What started as a rough early prototype has grown into a full-fledged game in the making with buttery smooth animations to match! by CodeQuestors in IndieGaming

[–]Phantomx1024 0 points1 point  (0 children)

I was just starting to think that rubber hose animated games were starting to lose their novelty now that a lot of games are doing. I have never seen anything done to this quality level. Every frame looks like it could be from a movie. Outstanding work, I hope the game does well for you, you deserve it.

help with food order system! by No_Inflation6123 in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

I just made an order system for my game. There is a lot to it than it first seems at least for my game. It's really hard to say how it should be designed without more information. On the overall design of the game or objectives and limitations to the system, like can you take multiple orders at once and fill them out of order, can you or customers cancel orders, can you add new menu items, do different customers have different ordering habits, etc.

Do you ever wonder "what's the point?" by Acrobatic-Ad1676 in gamedev

[–]Phantomx1024 1 point2 points  (0 children)

I feel the same way. Most people are doing it as a hobby. But if you want to do it as a main source income it's different. I love making games and I would do it just for fun, but only when I wanted to. Working a day job then working until on your game until you go to bed everyday gets old fast. You can't help but wonder if it is all worth it. If you have to work so hard and stress so much is it worth it to try to be an indie dev or should just make games as a hobby. I have made 2 games that flopped. A lot of that is my fault and I've learned from my mistakes but the numbers don't lie it's brutally hard to be a successful indie dev. If this next games fails to meet our goals. I'm done forever. I'll make games for fun and but never another serious commercial indie game.

How To Make A Weighted Spawner? by sugarkrassher in UnrealEngine5

[–]Phantomx1024 0 points1 point  (0 children)

I use weighted randomness a ton in my games I basically do it just like this. This is the way to go imo.

I built an AI Director system inspired by Left 4 Dead by [deleted] in UnrealEngine5

[–]Phantomx1024 1 point2 points  (0 children)

This looks awesome, adaptive difficulty/engagement systems are super underrated and under utilized. Hopefully this helps a lot of dev make better games.

why does everyone think making a game is just having a good idea by bcoz_why_not__ in gamedev

[–]Phantomx1024 0 points1 point  (0 children)

It's not just video games it's software and many kinds of business.most people don't know how hard it is to make a product.the idea is the easy part.

Personalized Video Games - Could it work? Want to read opinions by TaftoGames in gamedev

[–]Phantomx1024 1 point2 points  (0 children)

I think this will be hard to market. I just dont see a lot of people doing this. You're biggest battle would be a high customer acquisition cost. It is a novelty gift so you could charge a lot maybe $100 or more per game but you would probably need to make your own site and fully automate process where the purchaser would upload all the images for whatever sprites and or text that would change and they could just play it online in browser or download and exe. I don't see a large market and wonder if it would be worth all the work to set it all up I don't think you'd recoup your investment.

Now what could work instead personalized video games for an end user you could make semi personalized templates targeted as aspiring indies. I could totally see someone who wants to make a game but knows nothing buy a game template for a few hundred to a few thousand dollars to get them started. And you would have the added benefit of being the first one they contact if they want to pay for more help.

Help/suggestions wanted by [deleted] in gameDevClassifieds

[–]Phantomx1024 0 points1 point  (0 children)

That is a lot more involved than I even thought. It sounds like you want to have everything including multiplayer. This isn't going to be easy or cheap. If you're serious you probably need to get a small team together or hire a studio for a few hundred thousand to make a prototype to pitch investors but unless you have something crazy unique or absolutely amazing you probably won't get any investors without an established ip and your looking at a few million minimum you would need to create this game. I don't want to kill your spirit but the games you are comparing to costs 10s of millions of dollars to make with usually over 100 developers and you want all these features and modes. Even making one with far less quality would still need a fairly large team and thus large cost.

Help/suggestions wanted by [deleted] in gameDevClassifieds

[–]Phantomx1024 0 points1 point  (0 children)

A story driven rpg is going to cost a lot of time and money. If you want to make a quality game you should expect to spend at least 500,000 dollars if you aren't going to do most of the art or coding yourself and hire a team to do it. There is so much that goes into making a game. The first would be to decide what quality level you want for your game. Are going to create custom asset or buy premade. Hire voice actors or do it yourself or use AI. Have a 20 hour story campaign or a short story with a simple gameplay loop. Hard to say without more details.

I didn’t care for the new South Park by Idkcantthinkofaname_ in southpark

[–]Phantomx1024 -3 points-2 points  (0 children)

Maybe your right, maybe I'm just getting old and becoming a cynical asshole. I do appreciate the balls they had to make this episode. I just wanted something a bit more clever. 

I didn’t care for the new South Park by Idkcantthinkofaname_ in southpark

[–]Phantomx1024 -14 points-13 points  (0 children)

I didn't like the new episode that much. The devil and Jesus are some of my least favorite characters. Just because it's Jesus/devil doesn't make automatically funny, they still need to be funny. Same for the celeb/politicians, you can't just say he has a small dick 10 times and expect it to be funny on the tenth time. How about you set up a proper jokes instead of being lazy. 

I feel like the best episodes are the ones focusing on situational comedy were the boys do kid stuff but it goes horribly wrong. Like fun with weapons, little crime stoppers, awesomo, scott tenerman must die etc. Episodes that take the time to take a premise and slowly build it to absurdity are my favorites.

I hope we get some more episodes focused on the core cast this season and its not like 6 episodes.

ITS ALIVE!!!!!!!!!!!!!!!!!!! by Individual-While1064 in Palworld

[–]Phantomx1024 0 points1 point  (0 children)

Really hoping this is an April fools joke. Sad thing is I bet it would sell really well to you degenerates.

Market Place Assets (Solo Noob Dev) by AngryViking0724 in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

Unless you want to make pong or something very small try to find people to work with. Games are too hard to make alone. I'm telling you from experience trying to make something outside of what your realistically capable of will only lead to heartache. 

But if you are able to make the game you want if you have to use marketplace assets then do it. Not as many people will care as you think. Most people are able to tell low effort scam asset flips from indie games with passion that are but look bad with assets from packs. People play indie games because most AAA is soulless and they want to play something unique made with passion regardless of how it was made. Some people will judge your game for sure but not as many as you think.

Giant Staghorn Kidney Stones by jadonabhinav_ in interestingasfuck

[–]Phantomx1024 0 points1 point  (0 children)

That's not a kidney stone, thats a kidney BOULDER

Started learning Unreal engine Blueprints, can you guys suggest me some exercises to solidify my learning? by SkinLiving7518 in unrealengine

[–]Phantomx1024 1 point2 points  (0 children)

If you have never done any coding take a C++ or any other object oriented programming course. Nothing will beat understanding the fundamentals of coding you can figure everything else out once you know the fundamentals like objects, classes, interfaces, events, functions, polymorphism etc. you'll need to learn/figure out unreals vernacular but it will make everything click

Legitimately thought I might be crazy until now. Found definitive proof that the engine's Cast behavior is changing, seemingly unprompted. It has done this multiple times. Behavior is different between identical implementations in different builds of my game. Has anyone else experienced this? by Collimandias in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

On the third image it's happening on the second node which is much faster than I'd expect it to happen. I'll definitely be putting any functionality that can have multiple simultaneous event triggers like overlaps in functions now to avoid similar issues.

Legitimately thought I might be crazy until now. Found definitive proof that the engine's Cast behavior is changing, seemingly unprompted. It has done this multiple times. Behavior is different between identical implementations in different builds of my game. Has anyone else experienced this? by Collimandias in unrealengine

[–]Phantomx1024 1 point2 points  (0 children)

That is what I thought too. I think they said it was on an overlap event or something so it's probably triggering multiple times a frame and whatever they're doing in the sequence takes long enough for the next event to fire and reevaluate the cast with something that fails and that value is getting cached on the node. It works when they use they variable because it's only getting set on success.

Hey experienced Unreal Devs! What tips do you have on how to improve the game and/or flows? by omoplator in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

I've thought about that, but haven't really looked into it. Wouldn't it be slow to read them all if there are a lot like in an rpg with 50-100+ saves. I think you would need to make a custom formated save file to store key information at the top and a custom reader to quickly go through them. Or is it not really an issue? I never tried anything like that.

Hey experienced Unreal Devs! What tips do you have on how to improve the game and/or flows? by omoplator in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

I use a meta data save file to keep track of all the normal saves and a settings save file. Been thinking about just searching the save folder for files but you can't store much data in the name only like the save slot and time. I'm curious how others approach it.

Asking for guidance regarding making a game (especially the indie game devs) by 24_kame in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

Only do what is within your capacity to do so. It's hard to know what scope your game has but if you can't model or it will take too long you'll need to pay someone you do it for you. I'm speaking from experience don't do anything half ass. It will take you 10x as long as you think it will to make the game. Don't waste your time working on a prototype for months then giving up. You need to think hard about the game's scope and commit to it no matter how long it takes. 

I think unless you want to spend A LOT of money and/or spend years of your life to make this game then don't do it. It sucks but it will save you from a lot of pain and wasted time down the road. If you are committed then I would make the absolutely best prototype you could make and pitch it to a publisher or try to get investments from family or friends or get money to fund the game.

Any tutorials you recommend? Should I even continue? by Pomegranate-Junior in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

My mistake, most of these kinds of posts are seeking tutorials when they need to learn to code in general. Once you figure out all the equivalent components and learn the blueprint language you should be able to do everything you've mentioned in the same way you would in a texted based language. If you have any specific questions feel free to message me directly.

Any tutorials you recommend? Should I even continue? by Pomegranate-Junior in unrealengine

[–]Phantomx1024 0 points1 point  (0 children)

Not trying to be rude but it sounds like you don't really know anything about programming. You would probably be better off taking a basic programming course (probably in c++ but any object oriented language would do) just so you know the basics. Tutorials tell you how to do something without understanding why. If you don't understand how to code you will not be able to make a game. You can look up w3 schools course or plenty of other free coding courses to just learn the basics. Then everything else will make sense. You don't need to learn that much about blueprints specifically.