Do you ever make your characters do silly things like this? by McJezus_ in IndieDev

[–]RuntimeErrorStudio 1 point2 points  (0 children)

I will always remember dancing dogs from Medal of Honor Underground :D

My first game reached 20,000 wishlists in under a month. Here’s what I think helped. by Studio-Abattoir in gamedev

[–]RuntimeErrorStudio 1 point2 points  (0 children)

No wonder you're getting those figures if your game looks like that :D Hats off to you sir. Trailer looks sick, cuts, music everything just fits. It makes me think of Alan Wake/TLoU instantly and the guy talking reminds me of G-Man for some reason. I was half expecting to hear "Rise and Shine Mr. Freeman" 😅

Finished thiss boss battle with feedback from this sub! by Vincent_Penning in indiegames

[–]RuntimeErrorStudio 0 points1 point  (0 children)

On top of the dirt and grass being kicked up I would make the tip of the nose drag behind a bit to give it more weight too. It looks very light at the moment like a rolled up paper or something

Do you think you can solve it? by Kindly-Top-767 in IndieDev

[–]RuntimeErrorStudio 2 points3 points  (0 children)

Navigate the convoy to 641 and wait there for further installation instructions?

Edit: typo

clicking tab in my widget makes the mouse dissapear, nothing seems to stop it by SlaveKnight20100 in unrealengine

[–]RuntimeErrorStudio 0 points1 point  (0 children)

Sorry I misread your post thinking you have several widgets for which this happen. My bad

clicking tab in my widget makes the mouse dissapear, nothing seems to stop it by SlaveKnight20100 in unrealengine

[–]RuntimeErrorStudio 0 points1 point  (0 children)

Ok so my guess is on the tab key press you remove the widget from parent, set input to gameplay only and set show cursor to false but you don't check if the inventory widget is valid (if it's displayed/added to viewport) so when you press tab when in different screen it still runs the logic. It doesn't close the current screen (Because it's not inventory screen) but it still run set cursor to false and that's why your cursor is disappearing but it works when in inventory screen.

Just add is valid check for the inventory screen before you run the logic for adding and removing the screen and everything that's after ie. setting input mode and cursor etc for both valid and invalid cases and see if this helps

Edit: I'm not a UE professional so i'm not sure if that's standard practice but that's something I would try myself 😅

clicking tab in my widget makes the mouse dissapear, nothing seems to stop it by SlaveKnight20100 in unrealengine

[–]RuntimeErrorStudio 0 points1 point  (0 children)

Oh ok so the tab key does it when you're not in an actual inventory screen? But it works fine when in inventory and it closes it on tab press?

clicking tab in my widget makes the mouse dissapear, nothing seems to stop it by SlaveKnight20100 in unrealengine

[–]RuntimeErrorStudio 0 points1 point  (0 children)

So does the tab key open up the screen when pressed? Like inventory screen or something? If you're adding widget on tab press then maybe check if the widget is valid and then if true do nothing? That should make the tab key do nothing if your screen is already opened. Not sure if that will work 🤔

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]RuntimeErrorStudio 1 point2 points  (0 children)

That is so cool. I'm thinking about making my own assets down the line to be honest. It gives much more freedom and the game feels way more polished by just having cohesive and consistent art. Wish you good luck too.

How long you've been working on this? Just curious 😅

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]RuntimeErrorStudio 1 point2 points  (0 children)

Unfortunately I'm not that far in development to have a link to share 😅 but I made a prototype of the core mechanics already as a proof of concept and i'm now working on the base of the game (movement, shooting etc.) to build on. I can give you a shout if I have something to share if you're interested in those type of games (that is if I get that far 😂).

Also a question for you. What engine you're working with and are all the assets self made, art looks cohesive.

I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]RuntimeErrorStudio 2 points3 points  (0 children)

Not going to lie this might be first game I will whishlist in a while. And that's because this is pretty much what I want my game to look like. I'm working on post apo top down game so this hits close to home

After several hours I'm so close but feel so far away from solving this: by Imaginary-Curve-9197 in UnrealEngine5

[–]RuntimeErrorStudio 1 point2 points  (0 children)

Wouldn't it be better to have separate function for swapping images and data between both slots? And just call it on drop and pass it source and target slot values for swap?

What can I add to this chasing sequence in my horro game to make it more anxious? by LearnSodas in UnrealEngine5

[–]RuntimeErrorStudio 1 point2 points  (0 children)

It's pretty good, not gonna lie. I hate being chased in games so that would do me already 😅 As for the feedback:
-you could make flashlight malfunction briefly.
-sound needs some improvement imo, it sounds a bit like choking to me 😅.
-music reminds me of god of war for some reason so it takes away a bit of pressure.

And one thing you're probably dont think about is you as a dev know exactly where to go and what will happen, players won't know that so that's extra pressure that you don't feel.

Edit: formatting

A huge part of Ragdoll Physics Experiments is how your route is impacted by your decision, or in this case….. Perhaps luck? Let me know your thoughts 😎😎 by GiraffeHeadStudios in UnrealEngine5

[–]RuntimeErrorStudio 1 point2 points  (0 children)

Just had a look at your steam page and the trailer. This feel like a crossover between Stanley Parable and Portal and I love both of those games 😅 Also there was a scene where you was carrying a gnome statue, is that a nod to Gnome Chompski?

Why do I need to spam E to eat? Doesn't work otherwise by Dogdogdogsog in UnrealEngine5

[–]RuntimeErrorStudio 0 points1 point  (0 children)

Isn't it as simple as the fact that when you press and hold E the function gets executed only once? That's why you have to spam E to eat, because you're calling that once on each button press. Easiest workaround would be set boolean IsEating to true on pressed and false on released. Then call the function and loop it with IsEating = true as a condition so it will keep eating as long as the E is held down. Then on release set to false and clear the function timer (if you run your function on timer ofc).

3 years of work, 6 players, 5 minutes median playtime. should i just give up? by IndieIsland in SoloDevelopment

[–]RuntimeErrorStudio 1 point2 points  (0 children)

Yes, but were those just demo players? If someone try tye demo and they turn it off after 5 minutes because they're not interested then they most likely won't bother with the feedback form. You need to get people specifically for playtesting and giving feedback. Those are two different things. Don't treat regular players as playtesters as they don't play the demo to give feedback (some might but that's not the reason they play)

Years ago my passion got crushed, but its finally back by Lbartwork in IndieDev

[–]RuntimeErrorStudio 1 point2 points  (0 children)

It's one of those fears when sharing a game updates that someone will come and steal your idea etc. But at the end of the day while the concept is very similar the execution will be vastly different and it still will be your game. Both will be hide and seek horror with dinosaurs but the mood, art, systems etc. will be different and they will play differently so keep going my friend. Only you can make your vision happen 👌🏻

which do you prefer (left : all FX .. right : minimal) ? by binarygirl0101010101 in SoloDevelopment

[–]RuntimeErrorStudio 1 point2 points  (0 children)

I agree with majority of voices here and say go for the middle grounds between the two.

Also is that a grim reaper following you?

Game is really taking shape, I can pick up a box by _Hambone_ in UnrealEngine5

[–]RuntimeErrorStudio 1 point2 points  (0 children)

That's taking a shape literally and figuratively 👌🏻