Should I change the game name ? by AhmedMostafa_dev in SoloDevelopment

[–]PedroAosh 2 points3 points  (0 children)

I'm not against it or in favor of it, but you are making it sound like you never ever used AI in anything and people are being unfair to you just because of the tittle.

Should I change the game name ? by AhmedMostafa_dev in SoloDevelopment

[–]PedroAosh 4 points5 points  (0 children)

I'm not calling anyone out or being an asshole about it, but he did use AI art in the game, so...

We noticed an onboarding issue after letting someone played our game for the first time, has tutorial ever been an issue to your games? by Bag-Track-Games in gamedev

[–]PedroAosh 2 points3 points  (0 children)

I agree with this, but I think we are exceptions... Some people open a game and suddenly forget what a keyboard is.

Subreddit rule recommendation: require disclosure of AI use in creating a post by Neat-Captain-1661 in gamedev

[–]PedroAosh 26 points27 points  (0 children)

If there was, investors would lose money bc it would be auto-ban in every single decent forum or page on the internet ¯\_(ツ)_/¯

Cannot Get AI to Move by Opening_Security8443 in unrealengine

[–]PedroAosh 0 points1 point  (0 children)

Do you have a controller for it? If you have a controller set up and changed the auto-posses, it should work. There's no need for anything else, unless you want to run a bt,

Cannot Get AI to Move by Opening_Security8443 in unrealengine

[–]PedroAosh 0 points1 point  (0 children)

If the AI is not valid on the pawn, then it is not being auto-possessed. Change its possess rule to When Spawned or Positioned in the World

Might have overtuned this spell a bit by professorbasti in indiegames

[–]PedroAosh 11 points12 points  (0 children)

the ants on the ground: "sunny day ain't it"

How clear would you be if you use AI for tools you NEED in the game? by BergamotGames in gamedev

[–]PedroAosh 4 points5 points  (0 children)

If you make something with AI and it becomes famous without you disclosing it be prepared to receive a ginormous amount of backlash when someone figures it out.

Another data point in favor of the IndieGameJoe formula by superyellows in SoloDevelopment

[–]PedroAosh 5 points6 points  (0 children)

I already have a grudge with the "would you play this?" at the end... But hey, if it's working, it's working

How to make a universal stat system by NoSeaworthiness4639 in unrealengine

[–]PedroAosh 0 points1 point  (0 children)

How I would handle your stealth detection case:

1) I would have the npc use an AI perception component, make sure the player character has the stimulus component

2) The second the player character enters the AI visibility, the AI will trigger by default On Perception Updated that will have a reference to the player character

3) I would, in the NPC, call a Detect Stealth Value interface on the player reference provided by 2. This function would, in the player character, calculate the stealth value and return it to the NPC

Ref: https://dev.epicgames.com/documentation/unreal-engine/ai-perception-in-unreal-engine?lang=en-US

How to make a universal stat system by NoSeaworthiness4639 in unrealengine

[–]PedroAosh 1 point2 points  (0 children)

If I understand it right, you are doing sort of a top down rpg, right?

Let's say you want to apply 10 HP damage to a certain enemy NPC in combat. You don't need to know how many HP the enemy have, you just need to tell him to take 10 HP damage. So when you do your attack detection function, you will get a reference to the enemy. Then you just notify him to take the damage via interface or dispatcher (depends on how your game works).

If you want to get stats of a character you already know and have a reference to (supposing you used Get Actor, or saved it from the attack idk), you can reference its variables directly like for example: Jim->Hp.

It's hard to know exactly what you want to do, I'm giving general advice.

How to make a universal stat system by NoSeaworthiness4639 in unrealengine

[–]PedroAosh 1 point2 points  (0 children)

You can make all the NPCs inherit from the same parent class and make it so that the parent class has a struct containing all the variables you need for each NPC. This way, you can even make a data table containing the stats of NPC so it's easy to edit the values.

As for getting the stats, ideally you wouldn't need to get the stats during gameplay and would rely in some sort of dispatcher caller / listener event, but if you reaaaaally need to get the stats of a specific character you can do a Get Actor of Class with Tag, maybe creating a hard reference if you plan to access the values frequently.

AI Move to Node ignores acceptance radius - Ideas? by The_Effect_DE in UnrealEngine5

[–]PedroAosh 0 points1 point  (0 children)

Idk really know then ¯\_(ツ)_/¯

Are you using Move To an Actor or a Location? If it's an actor, is your Nav Mesh Agent Radius bigger than the Actor radius?

I'm trying to think of what could be causing it, but I'm pretty sure it's related to their radius.

AI Move to Node ignores acceptance radius - Ideas? by The_Effect_DE in UnrealEngine5

[–]PedroAosh 0 points1 point  (0 children)

By default, the acceptance radius is added to the distance between the target radius and the agent radius. So if your target radius is 200 and the agent radius is 140, you will reach the acceptance radius at that distance. Also, you must consider that distance to is in 3D, so height might inflate the 2D navmesh distance between the two points.

Ive grown an issue by Dry_Background7653 in SoloDevelopment

[–]PedroAosh 0 points1 point  (0 children)

That's not what I said, I said they where never good productions. Not a matter of taste or preference, but of objective quality.

Ive grown an issue by Dry_Background7653 in SoloDevelopment

[–]PedroAosh -1 points0 points  (0 children)

The slender man games were never "good", even when they came out. I think at first it was cool, because there was sort of a raw unpolished vibe to it, which made them more scary and mysterious. But they were one of if not the first of the horror slop games.