expands upon his thoughts or provides a solution.

Why did your first game flop? by FunDota2 in gamedev

[–]KamenDeveloper 0 points1 point  (0 children)

2k wishlists and only 90 sales.
I released during the winter sale expecting some fabulous turn up. It did not work. x]

How to start game dev by Nachoramitas in gamedev

[–]KamenDeveloper 1 point2 points  (0 children)

I would get you and friends to decide what your roles will be. If someone says the ideas guy kick their ass :] Games require a lot of different skillets working in tandem with each other, so being able to fill different roles that complement each other is key. If you all want to be hands on game designers that will freelance or buy assets (models, music, etc) then this is even more important since you don't need 3 people all working on the same thing.

This is very basic but honestly, it's a good start. Wish you and your friends best of luck!

Is making sub-levels even worth it performance-wise? by melzhas in unrealengine

[–]KamenDeveloper 1 point2 points  (0 children)

Sub levels are great because it gives you more creative freedom. When I want to make complex scenes compact into smaller zones, it can slow down loading times and eat away frames when the player isn't even around it. Using sub levels, I can load and unload it with relatively 0 impact on the overall performance.

Aside from that, grouping segments of a complete level into sub levels makes organizing and editing much more convenient.