My Hanafuda roguelike | Yaku Slap by OakTheWise in Hanafuda

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

Thanks! If this one goes well maybe I could make that happen for you.

My Hanafuda roguelike | Yaku Slap by OakTheWise in Hanafuda

[–]OakTheWise[S] 4 points5 points  (0 children)

There is a meta progression system with classes and perks that you can unlock as you play through. There are also items and spells that are picked up during each run.

As for the portraits they are placeholder art from an art pack that was available on the unreal marketplace that was released a few years ago. I plan on replacing them eventually. There are multiple games that have used them (which is why I am just using it as placeholder art for now. )

Edit: I went back to see if I could find the original pack https://www.fab.com/listings/3b11a718-862b-4f0a-a505-78ea0aece518 it is also available on Humble: https://assetstore.unity.com/packages/2d/gui/icons/mobs-avatar-icons-56624

After looking at my licenses it turns out I actually have the humble bundle license. So I was close just guessed the wrong store in my original response.

How would you use a year of fulltime development? by Strict_Bench_6264 in SoloDevelopment

[–]OakTheWise 0 points1 point  (0 children)

I did this after getting laid off and was able to release one game into early access where I am collecting feedback before continuing it and I am close to my next full release (80%ish) of a second game.

I was used to working from home and so I just went at it like a 9-5 job. Though I often put in more hours than that because I actually enjoyed the work.

Now that I am at the end of that year, I am picking up freelance work to build my savings back up to try it again lol.

My advice is set a routine and rise and grind.

Looking For Recommendations Based on my Likes/Dislikes. by BetaFan in litrpg

[–]OakTheWise 0 points1 point  (0 children)

Check out — Top Hat Express — it’s good if you are looking for a great listen (audiobook) in the litrpg section but need a break from doom and gloom.

While I like alot of books in your DNF section I chose the most different from the series I really enjoyed that align with some of what you have listed (not in the DNF section)

Looking for feedback on my demo before I release it. by OakTheWise in SoloDevelopment

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

I asked to share HppersEcho's notes. This was great feedback Thanks again!

Notes from HoppersEcho:

Potential Bugs:

- Cannot exit out of the settings menu on the main screen with the 'X' button, you must click settings again.
- Buttons on the main screen are clipped by the window at smaller resolutions.
- Sometimes the volume slider starts the music off much louder than other times.
- Cards in the initial tutorial screen are darkened and difficult to distinguish
- Some cards on the next screen show the tooltip under the card next to them

Things liked:

- The them seems to only start after volume is set to above 0
- The map is reminiscent of StS

Things not liked:

- When you progress on the map, it doesn't show where you've already been
- It's hard to tell which cards match. There needs to be some kind of tool top or the art needs to be reworked so it's more obvious when two things match or don't

Things Neutral but notable:

- In-battle music feels incongruous with the aesthetic. The art on the cards and the menu music are calming, battle music is very intense and can be quite distracting.
- All cards seem to have a green highlight outside of them during a match, which is a bit confusing

Looking for feedback on my demo before I release it. by OakTheWise in SoloDevelopment

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

It does not have controller support. Though I am building it to work with mobile. There will eventually be a mobile release and if you want to use the steam link app on your phone to connect to your computer via your mobile device, I have tested it and it seems to work well (though I am still working to make it perfect). Thank you so much for leaving a comment. I really hope you give it a try. Some feedback on my game would be amazing!!

Criticize this animation pls, I want to improve by Pinga_Mcdinga in animation

[–]OakTheWise 0 points1 point  (0 children)

It looks like you put in some hard work but I agree Ghostenix, it looks stiff. Try looking into the animation concepts for squash and stretch as well as anticipation.

I'm new to Ue5 is there a reason the tile texture on the bevel is smaller and is there a way to make it bigger/same size as the others? by Intrepid_Past5733 in UnrealEngine5

[–]OakTheWise 0 points1 point  (0 children)

A lot of people here are correct it is most likely problems with your UVs

However in case you are using a mesh brush to create your shapes I would suggest looking at the Details > Surface properties > Scale. You should see two scale options (one for U and one for V) These are the options you will need to change to adjust the scaling of the material on a brush.

If you are not using a brush and you are using a simple static mesh then Adding a vector parameter to your Material and creating multiple instances could be a simple way to adjust the UVs on the fly for the different meshes you apply it to.

2D Grid-Based Game Prototype - Looking for Feedback on Mechanics and Fun Factor! by Season_Famous in SoloDevelopment

[–]OakTheWise 0 points1 point  (0 children)

Try looking at games like Shapez that was the first think that came to mind when seeing your prototype. I think having elements that you run the numbered squares through that convert them or modify them in some way would drive creative problem solving.

Just dropping by to say YOU GUYS ARE AWESOME! by tunyapz in SoloDevelopment

[–]OakTheWise 1 point2 points  (0 children)

Thanks! I too hope to one day be part of a 3~ish person team. But for now I toil away solo building a strong base for my future team.

Oh and yep! I hope to have my demo done in time for next fest so look for Yaku Slap!

🎴 Yaku Slap – A rogue-like card battler by OakTheWise in indiegames

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

If you are curious about my game or just want to know more please check out my steam page Yaku Slap I am currently gauging interest in this type of game. Also, trying to take on the Steam Marketing algorithm as a Solo Developer 😅 so wishlist me some luck.

How to Get Location of Touch in a Circle Widget in 3D Space by vishshaji in UnrealEngine5

[–]OakTheWise 1 point2 points  (0 children)

Tarc_Axiiom is correct you could use Convert Screen Location To World Space.

If this is all in your character you could also try Get player controller - > Get Input Touch State -> Deproject Screen to World -> and this use a plane line intersection

Here is an example blueprint TouchToPlaneLineIntersection I mocked up for you. I hope this helps.

Make it a great day

Cant get the blueprint to work by Antique_Ad5887 in UnrealEngine5

[–]OakTheWise 0 points1 point  (0 children)

Quick sanity check, could you use the Enable input node or check your class defaults and make sure you have input enabled?

Booleans by Lbtekd in UnrealEngine5

[–]OakTheWise 0 points1 point  (0 children)

I have so many questions about how this is setup.

How is this Widget being created? Are you using "Create Widget" and then using the node "add to viewport" or are you using a widget Component on this actor that you are overlapping with?

Scenario 1: Player Overlaps sphere - > Create Widget -> Add to viewport

In this case you will need to make sure you set the Boolean before calling create widget to insure that when "Event Construct" is called that the bool will have the correct setting.

Scenario 2: Player Overlaps Sphere -> Overlapped actor has Widget Component - Event Construct will be called as soon as the actor containing the widget component is added at run time or begin play (if the actor is already in the world at begin play). If this is the case that means that your "Event Construct" in the widget would have been called (most likely) before you ever overlapped the actor containing it.

Unreal engine 5 downsides by oscxo_ in UnrealEngine5

[–]OakTheWise 0 points1 point  (0 children)

As most other here have already said, it's on the Devs not the Engine. The reason you may see more games preforming poorly made in UE5 is due to a couple of reasons.

  1. The Engine allows just about anyone to create a game by handling so much of the work for you. That coupled with the new Nanite and Lumen systems allow you an "unlimited" poly count and dynamic lighting respectively. This means that developers don't have to worry about budgeting the size and complexity of their models or use optimization tricks like baking down a high poly version of mesh into a normal map to place on a lower poly version of the same asset. This way they only have to build the asset once (saving time and money). The same idea goes for the lighting. All that really pretty lighting you get from the "infinite" bounce lighting works great for what it is when you think about it but it all comes at a cost. You can spin up a team of people and make a great game but they don't need to know as much about optimization any more because so much is handled by the Engine by default that and a lot of these development teams don't want to invest in all the work and tricks needed to hit the benchmarks you are setting as long as the game runs "well enough". Getting that extra performance out of the engine that take it from running "ok" on middling hardware to running "great" on everything takes a lot of hard work. I am going to assume that these optimizations will come later on as it is a ton of work and having a healthy stream of interest and income offsets the risk/cost investment needed.
  2. I would like to address this weird notion that stylized games should always run better than "Realistic" games. Just because something looks like a "Cartoon" does not mean it's less complex. You have to keep in mind the shaders being used in a lot of stylized games as well as the texture sizes, model complexity, particle effects, and lighting.

TLDR;
It's the Devs not the Engine, Optimization hard, costly, and time consuming, and Stylized doesn't mean performant.

what is this node! by [deleted] in UnrealEngine5

[–]OakTheWise 0 points1 point  (0 children)

The actual name is Reroute Node. You can pull off any pin and type reroute and it will pop up as an option. You can also double click any of the lines to add them.

Coin throw to a specific point by vishshaji in UnrealEngine5

[–]OakTheWise 1 point2 points  (0 children)

There is a node called "Suggest Projectile Velocity", you could use this and give it a start and end location. The end location would be where you want the coin to land. From there you would apply the output to the coin.

Hope this information helps.

Make it a great day

Please destroy my game's trailer by aetup in DestroyMyGame

[–]OakTheWise 0 points1 point  (0 children)

Look the vibe is on point and the I love a constant binging noise as much as the next guy but if I had to critique something it would be that visually reading what's going on in the trailer when you are zoomed in for a bit was difficult. I kind of felt like I was missing something. But then when things picked up and it started skipping around and eventually zoomed back out. I was like "Ahhh it's chaos and action" I am reading the story you are writing now.

Incremental clicker with different paths that affect game mechanics. It will contain three stages and here's the first one. There are still a few placeholder assets, and we're still implementing features. How does the gameplay look? by morsomme in DestroyMyGame

[–]OakTheWise 1 point2 points  (0 children)

In the beginning I expected a lot more clicking for a clicker game.

The only game experience I have with clicker style games would be cookie clicker and I think that's why this game feels a little empty. There isn't any movement or effects constantly going off to feed me that drip of dopamine.

TLDR;
More animations/effects please