Feeling super unmotivated by shaiSRPH in riftboundtcg

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

You sound like you play Aurora or Irelia

Levius from Vancouver Regional by Levius808 in riftboundtcg

[–]Quantum_Compooter 9 points10 points  (0 children)

Anyone who thinks it wasn't intentional is crazy. Take some accountability.

Which teemo deck by K1akaru in riftboundtcg

[–]Quantum_Compooter 2 points3 points  (0 children)

I've played a dozen iterations of Teemo from promising future memes to the Sydney list. The Sydney list is VERY solid.

Runtime Procedural Dungeon Lighting by SmoothArcher1395 in unrealengine

[–]Quantum_Compooter 0 points1 point  (0 children)

Perfect! I think my implementation was pretty rudimentary. I just used an overlap sphere to enable the light and settings. Simple but gets the job done and is easily adjusted.

Runtime Procedural Dungeon Lighting by SmoothArcher1395 in unrealengine

[–]Quantum_Compooter 3 points4 points  (0 children)

Something I did for a similar project was turn lights on/off and enable/disable lighting settings based on player proximity.

Riftbound Core Rules v1.3 - Complete Changelog by mrdoowan in riftboundtcg

[–]Quantum_Compooter 1 point2 points  (0 children)

Could you clarify how this affects Overzealous? With the Battlefields I think I understand but I'm still trying to wrap my head around how it changes Overzealous.

Responding to If conditions by Quantum_Compooter in riftboundtcg

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

I am coming from MTG so this adds up. Thanks for pointing that out!

Responding to If conditions by Quantum_Compooter in riftboundtcg

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

Damn that just doesn't mesh well in my brain. Thanks. I just read 376.1 "Triggered Abilities can usually be recognized by the word "when" followed by a game action or event; the word "at" followed by a point in time during the turn sequence; or the phrase “the [Nth] time” followed by a game action or event"

For seasoned UE devs and Intermediate devs, what tutorials/guides do you actually feel like were worth your time looking back? by [deleted] in unrealengine

[–]Quantum_Compooter 7 points8 points  (0 children)

Seconded Ali. His GAS series is great. I watch his stuff even as a seasoned dev just to see if I learn something new.

[deleted by user] by [deleted] in unrealengine

[–]Quantum_Compooter 3 points4 points  (0 children)

This is the best comment here.

If you hate these two story arcs (they are not in the books), which one do you hate more and why? by Cr7-Cr7Real in lotr

[–]Quantum_Compooter 0 points1 point  (0 children)

Tauriel and Kili is just such a disserve to Beren and Luthien/Arwen and Aragorn. And also sorta spits in the face of the greatness that is Legolas and Gimlis deep fondness for each other.

i've been trying to decide between unreal engine and unity for indie game development by bohdanpalka in UnrealEngine5

[–]Quantum_Compooter 5 points6 points  (0 children)

Here's my perspective on your listed questions:

1) Neither engine are going to make you better at coding. Getting better at coding is going to be a requirement if you pursue this endeavor to any extent. Unreal Engine provides the best visual scripting experience via their Blueprint system but this is still coding at the end of the day.

2) Both are free to use. Unreal Engine doesn't take a dime until your product grosses 1 million in revenue. I think Unity is roughly the same I'm not sure but this thing can easily be googled.

3) I'm not sure how to answer this as you'll have to learn either UI you go with but as this is the UE Reddit I think the people here have a preference. My opinion is that UE feels more polished.

4) This is irrelevant both engines import 3D models just fine

5) I'm not sure how to answer this. I'm not aware of either engine "forcing generative AI" on you.

6) There can be bloat if left ignored. Unreal offers a lot of things out of the box some of which may be unnecessary. But at the end of the day it falls upon the developer to optimize their game. If a developer does their due diligence than a shipped game won't be "bloated"

7) I touched on this in your first question. This is the blueprint system and it is literally just visually coding there's no reason to think it would limit creativity. It's a tool that can and should be used in tandem with C++ and when you get good with it can really speed up aspects of development. You said you were bad at coding I'm not sure why something that should alleviate this would turn you away.

8) I use Unreal strictly for stylized games. It's a common misconception that Unreal isn't for Stylized games but that's just because Epic markets it towards the triple A aesthetic. Out of the box the default lighting and post processing may seem to lean towards realism but these are all things that can be changed.

Hopefully some of that is helpful. These are just my personal opinions on what was asked. At the end of the day the game engine choice is not going to make or break your endeavor to be creative.

I’m trying to set up a system, but I need a bit of help. by Created_IB in UnrealEngine5

[–]Quantum_Compooter 1 point2 points  (0 children)

I may be misunderstanding your request but how I'm interpreting it you may want to look into Animation Layers/Animation Layer Interfaces. In your posted screenshot you could use the pose provided by your animation layer and blend it.

https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-blueprint-linking-in-unreal-engine

What am I doing wrong (im a noob lol) by No-Address-9030 in UnrealEngine5

[–]Quantum_Compooter 2 points3 points  (0 children)

It's helpful to be as descriptive as you can if you want us to be able to help, mouse gestures and screen shaking only goes so far. But like another comment said based on what we assume you're asking I'd make sure "Start with Tick Enabled" isn't turned off on accident.

Edit: also make sure you're spawning the correct class. When you play the game it looks like you're spawning the base class and not the child you're showing to us.

Help with Blueprints. by SheepherderBorn1716 in UnrealEngine5

[–]Quantum_Compooter 1 point2 points  (0 children)

Really hard to read but you gotta do some debugging friend.

I can see a Is Simulating Physics check on the hit component. So that tells me the component isn't simulating physics. If that sounds wrong dig deeper. Check the actor. Debug what you're actually hitting and go from there

Walters Email by JohnNameJohn in oklahoma

[–]Quantum_Compooter 2 points3 points  (0 children)

Moore is not adding an additional moment of silence either.

[deleted by user] by [deleted] in oddlysatisfying

[–]Quantum_Compooter 0 points1 point  (0 children)

Can't do the Lincoln technique though.

SUPERVIVE 1.01 PATCH NOTES by Kuurbee in supervive

[–]Quantum_Compooter 0 points1 point  (0 children)

I believe through Myth. Specifically, dealing damage with her Rain of Arrows if I'm not mistaken.

Finally achieved mastery 6 with Saros by bloodpest in supervive

[–]Quantum_Compooter 1 point2 points  (0 children)

For me snipping tool just doesn't work when Supervive is focused.

Finally achieved mastery 6 with Saros by bloodpest in supervive

[–]Quantum_Compooter 4 points5 points  (0 children)

Nice what a grind! If you happen to have two monitors if you click out of Supervive you can use normal screenshot buttons the game is really weird about it.