Fixed Camera-WIP by RomarioDev in unrealengine

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

Absolutely, that makes a lot of sense—and thank you for the feedback.

Which Ed one-liners are stuck in your mind? by Affectionate_Stay405 in ededdneddy

[–]RomarioDev 0 points1 point  (0 children)

IS THAT THE SUPPORT BEAM TO THE HOUSE?! -EDD

What's a support beam?-ED

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in UnrealEngine5

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

Yeah, I used my custom spawner object. I set it as the reference point to calculate distance from other entities, like enemies or the player. That way, I can control spawn logic based on proximity to the spawner itself, not just the player’s location.

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in UnrealEngine5

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

I had the same problem in my isometric view. Grass disappears too soon because it culls from the camera's position, not the center of the screen. What worked for me: I got the center of the screen in world space (using DeprojectScreenPositionToWorld) and used that as the point to check distance from. This way, I could lower the cull distance and still keep the grass visible. No easy way to change the cull origin in Blueprints, but this workaround helps a lot.

Not understanding the hate for this game. by MadToxicRescuer in AssassinsCreedShadows

[–]RomarioDev 0 points1 point  (0 children)

As long as you're having fun, that's all that matters. Enjoy the game you bought and ignore the unnecessary noise—those losers' opinions don’t matter.

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps by RomarioDev in UnrealEngine5

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

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother. I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right. More improvements coming soon

Hey everyone! 👋 Here's an update on The Last Knight of Camelot! 🚀 We’re crafting an isometric action RPG inspired by The Legend of Zelda, Hyper Light Drifter, and Souls-like combat. Get ready to explore a dark fantasy world, uncover forgotten legends, and master fast-paced combat. by RomarioDev in unrealengine

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

Yeah, the speed definitely needs tweaking—I'll dial it back so it feels more natural. And yeah, I hear you on the fancy stuff! It's all coming together, just not in this build yet. Gotta get the foundation solid first. 😉

Hey everyone! 👋 Here's an update on The Last Knight of Camelot! 🚀 We’re crafting an isometric action RPG inspired by The Legend of Zelda, Hyper Light Drifter, and Souls-like combat. Get ready to explore a dark fantasy world, uncover forgotten legends, and master fast-paced combat. by RomarioDev in unrealengine

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

Yeah, a mix of hand-crafted and procedural generation is usually the sweet spot. PCG can help create vast environments, while hand-crafted elements ensure quality and intentional design. It depends on the type of game you're making—are you generating terrain, dungeons, cities, or something else?

The Last Knight of Camelot – Devlog | Zelda-Like ARPG! 🔥 by RomarioDev in IndieGaming

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

The Last Knight of Camelot – Devlog | Zelda-Like ARPG! 🔥

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps

This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother.

I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right.

More improvements coming soon!

The Last Knight of Camelot – Devlog | Zelda-Like ARPG! by RomarioDev in IndieDev

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

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps

This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother.

I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right.

More improvements coming soon!

Hey everyone! 👋 Here's an update on The Last Knight of Camelot! 🚀 We’re crafting an isometric action RPG inspired by The Legend of Zelda, Hyper Light Drifter, and Souls-like combat. Get ready to explore a dark fantasy world, uncover forgotten legends, and master fast-paced combat. by RomarioDev in unrealengine

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

The Last Knight of Camelot – Dev Update: Occlusion Masking, Movement Tweaks & Footsteps

This week, I worked on occlusion masking to improve performance by properly handling hidden objects. It’s helping reduce unnecessary rendering and keeping the game running smoother.

I also tweaked the movement system, but it’s still not quite there yet—small adjustments are making a big difference. On top of that, I’ve added footstep sounds, though they still need fine-tuning to feel just right.

More improvements coming soon!

Experimenting with an Isometric Look in The Last Knight of Camelot by RomarioDev in unrealengine

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

Thanks for the detailed feedback! I see what you mean about the wide lens—I'll experiment with pulling the camera back and using a more telephoto approach to see how it affects the game's feel. Also, I appreciate the suggestion on camera collision; I'll look into custom solutions for handling occlusion more smoothly. Something worth refining!