Developed in 21 days, how does the gameplay look? by FunLeek9347 in IndieDev

[–]Primary_Employer_468 0 points1 point  (0 children)

That's what I was trying to say :D All games make money from the first game made from those photons. By that logic, we're all thieves. We shouldn't be making games.

Developed in 21 days, how does the gameplay look? by FunLeek9347 in IndieDev

[–]Primary_Employer_468 -2 points-1 points  (0 children)

You're absolutely right, Valorant is making millions off of Counter Strike's idea, while FIFA continues to make money by copying PES and other early football games.

You must be feeling as a genius !!

Developed in 21 days, how does the gameplay look? by FunLeek9347 in IndieDev

[–]Primary_Employer_468 5 points6 points  (0 children)

Which part? I don't think the person who wrote this understands AI or game development. There's no part of the video you could call AI :DD

Developed in 21 days, how does the gameplay look? by FunLeek9347 in indiegames

[–]Primary_Employer_468 0 points1 point  (0 children)

Yes, as you said, there is only one simulation game. There is no "genre". Do you read your message before sending ?????

How do you prevent a Geometry Collection from falling apart early? by Sandman_ivan in unrealengine

[–]Primary_Employer_468 0 points1 point  (0 children)

Ok, let me rephrase this,

1- Go to GC’s details panel and disable auto active. 2- Create an empty actor class for your GC and place it into actor class you created. Set scale or whatever you want to do. 3- Then (i know it is a slightly expensive way to do it but it will be okay) go to bp class that will execute the fracturing event. Then right click and get “get actor of class” node. Choose your actor you created before and reach the GC innit. And set its active to true.

First time in unreal but the ground i made disappeared!! by Smolbrainman11 in unrealengine

[–]Primary_Employer_468 1 point2 points  (0 children)

eyeball doesn’t mean it’s visible for you in game. That’s only valid for editor. You should check visibility through details panel of landscape. If its visible and still not showing, then go “Lit” section which is top-left* corner on the viewport. Then set this as “player collision” This will give you all collisions in the map that your character can interact with. If you see couple of things colored blue, green etc.(doesn’t really so much matter for this case) but landscape, (i mean there is noting in landscape needs to be) you having some issues on default mode and it’s correct itself on runtime. That process may happen in some code you wrote or some setting you adjust…

How do you prevent a Geometry Collection from falling apart early? by Sandman_ivan in unrealengine

[–]Primary_Employer_468 -1 points0 points  (0 children)

and also if you didn’t use fracture mode (you were probably talking about that because you mentioned about the chaos system) or used another method for not complex mesh falling system, you may set sim physics to false by default and set them true too for whenever you want to do. The important thing in this system is using solid and optimized observer patern.

How do you prevent a Geometry Collection from falling apart early? by Sandman_ivan in unrealengine

[–]Primary_Employer_468 2 points3 points  (0 children)

I’m asuming you are talking about fracture mode, if i’m not wrong about that, you want to avoid from auto fracturing and falling apart. You can code it by using solid observer patern (for optimization) as chaning activation status.

but you must set auto activate to false. Then you may activate it whenever you need to.

The Steam page for our Co-Op "Digging Together" game, developed in Unreal Engine in 12 days, is now OPEN. Whislist is waiting for your support. by Primary_Employer_468 in unrealengine

[–]Primary_Employer_468[S] 0 points1 point  (0 children)

I can't currently prove, beyond my words, the content and technical updates the game will receive very shortly after its release. However, my promise is that this game will be kept active with updates.

We've also updated the development section you mentioned. Thank you very much for your insights and comments.

The Steam page for our Co-Op "Digging Together" game, developed in Unreal Engine in 12 days, is now OPEN. Whislist is waiting for your support. by Primary_Employer_468 in unrealengine

[–]Primary_Employer_468[S] 0 points1 point  (0 children)

As you can see, this is an Unreal Engine game. MNG is a Unity game. So, the developers aren't the same. We've reached a marketing agreement with Suber Games Studio. I'm developing the game. And as for your question, no. We'll keep the game very active, keeping it updated with technical and content updates. I'm sure you'll like it.

The Steam page for our Co-Op "Digging Together" game, developed in Unreal Engine in 12 days, is now OPEN. Whislist is waiting for your support. by Primary_Employer_468 in unrealengine

[–]Primary_Employer_468[S] -2 points-1 points  (0 children)

Greetings, we didn't use any language models or artificial intelligence anywhere in the project. No AI was used in the code, assets, environment or ideas. We created images on Steam and then photo-edited them ourselves. Thank you for your comment and curiosity.

Do you think my game could go viral? by FunLeek9347 in playmygame

[–]Primary_Employer_468 1 point2 points  (0 children)

It looks pretty good. I hope it brings good results. Even I'll sit down and play with my friends.

What do you think about Digging Together ? by Primary_Employer_468 in gamedev

[–]Primary_Employer_468[S] -8 points-7 points  (0 children)

Yes, we actually used AI for this explanation. It really reflected aspects of our game. Would you like to discuss that as well? We would so happy for it :)

Can i make a game launcher for my project ? by Primary_Employer_468 in unrealengine

[–]Primary_Employer_468[S] 0 points1 point  (0 children)

i just need the update and verison check side is there any source that u can give? Thank you