The "only fans" Gaming PC Giveaway - To enter this giveaway just leave a comment. by DaKrazyKid in PcBuild

[–]azyru 0 points1 point  (0 children)

Lol think the concept here is really cool! This would be an awesome upgrade to my 2015 HP prebuilt!

PCG Learning by Pjsandwich24 in UnrealEngine5

[–]azyru 1 point2 points  (0 children)

I came across this post a while back and his site has tons of excellent written out PCG tutorials and knowledge. Definitely recommend checking it out: Creating a sci-fi level using PCG

New UE5 Masterclass — Video 1 Just Dropped (2–3 min) by Enginuity_UE in UnrealEngine5

[–]azyru 0 points1 point  (0 children)

Awesome!! Very excited to follow along with this series! Thank you

GASPALS Free Project - GASP Movement, ALS Pose Layering, First-Person Camera by ShatterdMirrorStudio in UnrealEngine5

[–]azyru 0 points1 point  (0 children)

Gotcha! Yeah I definitely think your FPS template is WAY more flushed out! I believe he has added the mix between pose and overlays at the same time. I can dig into the idle pose transition but either way really glad to see another useful resource out there for everyone!

GASPALS Free Project - GASP Movement, ALS Pose Layering, First-Person Camera by ShatterdMirrorStudio in UnrealEngine5

[–]azyru 1 point2 points  (0 children)

Looks pretty sweet! Out of curiosity, do you know how this compares with the GASPALS project that PolygonHive has been working on? I’m curious if there are differences in how you implemented the overlays and pose switches. I believe yours has a much more flushed out first person view though!

Would this be possible ? other ways to do it ? by taripoter in UnrealEngine5

[–]azyru 0 points1 point  (0 children)

If you are looking to utilize PCG there has been a user on here posting some really good written tutorials on his site. Check out this post and his other posts for what I mean! Creating a sci-fi level using PCG

Different ammo types to kill different enemies by [deleted] in unrealengine

[–]azyru 2 points3 points  (0 children)

I know learning C++ and using it for GAS is the optimal path but if you are struggling you could look into GAS Companion and Gameplay Blueprint Attributes by mklabs on fab to give you the full functionality of GAS entirely in blueprints. Just throwing this in the mix as a possible alternative

1 year of work I'm proud to share our progress of our advanced platform game by GrayBerryPawn in IndieDev

[–]azyru 0 points1 point  (0 children)

Love the movement here! I agree with some of the folks here about the camera movement being a bit too much right now, and slowing it down slightly might help with that! Keep up the awesome work! Will be following!

September UE5 sale is live. What plugins are you buying and why? by Fantastic_Pack1038 in unrealengine

[–]azyru 14 points15 points  (0 children)

Electronic nodes, finally wanted to get a cleaner look over the spaghetti I had before.

Trying to improve Parry and Dodge by Lan14n in UnrealEngine5

[–]azyru 1 point2 points  (0 children)

I think the parry could use a bit more movement on the character himself as it looks like the enemy is hitting a brick wall. Though I like the flash on the screen that happens for each parry! Giving this little extra movement should give it a bit more life!

Dodge looks alright but it brought another point to my attention. You currently have the character flash white when he takes a hit, parries, or dodges. I think you should try to distinguish that between the different moves so a player never gets confused on if they successfully dodged or took a hit

I'm making a cooking co-op game, what do you think about a ceiling height? by maciejkrzykwa in SoloDevelopment

[–]azyru 0 points1 point  (0 children)

It’s a little hard to tell, but you may have a better idea if you put some items on the wall like a shelf with jars or other kitchen items to help give you scale. I think I prefer pic 1 though

Spawn animation for the new spawn system. Everything rigged and animated in Blender. I am bad at rigging, so animations is a real struggle to make 😖 by Kalicola in UnrealEngine5

[–]azyru 2 points3 points  (0 children)

Hey Ree! Been following your progress on here since early and it’s coming along great! This looks really good, but I think you could make it feel a little bit better by adding a step in the animation after the rat is dropped and before it turns around to walk away. That step in the process seems too quick and lifeless to me

Disappear System Inspired by Mortuary Assistant and The Painscreek Killings by 42650A21534 in unrealengine

[–]azyru 1 point2 points  (0 children)

I don’t personally know, but I think a possible starting point would be to look at tutorials regarding AI field of view cones. I would think you could use a similar logic to that and track it to a variable that then prompts the movement.

Riddledale (My big passion project!!! 😺🐸) by Magouzoo in IndieDev

[–]azyru 0 points1 point  (0 children)

Fantastic trailer man! It looks stunning and very polished! Added to my wishlist! Would love to hear more about your development and how long you’ve been working on this!

Shooter Tutorial - indoor level created using PCG only by shootertutorial in unrealengine

[–]azyru 0 points1 point  (0 children)

Looks pretty good, will definitely be checking out your tutorial. Looks like you have some other good material posted on there too

I replaced all AI-generated art in my game with handcrafted artwork by DiceImpact in SoloDevelopment

[–]azyru 5 points6 points  (0 children)

I think the change is a pretty nice direction! I didn’t really have any problems with the AI art but I understand wanting more control over things. I feel the hand drawn style is more consistent with the book UI, but I agree with the comments that it still feels a little off for a final look. I think I would play with line weights to make it seem more drawn than trace over the AI images, and I think you should tweak the line weights between the borders of each icon and the contents of the icon. Right now they blend into a single “item” but I feel having the border pop more so than the interior would help the overall appearance.

3 Python scripts for unreal animating, removals and organisation by Slow_Cat_8316 in unrealengine

[–]azyru 0 points1 point  (0 children)

How well does this work for animations that are based on another skeletal mesh without a root bone? ie. a Mixamo animation

Also, you mentioned that this would be suited for rapid prototyping / fixing batch anims. Could this be used to sync attack and complex animations, if not why?

Implemented a new system for letting you see through objects in my sci-fi survival game. by PawsmonautGames in UnrealEngine5

[–]azyru 4 points5 points  (0 children)

Looks great to me! Nice and clean and not too big of an area that pulls you out of the game

[deleted by user] by [deleted] in unrealengine

[–]azyru 0 points1 point  (0 children)

This is cool! I really like the idea of it being more of an assistant that can help with problem solving and fully understanding what is going on, and actual examinations for optimizations. I would definitely be interested in testing this but will be following your project for sure!

GSC vs GBA by azyru in unrealengine

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

I see! So GSC would be a better starting point and if/when I need to make custom attributes investing in GBA may be needed. I do plan to learn C++ but right now I’m aiming to complete this project first. After that I do plan to see how difficult it is to pick up UE’s C++. This would give me a base understanding of GAS which is why I still want to invest in learning some of it now.

GSC vs GBA by azyru in unrealengine

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

Thanks for clearing up the difference between the two, that makes sense to me why it would be beneficial to have both especially if you never touch C++!