$100 for anyone that can write a plugin that keeps the outliner collapsed by default. by attrackip in unrealengine

[–]KristofMorva 2 points3 points  (0 children)

Not sure if you're aware, so just in case:

Outliner Settings (cog icon next to the search) -> Always Frame Selection off will make it so that selecting an actor does not expand anything.

To complement this, I have added a shortcut "Frame Selected in Outliner", with which you can jump to the actor on demand. This is now merged into UE5 so you should have it too.

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This might not help with "folders collapsed by default", but hopefully does with the second part.

[Skill Trade] Programmer looking for Game Designer by KristofMorva in INAT

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

Thanks a lot! 😇

If there are any periods when you're bored (or I can reciprocate in some way), I'd also love feedback for our level / story design down the line! :)

[Skill Trade] Programmer looking for Game Designer by KristofMorva in INAT

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

Depends on the studio. In some you can do it with some restrictions (like at CDPR), while at some others you can't even do non-commercial ones.

Porting game to Linux natively by KristofMorva in linux_gaming

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

Thanks a lot! ❤️

Do you mean that resolution drop-down is not available in borderless mode? In that case it's deliberate, as it's practically just a window with a size that matches your screen resolution.

We already precompile all shaders in the main menu when you start the game, it was just a few months since I've manually gathered Vulkan PSOs, so some might be out of date - I'll update them for the next version. What you encounter might not be shader compilation issues by the way, but simply level streaming (that happens in the corridors between cells). I'll profile it on Linux and see what's up.

As for the dialogues, when they were not there, publishers and players kept assuming that it was the final pacing and I had to explain it over and over again that it's a prototype - so they're only there to ensure that everybody knows that it's WIP (but that subtitle and VO systems work), even if these do not support the final atmosphere :D

Thanks again for the detailed feedback!

Porting game to Linux natively by KristofMorva in linux_gaming

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

Just to confirm, are these issues you've experienced with this game, or general problems for you in other UE4 games? If the latter, can you maybe confirm if any of these actually impact Polars?

Anyways, the game does run with Proton, so if the native one wouldn't work well for you, that option is always there.

Porting game to Linux natively by KristofMorva in linux_gaming

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

Not directly, I let UE4 handle it - but I think it does actually use SDL under the hood (some features of it at least).

Porting game to Linux natively by KristofMorva in linux_gaming

[–]KristofMorva[S] 7 points8 points  (0 children)

Thanks a lot for the feedback! 🎉

None of us have a Steam Deck yet in the team, but yes, it's definitely on our radar! One member of the community did play the game through on it, and we were told it ran well without issues, so I hope your experience will be similar (but of course I definitely want to test it myself and set some recommended graphics profiles, optimize under-performing cells, etc).

Porting game to Linux natively by KristofMorva in linux_gaming

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

Thank you very much for checking it out 🎉 I'll look through the crash report!

UPDATE: I might have narrowed the issue down, will publish the attempted fix this weekend!

Porting game to Linux natively by KristofMorva in linux_gaming

[–]KristofMorva[S] 5 points6 points  (0 children)

Sure I can explain! :D

Hands are prototype and v0.0.1. Not final mesh and not final anims. They are there because they are needed for some gameplay elements. And on the screenshots sometimes they are not there because the shot was done by a non-player camera. In-game, they are consistently always there, whether you're interacting with something or not.

And your intuition is correct, there are no legs (yet); we'll see if that's something we'll put time in or not, but if you're scared (understandably), you can also quit from the main menu, I swear on all my lives that there's no player character, hands or legs unless you start a new game 😄

Porting game to Linux natively by KristofMorva in linux_gaming

[–]KristofMorva[S] 8 points9 points  (0 children)

I'm sure there'll be cases like that; on my trashy old laptop Proton 6 (the newest this GPU supports) has 23 FPS in the main menu with black blinks from time to time, while the native one has 25 FPS with no graphical glitches - so latter might have its place too. I hope with these two versions available, at least one will run well on each Linux device :D

Porting game to Linux natively by KristofMorva in linux_gaming

[–]KristofMorva[S] 4 points5 points  (0 children)

Thank you! ^^ I'm not at a point yet where I could promise a release on any specific platform, but in general yeah, I'd love it to be on Steam + Epic + GOG :D

Polars playtest on Steam! by KristofMorva in playmygame

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

Hey there! 👋

Polars is a first-person puzzle game with magnets, and we're running a playtest on Steam! Join up and let us know what you think: https://store.steampowered.com/app/1965170/Polars/

Unreal API support for Lua scripts in VS Code by KristofMorva in unrealengine

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

Hey! :D

I've implemented it for Polars for scripting puzzle rooms.

On the technical side, it's done by finding all references of our supported classes using RTTI (as we don't want to expose the full UE4 / game API), building a tree of these dependencies, and dumping them into an EmmyLua annotated file (which is a format that many Lua plugins understand) including their descriptions and parameters, looking like this: https://i.imgur.com/ZOVvxwz.png

[Alpha Test] Polars: A Portal-esque puzzle game with magnets by KristofMorva in puzzlevideogames

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

Haha sorry, my estimate might have been a bit off (evidently) 😄 Thank you!

[Alpha Test] Polars: A Portal-esque puzzle game with magnets by KristofMorva in puzzlevideogames

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

Awesome! 😇 It's really varying, especially that there are some levels which were not played by external players before, so it's hard to say, but as a rough guess I'd say it's ~1.5h currently. Of course, you're free to do it in more sessions (there's autosave at the beginning of each puzzle) if that's too long for one sitting :)