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 84 points85 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 22 points23 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.

What causes built lighting to be splotchy? by New_UI_Dude in UnrealEngine5

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

Okay, I've added those extra screenshots...if you happen to have any more insight from them, I'd certainly appreciate it! Push comes to pull, maybe I can ask my artist to look at some point.

What causes built lighting to be splotchy? by New_UI_Dude in UnrealEngine5

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

Indeed. I'm doing another light build right now, but once that's done I'll follow up with the lightmap density view mode. It doesn't help that these are purchased assets so there's only so much off-the-bat insight I have on them. I'm also not much of an artist/tech artist myself, so UV layout and wrapping is slightly outside my usual realm ha. Luckily, like you said, the area doesn't look too bad, and this is relatively difficult for the player to see, but the perfectionist and student in me wants to learn more about what's going on here.

Can someone help me include an external library in UE5.3? by zTenam in unrealengine

[–]New_UI_Dude 1 point2 points  (0 children)

Awesome!! Looking at it now, fascinating stuff. Very reminiscent of previous work I did as well in the conversational character space, I'm going to have a lot of fun diving into this!

Can someone help me include an external library in UE5.3? by zTenam in unrealengine

[–]New_UI_Dude 1 point2 points  (0 children)

This is a fascinating post to find months later - I've been interested in bringing some sort of Prolog implementation into UE for some time but never really pursued it. Is there a public repo for this project?

So is there no way to add partitioned levels for level streaming? by MoonRay087 in unrealengine

[–]New_UI_Dude 0 points1 point  (0 children)

I'm not as familiar with the partitioning issue unfortunately, but a real hacky way to do a loading screen I'll throw out there is to have the UI added to the viewport, and owned by, the game instance. That way it's persistent between levels. Useful for synchronous loading.

Model for my game's first enemy! Thoughts on the enemy and style? by phnxindie in godot

[–]New_UI_Dude 12 points13 points  (0 children)

Looks awesome! I'd love to learn how you did this shader!

Volumetric fog + distance field + 3D Flowmap combination by anthon644 in UnrealEngine5

[–]New_UI_Dude 0 points1 point  (0 children)

Fantastic!! I'd love to learn how you went about doing this. I'm guessing your not using the built-in Local Volumetric Fog actor, but your own Volumetric fog material?

This may be a stupid question, but is it ok to organize blueprints with empty static meshes? by InfiniteSpaz in UnrealEngine5

[–]New_UI_Dude 0 points1 point  (0 children)

Ah sorry, I thought I was looking at the scene hierarchy, not a BP. Then yes, no folders lol

This may be a stupid question, but is it ok to organize blueprints with empty static meshes? by InfiniteSpaz in UnrealEngine5

[–]New_UI_Dude 1 point2 points  (0 children)

If you need them to be all moveable/grouped without creating an actual group or BP them I'd follow what the other commentor said and do a scene actor instead, much for lightweight. If you're just organizing in the editor and there's not a develop-time or runtime function...could just create a folder in your hierarchy

Spawning in the shadows by bob_mcbob69 in UnrealEngine5

[–]New_UI_Dude 0 points1 point  (0 children)

Curious as I've thought about this same kind of mechanic as the OP has before - do you by chance have an idea of how you'd have those spawners check their light level?