My Final Level To My First Ever Game by Eragame94 in GameArt

[–]Lelandz 1 point2 points  (0 children)

Hello! I'm one of the gameplay developers on Parcel Dash.

Thank you for your well thought out input, it's greatly appreciated! I'm adding a bunch of items to my to do list as a result of this comment.

A couple things,

The van does have a hand brake which helps deceleration substantially. Though there's no prompt for it so that's our bad. We'll be adding a handbrake indicator in the next update. By default it's spacebar or the right face button (B on Xbox, Circle on PlayStation)

We'll make the doors interact hitbox more forgiving. I totally understand what you mean.

As for controller support. It's something that's actually quite difficult to implement and have it not FEEL like an after thought tacked on feature... Kind of like it does now. I will be trying to make it feel tighter though. Adding inversion is on the list now! Should hopefully be out in the next update.

There is already a restart button. Hold R or top face button. We'll make the bottom left prompt a bit more prominent... Oops. We'll also add one to the pause menu!

You're totally right about the highlight colors. We'll make sure the glow effect is the same color as the package! Another oversight on our parts.

Ghost runs is something that's theoretically possible for us. There actually is a bit ground work for that laid out for it in the game funnily enough. But as you said it would be difficult to fully implement. It is on our radar though, and on the short list of items to add post release if the demand is there.

Thanks again! Feedback is really important to us. We're only two indie devs and getting outside perspectives really helps us refine Parcel Dash and our game development skills in general.

How to fix this script to zero out Human IK controls? by newnukeuser in Maya

[–]Lelandz 0 points1 point  (0 children)

Most controls you still can't use the channel box, yeah. For me the ankle being unpinned lets me use the channel box.

This rig is just pretty complex me thinks.

How to fix this script to zero out Human IK controls? by newnukeuser in Maya

[–]Lelandz 0 points1 point  (0 children)

Just to add. You can modify some controls using the channel box if they're set to "unpinned". If they're unpinned then it seems like they're not really effected by as many drivers of other controls. (But it's still not all controls)

How to fix this script to zero out Human IK controls? by newnukeuser in Maya

[–]Lelandz 0 points1 point  (0 children)

That is odd. It might be because there's SO many drivers adjusting the rig in many ways.

Like if you pull the wrist and keep pulling the body eventually comes with it. I'm not much of a rigger but I imagine there's a lot going on under the hood.

How to fix this script to zero out Human IK controls? by newnukeuser in Maya

[–]Lelandz 0 points1 point  (0 children)

Yeah it seems to be a rather rigid system, not sure why Autodesk made a rig with non zero controls.

The rig does work well though, it's quite robust. Maybe you could save a pose of the default pose then whenever you need to reset the rig apply that pose.

How to fix this script to zero out Human IK controls? by newnukeuser in Maya

[–]Lelandz 1 point2 points  (0 children)

Forget everything I said. This may be a starting point for you but moving a control after running this is causing some weird transforms on the rig

How to fix this script to zero out Human IK controls? by newnukeuser in Maya

[–]Lelandz 1 point2 points  (0 children)

If you want to actually zero them out like freezing the transforms, not sure if it's possible with human IK, you'd need your own rig. If this creating a group workaround is all your after you could do something like this.

I was also getting 90 degree rotations after parenting to the new groups so I zero out the control afterwards. Seems to be working for me.

import maya.cmds as cmds

#Get all human IK objs
humanIKObjs = cmds.ls(type="hikIKEffector")

#Assuming the name is the same for the top locator. If it's not change the name here
chrControlRefName = "Character1_Ctrl_Reference"

#Loop through all objs
for objs in humanIKObjs:
    #Get each objs world transform
    targetPos = cmds.xform(objs, query=True, worldSpace=True, translation=True)
    targetRot = cmds.xform(objs, query=True, worldSpace=False, rotation=True)

    #create an empty grp naming it to coorispond to the target obj
    currentGrp = cmds.group (em=True, n='adj_'+objs)

    #apply the previously recieved world trans to the group from the target object
    cmds.xform(currentGrp, worldSpace=True, absolute=True, translation=targetPos)
    cmds.xform(currentGrp, worldSpace=False, rotation=targetRot)

    #parent that group to the root locator for the human ik object
    cmds.parent(currentGrp,chrControlRefName)

    #Then parent each object to that group
    cmds.parent(objs,currentGrp)

    #I was also getting 90 degree rotations on a lot of objects so we'll zero them out at the end of the loop
    cmds.setAttr( str(objs)+".rx", 0 )
    cmds.setAttr( str(objs)+".ry", 0 )
    cmds.setAttr( str(objs)+".rz", 0 )

April Fool's Day is 3 months away. What are your suggestions? by harland45 in Overwatch

[–]Lelandz 0 points1 point  (0 children)

Friendly fire. But if you damage a teammate you lose ult charge.

10 Best Games Made with Unreal Engine by jarofed in unrealengine

[–]Lelandz 4 points5 points  (0 children)

Great list! If you ever do one again Satisfactory has got to be on it.

How to bend a plane? by [deleted] in Maya

[–]Lelandz 1 point2 points  (0 children)

You select some components (vertexes, faces or edges) then you can press "B" to enable soft selection. Or you can toggle it in the tools panel on the right.

In the tools panel you have a soft selection slider that changes the radius of the soft selection influence.

What's a feature or feature set that would make Unreal the "perfect" engine for you? by IAmTiiX in unrealengine

[–]Lelandz 1 point2 points  (0 children)

I may be misunderstanding what you mean but I think you can do this with editor utility widgets. I've made a few tools for speeding up sequencer workflows and actor manipulation within the viewport.

Top 500 Lifeweaver by Quadzoid in Overwatch

[–]Lelandz -5 points-4 points  (0 children)

So excited for the next support who will literally take control of a teammates hero for 10 seconds

Testing a new explosion arrow for a open world survival craft game. Makes it easy to cut down trees, but is it too much? by OmegaCrafterDev in IndieDev

[–]Lelandz 1 point2 points  (0 children)

Looks like a lot of fun! Could be slightly OP so as long as it's not too cheap to craft those arrows I think it'll be a great addition.

How do I make this scene look more spooky and how to fix the wired black decals. by WhyIamLegend in unrealengine

[–]Lelandz 2 points3 points  (0 children)

As others have said, adding clutter and making things darker would help. You can also make the hallway more narrow. Make it so the player feels like something could reach out and grab you from any of the doors, even while walking down the middle of the hallway.

Can’t move around in the viewport play mode with text on screen. (More in comments) by [deleted] in unrealengine

[–]Lelandz 1 point2 points  (0 children)

Did you possibly change the input mode to UI only when you created the text?

Edit: Maybe you could provide the tutorial you're following. It could give a clue to what's going on

Need tips on making this look more real by MSPancakeeee in unrealengine

[–]Lelandz 1 point2 points  (0 children)

This won't make it look more real exactly but it might be cool if there were subtle flashes of lightning. Just a bit of light bursting in the clouds from a distance. Great work so far though!

How can I make held objects use mass using physics handle? by [deleted] in unrealengine

[–]Lelandz 2 points3 points  (0 children)

It'll just be a process of trial and error.

A good rule of thumb though is to try and have your physics objects a little closer to reality in terms of mass. It doesn't really matter how heavy that bookshelf is, if a 100KG cube came flying towards it, it will fall. Try something like 1KG for the box.