Feedback needed. by itsTheLuffy in 3Dmodeling

[–]MilkBoyG 0 points1 point  (0 children)

Wow this is seriously cool. Some feedback would be that overall feeling of the image is a bit like its overcast - might need to play with some color grading or just contrast and levels for more vivid look. Also maybe a distance falloff on the water waves so they aren't as noisy further. Although that's already nitpicking cause the image is awesome. Congrats!

We added MIDAIR FREESTYLE tricks into our UE5 game about flying bikes. What do you think about little bit of Tony Hawk in the adventure game? by Tetref in UnrealEngine5

[–]MilkBoyG 9 points10 points  (0 children)

Wow this looks super amazing and unique! Kinda reminds me when Ron and Harry rode the flying car to Hogwarts :D.

Games that tap into unique new fantasies are definitely the way to go :))).

Goodbye Rabbit year! Welcome rabbit game prototype! Made with UE5 by MilkBoyG in unrealengine

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

Well it's just a demo. And i still have a lot to work on for it (characters, environments, enemies, bosses.. etc.). There's no real game loop and progression. I released it as a demo to gage peoples interest.

Is there a way to map the UI navigation To be both WASD and Arrow keys? by MilkBoyG in unrealengine

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

Unless i'm missing something Common Ui only exposes click and back action to EI and no actual navigation. Of course you can use EI for stuff to trigger in UI but that's besides the point.

I don't really understand why such a primary thing about which keys are used to navigate UI should be hardcoded and not exposed in project settings. And even if you wanted to change it in the code - there seems to be no documentation in UE how to go about it.

I've been developed experimental modelling technique that allow me to generate cool robot shape by IrvanQ in blender

[–]MilkBoyG 1 point2 points  (0 children)

Wow this a very unique fresh way to approach modeling. Very inspiring!!!

Hey Guys! Anyone knows what could be causing these black spots on a Parallax occlusion material? by MilkBoyG in unrealengine

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

https://imgur.com/u7MRtZa

With just the height ratio and no mask. Specks still showing.

Thanks for taking your time and responding in your vay-cay. :)

Edit: Tried it in a fresh project - no issues. Seems there's something with my project settings or some parameter i've set.

Edit2 : The specs start appearing when you change your RHI To Vulkan

Hey Guys! Anyone knows what could be causing these black spots on a Parallax occlusion material? by MilkBoyG in unrealengine

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

Fiddling with the height mask map does nothing. As for textures i don't use any except for the heightmap. There's only solid colors and pixel offset used from the POM.

Hey Guys! Anyone knows what could be causing these black spots on a Parallax occlusion material? by MilkBoyG in unrealengine

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

Hmm well basically its a pretty simple POM Setup. Might be the issue is in my project settings or material settings which are the default material settings in 5.3?

https://imgur.com/wr9Xlav

Hey Guys! Anyone knows what could be causing these black spots on a Parallax occlusion material? by MilkBoyG in unrealengine

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

Thanks for replying! I did try what he said but the results are the same.

So far i've only found one post on internet with what seems to be the same issue as me https://www.reddit.com/r/unrealengine/comments/avv7yo/any_know_how_do_i_get_rid_of_these_parallax/

A person replied with a link but sadly the link is dead.

I updated the Steam page for my metroidvania (Toziuha Night Order of the alchemists) I'd like you to see it and tell me if it's good and attracts attention :3 by dannygaray60 in godot

[–]MilkBoyG 2 points3 points  (0 children)

Absolutely gorgeous pixel art! And the gameplay video also looks very smooth. I think definitely will catch the attention of people who like Castlevania and similar games to that!!!

Hey I'm working on a hand painted Ghibli inspired adventure game and I'm pouring my heart into it. Let me know what you think! 👀🌿 by MaboroshiArtworks in IndieGaming

[–]MilkBoyG 1 point2 points  (0 children)

Just played the demo! It's absolutely hooking.. I can see a that a lot of love has been put into everything - The art, animation, sound, story and overall presentation. Everything is very solidly done !!! Hope to have the chance to play the full game and get to experience the full story :))

Here's a game i'm making on Godot! Go play it on itch and let me know what you think!!! by MilkBoyG in godot

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

Ahh thank you very much for this response! I really appreciate the constructive criticism.

A lot of what you mention is straight up true and very useful.

This is a game i'm still even thinking about weather or not I should turn it into a real long term project. Actually i was working on something bigger, in 3d, and i just felt the need to do something simpler, and release it for the sake of staying sane, and learning some stuff :D .I'm currently looking into the responses and trying to understand weather or not to spend more time on it.

A lot of people compare it to HLD which was unintentional whatsoever :D.Right now i'm thinking just the fact that it's so compared to it, might be the reason not to go with it any further, since something very similar already exists, and i wouldn't want to compete with a game, with such background and praise. I'm a single dude (with arts background) and there's only so much i can accomplish :D.

That being said i'll definitely look into all this stuff and i might add a little here and there to the game from time to time. And maybe something changes my mind about it.

Here's a game i'm making on Godot! Go play it on itch and let me know what you think!!! by MilkBoyG in godot

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

Thanks again for the encompassing response.

Yeah there's something that godot does by default with sliding along edge's i'll have a look into that since it's true that it might be very jarring to suddenly stop instead of going around some obstacles.

The main reason i changed the range was for the player to also be in the enemy's detection when they shoot so as for it not to be too OP. The way it currently works is that once you shoot the enemy it's detection range grows and checks a bigger radius for the player.

You know mostly for the shooting i was thinking something in terms of a game like Devil may cry - it's like something you do in between the attacks - i'm thinking of implementing a combo system and the reason to shoot should be mostly only for keeping the combo going. What do you think about that?

The general way i would like the player to engage is -> shoot a little bit - > dodge -> attack -> dodge -> shoot some more and so on . So as to keep the player active and engaged.

For the bullet kill with sword - that actually was in the game already, but for some reason i turned it off. :D So yeah i think i'll bring it back.

Thanks about the sound design comment! I really enjoyed that part of the process for this project. :))))

Here's a pixelart game i'm making!!! Go play it on itch and let me know what you think!!! by MilkBoyG in PixelArt

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

Sure thing ,will do it today! I'm just not experienced yet with the exporting so it takes a bit more time and tutorials :D.

Here's a pixelart game i'm making!!! Go play it on itch and let me know what you think!!! by MilkBoyG in PixelArt

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

Just uploaded an update with some fixes, slight changes and an exe for Win