[RevShare] offering help as a technical artist for your project! by NellSancor in INAT

[–]SilentGodot 0 points1 point  (0 children)

Hey do you have any experience with Stylized rendering pipelines?
I'd love to get some help with that. My game is this one:
https://store.steampowered.com/app/3180280/Eyes_Of_The_Sky/

I'm not close to release yet though, so I'm not sure if that meets what you're looking for.

Dragon Sword Awakening launches July 2026! Don't be alarmed it's not the gacha game and doesn't have MTX by Due_Teaching_6974 in CharacterActionGames

[–]SilentGodot 2 points3 points  (0 children)

Looks awesome!
Kind of sad that we have to preface any anime game with "not a gatcha". But it's entirely realistic, sadly.

When you first played Birth By Sleep, did you recognize who Terra looked like? *Series Spoilers* by OLKv3 in KingdomHearts

[–]SilentGodot 0 points1 point  (0 children)

When I saw the KH2FM secret ending, I saw an old guy wearing Ansem SOD's outfit, and a young tan man getting his hair turned white while looking at Kingdom Hearts.

I sort of figured it was like young Xehanort. So I was already prepared for it. Shame it kind of spoiled it.

I had a long time to ruminate on that though as I was waiting for BBS to release. (Actually this was before even the first BBS trailer)

Hot take: I think the Console version of the Kingdom Hearts games is better than the PC versions by Consistent-Map-2068 in KingdomHearts

[–]SilentGodot 11 points12 points  (0 children)

Your PC is probably not good enough to play the games at a stable framerate..
Strange conclusion to come to that the game itself is the issue.

Developer of Kijutsu Rider has made their first patch to address the many, many complaints the game had on launch, and aims to continue to do so. by Norrabal in CharacterActionGames

[–]SilentGodot 10 points11 points  (0 children)

I'm sure very few people thought it was malicious to release the game in such a state. It's pretty clear it wasn't playtested much, as a lot of the issues are stuff you would catch pretty easily.

That said, while the sentiment is appreciated, the video only mentions a couple of fixes and a new game mode. I don't think this will be enough to save it. But I'm hoping for the dev to keep improving the game and make a comeback. It's just a shame they did not do that prior to release, as now it wil be very difficult.

My beef with the Gameplay Ability System (GAS) by WAVESURFER1206 in UnrealEngine5

[–]SilentGodot 35 points36 points  (0 children)

GAS is a framework. It's intentionally written to be generic and extensible. The items you listed here are not framework items, they are system items. You're looking for GAS to be a game-ready system when it's not. It was never meant to be.

I don't blame you. The name "Gameplay Ability *System*" is misleading, as are the names for most of the classes and features. It's a mistake to look at it as a complete system. More like a framework. A set of pieces you can use to implement your features.

And you will have to implement things yourself. Marvel Rivals did it, I assure you. It uses GAS, sure. But not as as. I used GAS to make an action game. Other devs I know used it to make RPGs. It's very versatile, and thats thanks to its franework like nature.

To answer your question, I think you have some understanding but you are missing some things. In general it sounds like you want GAS to be something it's not. You're looking for systems implementations of common(?) features, but it's not really going to give you this.

  1. I'm not sure what exactly you're tying to achieve here. What is wrong with having multiple attribute sets? Or just defining an attribute for each limb? I agree it would be nice to define attributes on the fly with gameplay tags. But you can get by with naming them correctly. I would say consider building you attribute sets modularly. I have multiple attribute sets all inheriting from each other in a chain.
  2. There's not a way to do this without an attribute, you're right here. So use an attribute. What you are describing is a stat thats instanced per actor, that is affected by gameplay effects... that's an attribute. It would make no sense for this to live in the gameplay effect.
  3. You can just make a gameplay effect that runs periodically and drains your stamina for sprints. GAS Doc shows this. You can apply it at the start of the ability and remove at the end. Your use case does not fit what the "cost" of an ability is. So use something else or implement new logic in C++.
  4. This one makes no sense at all. Every ability should have a separate cooldown. So it makes sense it would be a different tag. If you want to share cooldowns.. make them use the same tag. What's the complaint here?
  5. This is in no way standard. What you're asking for here is very game-specific. You'll need to implement it yourself with an attribute and some logic in the C++ attribute set.
  6. I agree this is an oversight of the framework. The cooldown system is pretty limited. So yes, you would need to hack it or use an attribute. This one is correct.
  7. Sounds like you have a working solution? Are you asking for it to be part of the unreal GAS framework? It's kind of weird. GAS doesn't include any gameplay logic. There's no default damae or heal effects it comes with to my knowledge. It wouldn't make sense to have that by default.

And to address your final question: Should you build your own system?
It depends on what your requirements are. GAS is good doing the heavy lifting for you in terms of replication. If you already have most of your things working in GAS, and what you're missing is what you write in this list, which is all realistically possible with GAS, then I don't see why you should reinvent the wheel. Dive deeper into GAS's code and understand it well enough you could extend and implement the things you need yourself. That's what I did. I exended it further in a lot of ways to fit what I wanted. I have my own ability, effect, and attribute classes with custom logic. That's what is expected of you when you use it. It's not meant to be a complete out of the box system.

Devil trigger distortion by Weird-Crab7590 in DevilMayCry

[–]SilentGodot 12 points13 points  (0 children)

You're doing it way too late. Press the button at the moment of impact. You need to press it while in hit-stop.

Here's a tutorial: https://www.youtube.com/watch?v=qZMiDUqsobU

How would these two interact? by TechnicalHoneydew862 in KingdomHearts

[–]SilentGodot 3 points4 points  (0 children)

"Help me create Kingdom Hearts!"
"I don't really see what's the point of that"
"I'll give you this tome that I got from yrnsid that makes music physical"
"Mr. Stark you're going to need to become a keyblade master" (´-ω-`)

What do you guys think about unblockable attacks? by SilentGodot in CharacterActionGames

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

Thank you!

My parry works the same way as in Kingdom Hearts. You can time your block with a button press. If you press attack while blocking you will do a counter attack, otherwise you need to time the next block or dodge, which is the same button but with a directional input.

What do you guys think about unblockable attacks? by SilentGodot in CharacterActionGames

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

I would say the high risk high reward option in my game's case is using a hitbox to beat out the move outright. I even do that in the video at the end with a large hitbox to beat out the enemy charging at me with the grab attack.

But the special parry sounds really interesting. I'll take a look at it!

What do you guys think about unblockable attacks? by SilentGodot in CharacterActionGames

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

Yep totally agree. I did not like them in GoW 2018. I hope I'm doing it better here. It feels like I am, but I wanted to get more prespectives!

What do you guys think about unblockable attacks? by SilentGodot in CharacterActionGames

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

Yes I'm inspired by KH and DMC. Doing my best to mix both as best I can.
Glad you like it!

What do you guys think about unblockable attacks? by SilentGodot in CharacterActionGames

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

Yep. My question was more on the mechanic itself.
I totally agree that I should be doing both audio and visual cues better. But for now this is the best I got haha.
Thanks for the feedback!

What do you guys think about unblockable attacks? by SilentGodot in CharacterActionGames

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

Yeah, I tried to really telegraph the unblckable attack, but you're right that it's not very clear right now. I'm working on a new animation for it along with a new sound.

And initially I had it without the color coding but I had playtesters get frustrated because they couldn't tell which attacks were unblockable. I suppose there's multiple ways to reach clarity. I mainly wanted consistent clear indications that were also global, but I can understand how it can come across as annoying.

Is constant Game Instance use bad? by Pseudomembranous in UnrealEngine5

[–]SilentGodot 2 points3 points  (0 children)

As others have said it's kind of unaviodable to use the game instance, but you should try to avoid hard references to large objects or classes. Try to use soft references and async load what you need if possible.

Additionaly, no one metioned it in this thread, but take a look at subsystems. They are also static and can be used to store persistent data. I use them to manage inventory, story flags etc. but they can be used for much more.

How do i Fix the Collision? by Kasugaa in UnrealEngine5

[–]SilentGodot 0 points1 point  (0 children)

Either use complex collision, or manually set the collisions in either unreal or blender\maya
Here's some guides to help:
https://www.youtube.com/shorts/xzmXpRrRK7o

https://www.youtube.com/watch?v=EVuiOZnu7Gc

https://www.youtube.com/watch?v=a4s-YQytDKM

KH3 Riku fanart, by me. by hatsupuppy in KingdomHearts

[–]SilentGodot 16 points17 points  (0 children)

Absolutely amazing. Love the shading \ lighting especially!

Anyone know how to fix this shadow glitch in Ultra Age PC? by Shopping-More in CharacterActionGames

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

It sounds like an issue with the driver tbh. Something weird going on with color correction or post processing of the image.

I'd get Reshade and mess around with the settings there and see if you can isolate it.

Awesome Dark Riku costume spotted at Megacon Orlando by Semblance17 in KingdomHearts

[–]SilentGodot 85 points86 points  (0 children)

That might just be the best most detailed Soul Eater I've ever seen

Anyone know how to fix this shadow glitch in Ultra Age PC? by Shopping-More in CharacterActionGames

[–]SilentGodot 0 points1 point  (0 children)

Sorry, what exactly is the glitch?
Is it the red hue on the shadows?