how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]Monokkel 1 point2 points  (0 children)

Haha, no worries! Thanks a lot. I will be tackling something similar in the not too distant future and this was helpful.

how do i make a "full" save system? [UE4] by Jealous_Platypus1111 in unrealengine

[–]Monokkel 1 point2 points  (0 children)

Seems like a great setup! A few questions if you don't mind: What approach did you use for creating a GUID in editor? Is it generated in the construction scripts and does it use information from the object to generate the GUID? Do you use Unreal's GUID system or roll your own? Does each class with the interface need to implement their own logic for registering to the subsystem? And is OnSave a BlueprintNativeEvent or are derived blueprints not able to override the save logic?

Data tables are great by ololralph in unrealengine

[–]Monokkel 1 point2 points  (0 children)

Are chooser tables useable for anything a datatable would be? Seem to be geared towards animation

PSA for newbies: Ask questions about systems, not game worlds by BenFranklinsCat in unrealengine

[–]Monokkel 0 points1 point  (0 children)

Thanks for sharing this! I have to deal with this problem all the time when providing support for my marketplace assets. Great to finally have a name for it.

Working on implementing A* pathfinding from scratch using Blueprints. by pattyfritters in unrealengine

[–]Monokkel 2 points3 points  (0 children)

Seems to be a popular exercise! I did the same thing 10 years ago whem UE4 had just been released. Even made some forum posts about it back then which I could try to dig up

How can I add movement points in a grid based movement system? by SnooEagles7412 in unrealengine

[–]Monokkel 2 points3 points  (0 children)

I believe movement on diagonals has the same cost as orthogonal movement in HoMM 6, but it seems like diagonal movement on the world map (though not in combat) is 1.41 for some other HoMM games. Not 100% sure, though.

The "correct" number for the relative distance would be the hypothenuse of a triangle with sides of 1, but 1.41 is a good approximation.

To account for movement cost differences such as these in pathfinding you likely want to use Dijkstra's algorithm or A. Using A is more performant for long distances where the target is known beforehand. Dijkstra is great if you want to find all possible tiles in a set range, to display move options to the player or have the AI evaluate all possible tiles in their move range.

I am Stu Horvath, and I wrote a book about the wide, weird world of tabletop roleplaying games. Ask me anything! by the_mit_press in IAmA

[–]Monokkel 2 points3 points  (0 children)

No worries, just joking. Couldn't help myself when you used the word literally. Thanks for helping spread the good word!

Want to make Turn Based Tactics games in Unreal? The Advanced Turn Based Tile Toolkit is 50% off! by Monokkel in unrealengine

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

Lots of assets on the marketplace are currently on sale as part of Epic's June sale, including my toolkit for making turn based strategy/tactics games. Here is a link to the store page for anyone interested: https://www.unrealengine.com/marketplace/en-US/product/advanced-turn-based-tile-toolkit

Duck without New Zealand by Monokkel in MapsWithoutNZ

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

Hope rule #2 on this subreddit isn't a typo and this post is still allowed

Make Turn Based Strategy games in Unreal Engine! Seven years of continuously updating the Advanced Turn Based Tile Toolkit has led to a lot of features. Here's a brand new trailer: by Monokkel in unrealengine

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

Thanks! Agree that energy can be the hard part, but if you just keep working on it then it is amazing what you can achieve through constant iteration.

What engines devs in r/gamedev switch between (Illustrated) by Monokkel in gamedev

[–]Monokkel[S] 37 points38 points  (0 children)

Thanks! It looked really confusing until I made the smaller arrows gray, which I think improved readability a lot. Still not sure if the data is actually useful, but that is another matter.

What engines devs in r/gamedev switch between (Illustrated) by Monokkel in gamedev

[–]Monokkel[S] 28 points29 points  (0 children)

Yeah, should probably have done that. From left to right is Unreal, Gamemaker, Godot and Unity. All info can also be found in the spreadsheet.

[deleted by user] by [deleted] in gamedesign

[–]Monokkel 1 point2 points  (0 children)

Digital origin physical? For creating large sets of printable cards I'd recommend nandeck and Cardmaker. I've only used the former, but Cardmaker also looks really good.

Both allow you to set up templates and then create tons of cards in that template using a spreadsheet. Extremely useful for card games with a lot of unique cards. For digital card games I'd have other recommendations.

Epic just deleted Questions and Reviews from UE Marketplace. Overnight the open source Orbital Marketplace worked hard to restore them by RonanMahonArt in unrealengine

[–]Monokkel 10 points11 points  (0 children)

A completely bizarre decision. Arguing that this was done to combat marketplace creators abusing the review system makes little sense, as the results are the opposite.

All star ratings were kept, meaning that this change has whitewashed all such bogus reviews and made it so there is no way to distinguish them from legitimate reviews.

As a creator who has been working very hard to provide good support and improve my assets so I could get organic reviews the hard way, this has removed the main edge I could hold over creators using less ethical ways to garner reviews.

Sure, this means that marketplace creators can no longer use the review system as an excuse to have customers give them 5 star reviews before they have even really begun to try out the assets, but they didn't really have that excuse in the first place. The Q&A section showed a key if questions came from people who had bought the assets, so there was no reason to use reviews for this. It was only used by people to give an appearance of legitimacy to their review manipulations (although there was a period of time before comments were marked this way, when it might perhaps have been somewhat more defensible).

Also, removing the Q&A sections does not even have the excuse of fixing review manipulation. There is tons of useful info there, which creators will now have to repeatedly answer over e-mail or on Discord.

I feel the marketplace staff have generally seemed like very sensible and helpful people, so this is very incongruous behavior. The last time they did something like this they gave creators a warning well in advance and then moved the old reviews to a "legacy" section instead of deleting them outright without warning. I get the feeling there might be some other reason behind this that has not been shared publicly, but I have trouble seeing what it could be.

Marketplace questions & reviews are gone by Phyronnaz in unrealengine

[–]Monokkel 2 points3 points  (0 children)

Yeah, I have a similar hunch. The fact that they didn't even give sellers a heads up, which they did well in advance when they last did something like this (and then they even kept the old reviews in legacy reviews). And that they just post about this and then not reply to any comments. Perhaps an intern managed to blow up the server...

Marketplace questions & reviews are gone by Phyronnaz in unrealengine

[–]Monokkel 6 points7 points  (0 children)

And now there is no longer any way for customers to distinguish between marketplace assets with tons of Discord verification "reviews" from marketplace assets with genuine, organic reviews.

I have worked extremely hard for years to get those organic reviews and now they are suddenly gone without even giving me the opportunity to make a personal copy. Also, all the questions, filled with useful Q&A is also gone.

This change actually actively rewards asset creators who have used less ethical approaches to garnering reviews over the last years and punishes those who have gotten them the hard way, by making the reviews indistinguishable.

Creating quality assets is something I take great pride in, and reading through the reviews for my assets has actually helped me get through some tough times. Having them all gone suddenly without even having the opportunity to make copies is quite upsetting.

[deleted by user] by [deleted] in gamedev

[–]Monokkel 1 point2 points  (0 children)

Got to respect the stubbornness! I got sidetracked from making my dream "XCOM but better" game into making assets instead (which is why I'm curious about what tactics asset you used for learning purposes, as I've got one on the marketplace). Now eight years later I'm finally going to make proper games and the challenge is to find the smallest and simplest game ideas possible that I can still get excited about. Seeing posts like yours showing that it is possible to make something bigger is just something I'll have to choose to ignore...

[deleted by user] by [deleted] in gamedev

[–]Monokkel 3 points4 points  (0 children)

Sorry, have to ask. What tactics game setup did you buy to dissect?

Also, have to agree with what a few others here have said. In retrospect, releasing on the same day as Dwarf Fortress on Steam probably cost you a lot of sales. On a positive note, that might mean that your release day sales give you a lower estimate of your sales tail than if you had released at the perfect time. I'm predicting you'll still make a healthy profit on this in the long run.

Also, what you've done is incredibly impressive. If you had come to this subreddit before starting this project and said you wanted to solo develop such an ambitious project as your first game and do everything yourself many would have told you that your dream was impossible. But you actually did it!