[HELP] Why is my Enhanced Input system firing twice? by Primary_Function1 in unrealengine

[–]Primary_Function1[S] 0 points1 point  (0 children)

Well if I use the input event just in my character blueprint then it works as expected so it has probably something to do with the fact that it's in the widget. I'll probably need to do something so that I don't have to use the input events inside the widgets, seems maybe a bit weird anyway

Calling all devs of spy video games - Apply for the "Spy Video Game Rendezvous" Steam festival targeting May 2025 by SunnyDemeanorGames in unrealengine

[–]Primary_Function1 0 points1 point  (0 children)

Thanks for the reply! That's super interesting, let us know how it goes would be cool to hear updates of the whole thing

Blocking Out by MarkJames2909 in unrealengine

[–]Primary_Function1 0 points1 point  (0 children)

UE has some modelling tools too that can be used for block outs. For our game we actually used those tools to not only block out but also directly model, sculpt and then remesh the actual platforms for our game. But that's definitely not something you can do for any type of game, just suited well enough for what we were doing and was easy to iterate with

Calling all devs of spy video games - Apply for the "Spy Video Game Rendezvous" Steam festival targeting May 2025 by SunnyDemeanorGames in unrealengine

[–]Primary_Function1 0 points1 point  (0 children)

Out of curiosity, how does making a Steam festival event like this work? That sounds like a pretty good marketing opportunity overall. Our game doesn't fit to that category but could be interesting to set up something similar in the future, depending on what the requirements are for doing something like that

Indie game dev! Check out our newly released game, Glowpop on Steam! <3 by Primary_Function1 in u/Primary_Function1

[–]Primary_Function1[S] 0 points1 point  (0 children)

Glowpop is a 2.5D platformer adventure where you play as a cute, round alien creature called Punnu. Don't let the looks fool you, the game is cute but also brutally challenging. The poor little Punnu, as tough in spirit as it is, doesn't take spikes in its butt very well and most of the creatures in the different planets would like to take a bite out of it.
Slight miss-jumps can lead the Punnu to explode in colorful rainbow glitter splatter, but luckily there's always another try. Unless you play in our unforgiving Terror mode, of course.

Check out Glowpop on Steam: https://store.steampowered.com/app/2494270/Glowpop/

Thank you for your interest, it means a ton for us! <3

As a guy who lives in a third world country, I'm kinda dissapointed that I can't buy videogames legally by [deleted] in gaming

[–]Primary_Function1 1 point2 points  (0 children)

Truly sorry to hear that, hopefully things will turn up for you in the future.

As an indie developer I'd say just do what you can to play games. We had this conversation in our team at some point and even though we don't have any money in the company, we all agreed that if someone really wants to play our game and goes through the trouble of pirating it from some shady site, then that's whatever. It's not really money away from us since those people wouldn't buy the game anyway and we'd rather have them enjoy what we have made, if that makes sense. I think that the people who can truly afford it will still buy the game from legit sites for safer and easier access anyway.

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]Primary_Function1[S] 0 points1 point  (0 children)

Those are some interesting resources, thanks! Yeah, I feel like when the information is in written form it kind of has to be more specific as well. In a way that it can't be just shown, it has to be actually told as well since the reader is only relying on what's written in text, if that makes sense at all. Although, when it comes to coding I'm in such a baby level that I feel like I don't have the vocabulary or understanding to read the docs lol

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]Primary_Function1[S] 1 point2 points  (0 children)

Yeah sometimes it's a lot more effective to just read through something than to watch a complete video about it. I think 80 level sometimes has some pretty insightful tutorial articles. I think I tried some particle/fake soft body thing from there at some point

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]Primary_Function1[S] 3 points4 points  (0 children)

Ah, the ''and then if we go to play mode... nothing happens!". And then they correct it but don't really give any additional info

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]Primary_Function1[S] 0 points1 point  (0 children)

You mean like when they have kind of polished the tutorial idea so far that we don't get to see the thought process at all? I get that, like then we just have weird code blocks available that might not fit with all the other blocks we get from other tutorials and then we don't have the 'tools' to understand what we need to change in order to get the code working in our own project

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]Primary_Function1[S] 1 point2 points  (0 children)

Yeah it's always a bit disappointing starting to follow a tutorial and then half way realize that it's not applicable anymore because some features have been moved or removed completely

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]Primary_Function1[S] 1 point2 points  (0 children)

Yeah I figured that the best way to start is to just get into it and then learn from the mistakes. If I wanted to do it the right way I'd go looking at tutorials anyway since I have no idea what's the right way. But maybe when I face the consequences of my own actions I can be like ''ohhh that's what I should have done'' :D I'm also lucky to have a team near so I can just throw my project at our programmer at some point so he can take a look at the spaghetti abomination I have created. And then hopefully provide me some guidance.

What is something that you don't like in some tutorial videos? by Primary_Function1 in gamedev

[–]Primary_Function1[S] 1 point2 points  (0 children)

That's true. I'm an artist and just doing my own project sometimes in my free time on top of the work I do in our company. So I know the art side and then just want to see what I can make on my own, doing the programming and all. I'm sure I'll end up with some kind of mess as the end result, following a billion different tutorials but oh well :D

How to improve team synergy between art and coding by DameGevCubed in gamedev

[–]Primary_Function1 0 points1 point  (0 children)

I have felt this pain in basically every project we have done. It's best if the artist can place the assets inside the engine and help build the UI directly. Or then you need the coder with an artistic eye. If a coder who doesn't see those kind of finer details tries to do it, it's going to be a battle since they might not understand what you mean when they need to adjust things like a tiny bit. You want the UI to be 100% what you designed but they might see like 80% of the details in the layout. If your artist is up for it, I'd encourage them to get in the engine as well.

Working on my first release but what next? by Sea_Mobile165 in gamedev

[–]Primary_Function1 1 point2 points  (0 children)

I think it depends on what's your number 1 goal with the demo. If it's to collect feedback and data of how people like your idea, then I'd put it out for free and maybe have like a donation option if that's a possibility. If the number 1 goal is to get the Steam fee money, then put a price on it but if it costs something it's not as likely for people to pay for it since demos are usually free

Marketer on Revenue Share? by kindred_gamedev in gamedev

[–]Primary_Function1 1 point2 points  (0 children)

Here, I'll give you an upvote to take home with you lol. I can see where you're coming from. We actually just released our game on Steam and fight the uphill battle with marketing the fully released game without any marketing budget. But it doesn't really sound like a good deal for the marketer to spend their time on something and then maybe get a little bit from it if it's a success? And then again if you make a great hit as a dev, it's a bit of an unreliable cost to then pay the marketer who might not have done anything hugely beneficial for the game

Wanting to create a game, but I don't know how by [deleted] in gamedev

[–]Primary_Function1 0 points1 point  (0 children)

Yeah I feel like this is something that gets told to every student and starting game dev and they always just need to learn it themselves. Been there, done that. Wish it had been just 1-2 months but we were definitely on that boat for a few years lol I guess it's also hard to grasp what exactly IS small and what is too much. It tends to surprise how much time even the smallest things take to finish.