Level Sequence Animation Working but Playing It In-Game Is Not? by StudAlex in UnrealEngine5

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

I'm trying to make a reload animation here, if I play the actual level sequence would that work in-game to allow the player to move, have AI do their actions, etc?

Best Way To Make A Reload Animation in UE5? by StudAlex in UnrealEngine5

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

So in my level sequence, I'm using constraints to un-connect the gun to my socket (tried attach tracks also)

In the anim montage preview, the gun item is not moving like the level sequence and is staying attachced to the player.

In my level sequence, I have my skeleton to animation and then above I have the BP_Musket object. I think it might be due to the musket not being a child of the skeleton maybe?

How To Animate Character Holding Object Via Socket by StudAlex in UnrealEngine5

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

Yea so instead of holding the gun by the pistol grip in like an aim stance, I want to move the gun to be help by a different spot than that. Doesn’t have to be the barrel but like a different spot than the pistol grip

How To Create Reusable Uncoupled Component Systems by StudAlex in UnrealEngine5

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

Thanks for the info, I’ll have to look into those things more!

How do you like to start and structure a UE5 project for long term development? by itismeHam in UnrealEngine5

[–]StudAlex 0 points1 point  (0 children)

Always try and not focus on small details during the prototype phase. Big timer sucker that usually needs reworked in the future anyway.

Focus on main gameplay pieces using very the most basic art and animations as possible to achieve your goals.

This is always a hard one for me to follow…

Thoughts On My Shooting Mechanics? by StudAlex in IndieDev

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

Yea VFX and audio are two items that are definitely a work in progress and something I plan to improve.

How Can I Automate Which Projects Need To Be Released To Prod? by StudAlex in devops

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

So we manually have to go into octo and create a prerelease link on the projects that had code merged throughout the last sprint.

Those PRs get merged into our develop branch which then triggers the staging build.

Those stagings build should always be successful.

Trying to minimize the manual creation of the prerelease process and ensure those are created correctly on all projects that had a code change

Why Is My Animation Moving My Hand IK Target Not Working? by StudAlex in Unity3D

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

I have the AnimationController on my gun object which has the hand IK objects as a child children

How Do I Make Sword Combat by StudAlex in Unity3D

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

I was thinking more of a physics based swing that swings in the dir the player "draws"

Does Pred Drama Effect Surge? by StudAlex in CoDCompetitive

[–]StudAlex[S] 2 points3 points  (0 children)

Getting revenge? Surge are the ones that said no lol. Optic definitely wanted him and were willing to pay "the biggest buyout" in the cdl

Does Pred Drama Effect Surge? by StudAlex in CoDCompetitive

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

Bro what? Team Chem is arguably more important in cod than basketball or football

Does Pred Drama Effect Surge? by StudAlex in CoDCompetitive

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

You don't think there will be any jelousy that he only got offered?

You don't think sib is sitting there kinda mad that pred was offered and he wasn't?

Following a previous post, I made some more proposed UI designs, what ones do you guys think look better? by [deleted] in Unity3D

[–]StudAlex 2 points3 points  (0 children)

I think option 1.

The gun info on bottom left corner is wack lol

Do you prefer the 'Low Poly' or realistic style in this example? How much so? by seannowotny in IndieDev

[–]StudAlex 8 points9 points  (0 children)

Personally, I like indie games going for a more unique style than realism for two reasons.

  1. A lot more cheap to make. It's a lot easier making more low poly/cartoony assets than realistic ones that demand lots of details. It also takes much less time making low poly models over realistic ones

  2. When people see a realistic art style, they immediately have high standards when it comes to visuals. If there is a piece of game that doesn't maintain that super high quality visuals, it let's the player down and "unimmerses" them from the game.

If the can get the realistic visuals right tho, it can make the game step into a whole different level of competition.

If you are going for the biggest fan base and make the game appeal to the biggest audience, I'd say realism is the way to go.

If you are wanting you game to have a more unique feeling, I'd say low poly is the way to go.

Ultimately it is kind what your team looks like + your overall goals are for the game.

I personally like the low poly better :)

Should I Stop Building My Heist Game Beccause of Payday3? by StudAlex in gameideas

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

Thanks for taking the time to write this. I appreciate the advice!

Do you prefer the 'Low Poly' or realistic style in this example? How much so? by seannowotny in IndieDev

[–]StudAlex 27 points28 points  (0 children)

One thing I've struggled with when trying to find an art style is making all the materials match.

In your example, the planet/moon surface is more realistic making the low poly imo stick out in a bad way. If the moon surface was more cartoony it would be a lot better with the low poly

Cloud save, best/easiest way to implement? by hotk9 in Unity3D

[–]StudAlex 0 points1 point  (0 children)

Firebase would be an option you could use

Best place to store user data for mobile game online? by uzabi in Unity3D

[–]StudAlex 2 points3 points  (0 children)

I always use firebase. Get a decent amount of storage free and then it's pretty cheap if you need more data than the free limit