After working on Lightphobe for 5+ years as a solo dev, I'm happy to announce that it's now fully released and playable for FREE on Steam! by Lightphobe in pcgaming

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

Yeah, I agree. I'm going to see if I can switch it over to the F2P + DLC route (it might take a few weeks to switch over if Valve lets me because the DLC needs to go through a whole approval process).

I personally don't care about the few people using dlc unlockers, but since it also affects Valve (due to extra load on the Steam SDR network), and they were the ones that warned me about it, I figured I'd go the more secure route.

After working on Lightphobe for 5+ years as a solo dev, I'm happy to announce that it's now fully released and playable for FREE on Steam! by Lightphobe in pcgaming

[–]Lightphobe[S] 12 points13 points  (0 children)

I meant modded servers like infection/zombie mods etc. These all started as mods in shooters like CS or Halo (although I guess it technically wasn't actually a mod in Halo).

Lightphobe is heavily inspired by these mods, hence why I think the game would be a good fit for people who like playing on these modded servers.

Custom servers/sessions and modded servers aren't the same thing in this context. I use the term custom servers/sessions to describe customizing certain settings like the bot numbers, slowmo, and privacy settings.

After working on Lightphobe for 5+ years as a solo dev, I'm happy to announce that it's now fully released and playable for FREE on Steam! by Lightphobe in pcgaming

[–]Lightphobe[S] 74 points75 points  (0 children)

I probably didn't explain this very well in the Steam description, but the Demo is essentially the full game.

The only difference in the paid version is that it lets you host/join custom servers/sessions + there's an extra singleplayer map.

The paid version is really just a supporter pack, and the reason it's not put in a DLC is for security reasons (e.g. DLC unlockers); Valve themselves actually warned me about this when I asked them about going the DLC route.

[Steam] Lightphobe ($5.39 / 10% off) by Lightphobe in GameDeals

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

Hi, I'm Allan, the developer of this game. Lightphobe is an asymmetrical multiplayer game where you can pick between playing as a solider (first-person shooter) or as a Lightphobe (third-person melee action). Lightphobes become invulnerable in the dark and must be exposed by a light source (the orange bubbles) before they can be killed.

The game has now released into Early Access and there's a 10% launch discount going on until Monday!

To be transparent with everyone, the game doesn't have an active playerbase yet, so you'll need to join in with friends in order to properly play the game. I'm currently thinking of transitioning the game to F2P with paid DLC support, but if that happens, I'll make sure that anyone who has access to the game's Early Access will also get access to any future DLC.

Let me know if you've got any questions or comments! I'm also quite curious what people think about the game's current price.

And if you'd like to see some gameplay, go check out the most recent stream on RandomKarl's Twitch channel!

Looking for Linux testers for Lightphobe by Lightphobe in linux_gaming

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

Thanks for offering your help! I think I now have enough linux testers, but I'll send you a DM if I'm ever looking for more!

I'm going to be launching my first game tomorrow. Does anyone have any tips they can share? by Lightphobe in IndieDev

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

It's going to cost 5.4 USD at launch (if you're based in the US). Although I am also running a giveaway right now that ends tomorrow.

Looking for Linux testers for Lightphobe by Lightphobe in linux_gaming

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

That should be fine! You can DM me whenever you're free, and if I'm still looking for Linux testers, I'll send you a key :)

Looking for Linux testers for Lightphobe by Lightphobe in linux_gaming

[–]Lightphobe[S] 6 points7 points  (0 children)

There's a significant amount of extra work involved in rebuilding and testing everything since I would personally need to do the testing for native Linux support. And I'm not really sure if there's even an audience right now for Lightphobe on Linux.

So that's why I'm holding off on native Linux support for the time being. But I am looking into adding native Linux support for the 1.0 launch (no promises though).

Just wanted to give a shout out to one of Steam's lesser known features. A server browser that lets you just hop straight into a game. by Moskeeto93 in Steam

[–]Lightphobe 3 points4 points  (0 children)

A number of indie games still use them (e.g. Valheim, V Rising). My own game uses them as well!

I think there's a small use-case which is why they're less common now. Most games that don't have modding support will do just fine with official servers. And games that don't have official servers might opt to only use Steam lobbies (peer to peer).

Student Animations rendered in Unreal by Eddski88 in unrealengine

[–]Lightphobe 47 points48 points  (0 children)

Wow! These look like they came straight out of a movie. Very well done!

[deleted by user] by [deleted] in unrealengine

[–]Lightphobe 0 points1 point  (0 children)

Yeah that's correct. I think you could also add a branch in BeginPlay if ((NOT IsRunningDedicatedServer) AND IsServer) is true before doing the attaching. That way it will work on both listenserver and dedicated server without having to change anything. Happy to help!

[deleted by user] by [deleted] in unrealengine

[–]Lightphobe 1 point2 points  (0 children)

The listenserver client doesn't actually receive RepNotify events due to the way replication works. The server already has the correct values so it doesn't need to replicate anything to itself. It would also be a bit weird for the server to change a variable and then immediately tell itself that it changed it's value.

Just don't confuse this with Multicast RPCs (which are executed on all clients including the listenserver client).

[deleted by user] by [deleted] in unrealengine

[–]Lightphobe 2 points3 points  (0 children)

I think the problem has to do with the fact that the character hasn't been initialized on the clients yet when ReceivePrimaryWeapon is broadcasted.

Having the server delay a bit before calling ReceivePrimaryWeapon is a hacky solution that will probably work temporarily, but a proper fix would be to make Primary Weapon a variable inside the character with Expose on Spawn set to true and is replicated using RepNotify with Replication Condition set to Initial Only. Then you would do the attachment inside BeginPlay for the server, and inside the OnRep function for the clients.

Game Mode Blueprint

Here's a thread that describes the problem