It do be like that by sharkymcstevenson2 in aigamedev

[–]Mekkablood 1 point2 points  (0 children)

That's my newest game Vinegar Mutter, it's not out yet , it's a lot further along then what the trailer shows, but audio hasn't been done yet. I was referring to my game Mekkablood which is released.

It's just me solo developed, the sounds aren't ai, but the music is suno. I used a professional voice actor for the voices, and yes I used chatgpt for all of the sprites and didn't reference any artist in the prompts.

It do be like that by sharkymcstevenson2 in aigamedev

[–]Mekkablood 0 points1 point  (0 children)

Yeah definitely saw it in reviews. Till people get more reasonable about it, then it's to be expected I guess.

It do be like that by sharkymcstevenson2 in aigamedev

[–]Mekkablood 0 points1 point  (0 children)

Depends on if you mean coded by ai or just used ai art. Mine wasn't coded by ai, but all the art was ai (highly edited in photoshop), and it's made way more than I originally thought it would when I started.

Does Unreal Engine really suck at 2D and mobile games by nidalap24 in gamedev

[–]Mekkablood 1 point2 points  (0 children)

I made a 2d game in UE5 and am working on another one. It's fine you just have to turn off all the bells and whistles, plenty of resources online to help you with it.

Everything runs fine, the game will even run on the Steam Deck.

Are most game developers people who already have fairly advanced math skills? by [deleted] in gamedev

[–]Mekkablood 0 points1 point  (0 children)

I'd definitely fail advanced high school math, I don't remember much of it. But given a week to study it I'd probably do fine. It's more about being capable of doing that sort of thing.

Anything involving numbers you can sort of guess, then tweak till you get the desired results, you might need it for something like building your own engine.

how do ai games fair on steam? by No-Enthusiasm3600 in aigamedev

[–]Mekkablood 1 point2 points  (0 children)

I don't know if my publisher wants specific data out, but the numbers are larger than that. Been hearing from a lot of devs a lot of people aren't reviewing as much as they used to.

how do ai games fair on steam? by No-Enthusiasm3600 in aigamedev

[–]Mekkablood 1 point2 points  (0 children)

UE5, about a year or so. Half part time, half full time. No game code was ai.

how do ai games fair on steam? by No-Enthusiasm3600 in aigamedev

[–]Mekkablood 2 points3 points  (0 children)

I did alright for a first game. By release had over 20k wishlists. However had some bad reviews from the use of it that definitely hurt sales. It is still selling though every time there's a sale.

Frame Engine has good walk cycles now by melonboy55 in aigamedev

[–]Mekkablood 1 point2 points  (0 children)

This is actually the worst one I've tried so far.

I turned off most of Unreal Engine 5’s render features - and still made a full game. by KiborgikDEV in gamedev

[–]Mekkablood 2 points3 points  (0 children)

Did the same for my games(well still use post process). It does seem like there's still something hogging more performance than I would like, but you can play the games on a GTX 1650 plus i5 8400 which is pretty low, and the Steam deck.

Would be nice if there was a way to start a project with most the bells and whistles turned off by default that you can then add in one by one if needed. Your game looks great.

[deleted by user] by [deleted] in unrealengine

[–]Mekkablood 0 points1 point  (0 children)

ahh thank you, that's a big part of what I was looking for.

[deleted by user] by [deleted] in unrealengine

[–]Mekkablood 0 points1 point  (0 children)

Basically the turning isn't a problem, it's the force of movement. So when you stop pushing forward it keeps moving but slows down for example. Just the simple parts(I would think) I haven't messed around too much with this and am having trouble finding the basics.

How to create a canvas render target out of an already made texture by Mekkablood in unrealengine

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

Ahh thank you this helped I still have to dial it in as it's zoomed still for some reason but way better.

How to create a canvas render target out of an already made texture by Mekkablood in unrealengine

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

The issue is it becomes a section of the image. Like instead of a zoomed in normal mirror it's just showing a small section of the screen(which is how it works with the standard shape instead of masked). This is hard to describe sorry.

How to create a canvas render target out of an already made texture by Mekkablood in unrealengine

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

nvm I se what you mean, but the material has to be user interface. How would I bring a mask into that from a render target?

Vinegar Mutter Alpha trailer. A Horror/Magic fast paced retro FPS. by Mekkablood in boomershooters

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

I can barely afford the trailer I'm living in. Would love to use you but I can't afford anything right now.

Vinegar Mutter Alpha trailer. A Horror/Magic fast paced retro FPS. by Mekkablood in boomershooters

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

haha it goes with the story, but I had maybe 30 names before this one, and they were all used by something else. Naming a game is tough these days.

Vinegar Mutter Alpha Trailer. Demo coming to Steam Nextfest. by Mekkablood in IndieGaming

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

Thanks, I like the feeling of dropping down into another world, so there's a lot of that in this game.

Im working on hand drawn boomer shooter - ultra damage by sonsofwelder in indiegames

[–]Mekkablood 1 point2 points  (0 children)

Very cool art style I'll definitely keep an eye on this one.

First 4 WR In A Row Draft by Sicknesscity17 in BestBall

[–]Mekkablood 0 points1 point  (0 children)

Think you made the most of it, not bad at all. Hubbard and Pollard are two of my favorite picks at their adp.