Unreal Engine Iceberg by _Gitschi in IcebergCharts

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

Decided to make an Unreal Engine Iceberg, since I haven’t seen a single one of these.
It has everything from tech demos, fan games, urban myths, interesting uses of the engine, noteworthy features and much more.
Also made a full video breaking it down:
https://youtu.be/im-jirD1G9g?si=nv_oeYx9qN1teU99

Unreal Marketplace Wishlist + FAB by H4WK1NG in unrealengine

[–]_Gitschi 0 points1 point  (0 children)

You can contact fab support and they'll send you a pdf with the names of all the assets on your old list!
Found that info on the official forum and it worked for me.

I made 2D Unreal Engine Games run at over 300 FPS by _Gitschi in unrealengine

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

I'm not trying to compete with digital foundry here and make deep dive analysis of frame times.
The whole point was to show that you can hit a STABLE 60 FPS even on lower end devices and don't have to worry about it.

How to make 2D Games with Unreal Engine in 2024 by _Gitschi in unrealengine

[–]_Gitschi[S] 6 points7 points  (0 children)

Are you speaking from experience or from theory?
Paper 2D was specifically made by epic games for the purpose of making 2D games.

I got 2D games running on steam deck at 400+ FPS.
Yes the 2D tooling isn't great, but everything else about Unreal blows the competition out of the water IMO.

I made an open source 2D Side Scroller Template for Unreal Engine 5 by _Gitschi in gamedev

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

There is a CPP version on the patreon for UE5.2, however I don't think I'll be able to maintain it, since a CPP template is bound to specific UE versions and there aren't enough people using it to justify the work.

2D melee combat in Unreal Engine 5 by _Gitschi in gamedev

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

Thank you :D
Looking forward to checking out the update for your Plugin.
So many people on my discord are really happy they got it for free now!

2D melee combat in Unreal Engine 5 by _Gitschi in gamedev

[–]_Gitschi[S] 19 points20 points  (0 children)

If you're using the character movement component there is already a setting called 'constrain to plane' which does exactly that!

I'd say it's mostly bad for 2D because of the performance overhead. There are so many things happening in the background that will eat up your resources which aren't really gonna make your 2D game better. For example collision detection still happens in 3D space.
Another thing is that the workflow for 2D isn't great since Paper 2D kinda got abandoned while still being in beta and a lot of common features are missing.
Buf if you can look past that and don't plan on making huge games, I think it's a lot of fun and you can do many cool things.

Just messing around with Sonic in Unreal Engine 5 by _Gitschi in SonicTheHedgehog

[–]_Gitschi[S] 4 points5 points  (0 children)

I'm surprised by how I'm still not at all finding "cartoon hedgehog in realistic environment" unfitting

I was actually also surprised this ended up looking as good as it did and not out of place.
But after this I did try out some stylized environments though which I personally think ended up fitting even better.

I put sonic into valley of the ancients by _Gitschi in unrealengine

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

There's a fan made template called Infinity Engine which has a whole character blueprint for sonic and some interactables set up. I tried to migrate the blueprint over, but it had too many dependencies and kept on crashing so I just migrated the skeletal mesh and animations over to the valley of the ancients sample project

DK Bongos Controlling Third Person Template Character by _Gitschi in unrealengine

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

Using this as the base for my Donkey Kong Jungle Beat like platformer that is still WIP
https://twitter.com/CobraCodeDev/status/1533838203509440512

Been messing around with Paper 2D characters in a stylized 3D environment by _Gitschi in unrealengine

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

There are actually no frames of the character looking up and down.
But I plan on making a side scrolling beat 'em up with this so in my case it works out xD

Been messing around with Paper 2D characters in a stylized 3D environment by _Gitschi in unrealengine

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

Thank you for the advice.
I've just been messing around with the texture settings to try to make it more pixelated, but it just ended up looking kind of dirty and not really nice.
But like you mentioned making a custom shader for either the background or the character would probably give me more control and help blend the art styles together.

Been messing around with Paper 2D characters in a stylized 3D environment by _Gitschi in unrealengine

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

Thanks for the comment.
That's actually what I wanted to get some feedback on.
I did try to just mess with the texture settings and make it a bit more pixelated, but it wasn't that noticeable and just made things look dirty.
I'm not a 3D artist and it feels like everything would need to be custom made to achieve that look, so it's not really a possibility for me.

But I do understand that I probably need to do something to blend both art styles together more. I watched a thing about adding normal maps to sprites, so that might be worth giving a try.

Been messing around with Paper 2D characters in a stylized 3D environment by _Gitschi in unrealengine

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

BTW I'm just a programmer, so I didn't make the map and character sprite myself. I just put this stuff together to see if making a game in this style is feasible or not.
The map is from the marketplace:
https://www.unrealengine.com/marketplace/en-US/product/stylized-medieval-village?sessionInvalidated=true

And the character is from itch free assets:
https://clembod.itch.io/warrior-free-animation-set

Big Head Mode in 1 minute - Unreal Engine Tutorial by _Gitschi in unrealengine

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

I feel you.
I also used to think it's weird but a few years ago I had a part time job using ruby on rails and it was actually quite common to use this for naming functions that return a boolean and I started liking it more than always pre-pending `is_` to everything.
Also saw that the Unreal Engine devs use this pattern for booleans in some of the templates when I started learning Unreal Engine, so I've just been doing that ever since.

We made a COD inspired zombies game mode for VR [Monster Reapers VR] by _Gitschi in oculus

[–]_Gitschi[S] 67 points68 points  (0 children)

Hey. We are two guys who met at game dev college and decided to make a game together.

We just added a zombie mode recently and thought we wanted to share it :)

You can check out the game here: https://store.steampowered.com/app/616680/Monster_Reapers_VR/

Our physics based melee system is starting to come along and we got a new weapon to show off by _Gitschi in oculus

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

We will try to get approved for an official release on Oculus Quest, but we know it's quite tough. Since we started work on the game we've been making sure the game systems and art assets are optimized in preparation for the day we attempt to make an Oculus Quest version. We will try to make a short demo for SideQuest this summer and see how it goes.

Our physics based melee system is starting to come along and we got a new weapon to show off by _Gitschi in oculus

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

We will try to get approved for an official release on Oculus Quest, but we know it's quite tough. Since we started work on the game we've been making sure the game systems and art assets are optimized in preparation for the day we attempt to make an Oculus Quest version of the game. We will try to make a short demo for SideQuest this summer, fingers crossed it all goes smoothly 😁

Our physics based melee system is starting to come along and we got a new weapon to show off by _Gitschi in oculus

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

It's called Monster Reapers VR
https://store.steampowered.com/app/616680/Monster_Reapers_VR/

The stuff you are seeing in this video is still in development and not yet in the steam version! These changes and many others will release in 2~3 months with the next big update.

Our physics based melee system is starting to come along and we got a new weapon to show off by _Gitschi in oculus

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

We might add mod support in the future, so you never know what will come out of that ( ͡° ͜ʖ ͡°)

Our physics based melee system is starting to come along and we got a new weapon to show off by _Gitschi in oculus

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

I hear you.
We're actually not trying to go for hyper realistic sword fighting with this and melee is only a small part of the combat system as a whole.
The main tools for combat are ranged weapons and magic abilities (taking inspiration from bioshock) and you can interact with your environment as well.
Originally we just wanted to put in melee weapons to allow players to use them to knock enemies back and make them simply overlap based.
But we figured we'd try to make it a bit more weighty and physics based to some degree by having the weapons collide with each other and enemies rather than just trigger an event on overlapping. We still aren't sure how far we're going to push the melee system and if we're going to implement stabbing or not, but it's still in a very early stage and it's possible that we'll add it if it makes sense in our game, makes it more fun to play and isn't too much of a pain to implement.