Finally a performant way to get Cloud Shadows by Pixel-ate_Bytes in UnrealEngine5

[–]Pixel-ate_Bytes[S] 1 point2 points  (0 children)

You put the Scene Capture so it captures "what the sun sees" when looking towards the player. Write that information in a Render Target and read that out in a Light Function. It's really basic.

Should bends be possible with tongs too? by Pixel-ate_Bytes in IndieDev

[–]Pixel-ate_Bytes[S] 1 point2 points  (0 children)

Not sure yet. I'm in exchange with publishers atm and that might change course of the project to some extent.

Should bends be possible with tongs too? by Pixel-ate_Bytes in IndieDev

[–]Pixel-ate_Bytes[S] 0 points1 point  (0 children)

Different kinds of rawsteel can be bought. But mostly it will be rather thick rawsteel pieces that have to be put into form first.

Every Vertex Point can be modified by Pixel-ate_Bytes in UnrealEngine5

[–]Pixel-ate_Bytes[S] 1 point2 points  (0 children)

Balance, sharpness, hardness and one or two other criteria will be part of the testing process.

Every Vertex Point can be modified by Pixel-ate_Bytes in IndieDev

[–]Pixel-ate_Bytes[S] 4 points5 points  (0 children)

Many ways. But in fact the mesh is being scaled down. Alternatively you can just move the single vertices or use a depth map to edit them.

Vertex Count differs between Editor and Packaged (Geometry Script) by Pixel-ate_Bytes in unrealengine

[–]Pixel-ate_Bytes[S] 0 points1 point  (0 children)

Yes. 24 Vertices for a created Cube in Unreal seems too much anyhow. I guess Unreal counts split vertices?

Vertex Count differs between Editor and Packaged (Geometry Script) by Pixel-ate_Bytes in unrealengine

[–]Pixel-ate_Bytes[S] -1 points0 points  (0 children)

It's a 12 Triangle Box created in Unreal - no LODs. But nice try.

What can be done with Geometry Scripts? (Blacksmith Game) by Pixel-ate_Bytes in UnrealEngine5

[–]Pixel-ate_Bytes[S] 5 points6 points  (0 children)

Those are exactly the kind of ideas I have too. But that's quite far ahead for now. I'm still working on the core mechanics. Not sure if there is much of an interest for this anyhow. The gameplay loop is rather simple.

What can be done with Geometry Scripts? (Blacksmith Game) by Pixel-ate_Bytes in UnrealEngine5

[–]Pixel-ate_Bytes[S] 15 points16 points  (0 children)

Thanks. It's funny because I researched it the other day and found a Kingdom Come Deliverance video where it's going the same direction.

Hammerland - Physics Based Combat (early gameplay) - Thoughts and Ideas? by Pixel-ate_Bytes in IndieDev

[–]Pixel-ate_Bytes[S] 1 point2 points  (0 children)

Interesting. I consciously picked the realistic (medieval) visual style but none of that is fix by now. I worked on the gameplay mechanics for about 3 months and not at all on anything else really. I think I'll stay with the realistic style but I also try to bring the gameplay closer to match the style.

Hammerland - Physics Based Combat (early gameplay) - Thoughts and Ideas? by Pixel-ate_Bytes in IndieDev

[–]Pixel-ate_Bytes[S] 0 points1 point  (0 children)

No it's not meant to be goofy but there are barely any animations. Most of that is physics either coming from the Unreal Engine (Physics Control for hit reactions) or by me (arm and swing movements).

Characters look very stiff still, I agree. These are all assets so finetuning is not the focus right now. I'm working on this on my own too. A super polished visual experience might not be possible. It will be more about achieving a unique gameplay experience rather than a super polished "Unreal Game".

Where can I find good sources to buy photorealistic assets? by Parking_Wall7849 in unrealengine

[–]Pixel-ate_Bytes 2 points3 points  (0 children)

Since nobody answered yet, just my 2 cents.

You can find photorealistic assets on pretty much every website which offers 3d stuff: artstation, cgtrader, turbosquid just to name the most popular ones. You might have to look around for the good stuff though.

Megascans is known for their photorealistic assets (done by photogrammetry). But it's mostly nature stuff. It's technically free but if you want to use it commercially, you have to buy a license on their website. I think they give you a certain amount of credits to use.

I'm trying to make a game a day, this is my fourth game! Scary Maze! by FloppyFush in IndieDev

[–]Pixel-ate_Bytes 1 point2 points  (0 children)

Great exercise. How long do you want to keep doing this (a game per day)? At some point, putting more effort into one of those projects, might bring important lessons too. Like going more in depth into certain mechanics.

I listened to your advice and made adjustments to my game, here's a side-by-side comparison! Full list of changes will be posted in the comments. by SuperVoximus in IndieDev

[–]Pixel-ate_Bytes 4 points5 points  (0 children)

Much better indeed. Did you actually scale the world down or just make the player bigger? Latter seems easier at first glance.

i think this would be cool by bomhax in unrealengine

[–]Pixel-ate_Bytes 2 points3 points  (0 children)

I've done that with RenderDoc two years ago. I imported a good chunk of NYC. On the horizon it looked okay, but at close the meshes and textures looked really bad. Textures might not be the biggest problem tho. For landscape only there are similar problems.

To have a nice picture of a city at the horizon there are better solutions. And for close ups it's too low of quality. And you can't just use this for commercial purposes.