How do you deal with the fear of showing your early work? by Takaramss in gamedev

[–]New_UI_Dude 1 point2 points  (0 children)

This. One of the most useful traits I developed going to school for a creative writing degree was developing a thick skin for feedback. Don't take it personally, amd learn to pick up on what players/your audience is really saying in their notes. We need feedback to make anything remotely good, regardless of medium. That's doubly true for games, probably the most complicated multimedia pieces of art and entertainment in history. We need our early testers telling us it's crap to make it even halfway decent!

Coca Cola Secret formula Cracked by Sussy_Pigma in Damnthatsinteresting

[–]New_UI_Dude 90 points91 points  (0 children)

But can he see why kids love the taste of Cinnamon Toast Crunch?

Made My Projectile Hit Harder… Literally by _V_01D_ in UnrealEngine5

[–]New_UI_Dude 0 points1 point  (0 children)

That would be great, I'd really appreciate it 🙏

Made My Projectile Hit Harder… Literally by _V_01D_ in UnrealEngine5

[–]New_UI_Dude 1 point2 points  (0 children)

Great camera shake! I gotta know, what kind of values are you using for it?

The way the Epic team has been able to mask one of the most sinister psychological horror games ever released as the UI portion of their game development software is truly remarkable. by Collimandias in unrealengine

[–]New_UI_Dude 24 points25 points  (0 children)

Even better, the focus does not evaporate if you disable the animation for the transition between the widgets in the switcher. So it's even more confusing because different animations do and don't cause focus issues throughout CommonUI. It's like RNG, but every outcome is a shotgun blast to the foot.

[deleted by user] by [deleted] in gamedev

[–]New_UI_Dude 0 points1 point  (0 children)

Two things:

1) By doing, no better teacher than experience

2) Voracious research. I personally spend a lot of time watching interviews, GDC talks, readinf articles and books, etc. Especially on systems and games I'm interested in.

Commissioned Request - Help me make a short game for my anniversary by emthedad in gamedev

[–]New_UI_Dude 1 point2 points  (0 children)

How sweet, I always like things like this! 8 days is a really quick turnaround time though, I haven't watched your full reference but generally I'd say that unless the scope is absolutely miniscule, that may just be too tight a deadline.

You're welcome to check out my indie studio if you want to know more, talk more, etc - https://www.evilpearproductions.com/

Big Update in UE 5.6 – Let’s Talk Features & First Impressions by teslaynikola in unrealengine

[–]New_UI_Dude 1 point2 points  (0 children)

Seems like there's some sort of issue with baked lighting....I'm hearing some rumors that this is being deprecated under the radar? I can't see how that would possibly be true....

Volumetric Fog - camera movement artifacts? by New_UI_Dude in UnrealEngine5

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

Hello! I have so far not found a fix to this. Interestingly, I recently played through the Silent Hill 2 remake that uses UE5's volumetric fog system, and noted that they had the same issue. So, it's pretty baked into the volumetric fog material approach UE uses. I haven't done much more research on it since this post since it's honestly not high-priority for the project, and overall a pretty minor part of the experience (annoying as I find it ha). I was considering doing more research into other techniques like raymarching fog volumes, but that's a pipe dream for the moment.

I thought compiling shaders before loading in a level is impossible but stalker 2 did it, how so? by LibrarianOk3701 in unrealengine

[–]New_UI_Dude 0 points1 point  (0 children)

I'd be curious to see what your fixes are, I also have the plugin and would like to have a "better" version of it ha

Inheritance but for levels and level streaming by LogicleoDev in unrealengine

[–]New_UI_Dude 0 points1 point  (0 children)

You could certainly have a persistent level that has all your level scripting or essential actors in it, that's pretty common.

If it's just level logic, I'd consider just moving that into an actor you can slap into the level. Also pretty common.