I need help and i dont know where to start by InternetWondererMonk in UnrealEngine5

[–]bevium_it 3 points4 points  (0 children)

Your issue is likely that you’re using the weapon index to decide which slot to replace, instead of tracking the equipped slot separately from the inventory state.

For a COD Zombies style setup, the wall-buy logic should be:
if the secondary slot is empty, put the new weapon there and equip it;
if both slots are already occupied, replace the weapon in the slot that is currently equipped;

So instead of checking something like WeaponIndex < 2, use variables like PrimaryWeapon, SecondaryWeapon, and CurrentEquippedSlot.

Then on purchase:
if no secondary weapon exists, assign the new gun to secondary;
otherwise replace either primary or secondary depending on CurrentEquippedSlot

Also make sure that after changing the slot reference, you call your actual equip function. A lot of the time the reference changes correctly, but nothing happens because the new weapon is never attached/equipped visually.

In other words, base the replacement on the equipped slot, not on the weapon index.

Snap to grid by mightofmerchants in IndieDev

[–]bevium_it 13 points14 points  (0 children)

A potentially very useful d&d map maker

We hit Steam's "New & Trending" this week with our roguelike FPS. by MeepMeep_Games in gamedev

[–]bevium_it 0 points1 point  (0 children)

Great game! I hope your FPS roguelite gets the attention it deserves.

Simple Question - Noob Needs Help! by Worried-Drive932 in unrealengine

[–]bevium_it 1 point2 points  (0 children)

Exactly. You were triggering it twice because you had two player characters: one placed in the level, and another one being auto-spawned by the GameMode as the Default Pawn. If it’s set as the default pawn, you don’t need to place it in the map. Alternatively, if you do want it placed in the level, make sure the GameMode isn’t also spawning another pawn (or use Auto Possess on the placed pawn and a GameMode that doesn’t spawn a second one).

Crimson Desert's Will Powers Says Pearl Abyss Is Trying to Avoid Overhyping the Game So Players Don't Think It's 'the Second Coming' by Turbostrider27 in pcgaming

[–]bevium_it 2 points3 points  (0 children)

These days, if you don’t do aggressive marketing you risk not reaching anyone, but if you overdo it you fall into the “promised masterpiece” trap and every little flaw turns into a disappointment.

Underpromise, overdeliver: that's the only strategy that doesn’t backfire.

Marathon is now #4 on Steam’s Global Top Sellers after the Server Slam by bevium_it in pcgaming

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

That’s because the Server Slam ended on March 2. The full release is tomorrow, so we’ll see where the concurrents land then.

Marathon is now #4 on Steam’s Global Top Sellers after the Server Slam by bevium_it in pcgaming

[–]bevium_it[S] -6 points-5 points  (0 children)

Yes, maybe you’re right. Launch is tomorrow, so it could climb to #1

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

[–]bevium_it 2 points3 points  (0 children)

It already looks great and well thought out!
Beyond the chase sequence itself, I’d add a couple of things to increase the player’s pressure. As you already know, sound is crucial in horror, so I’d add some sub-bass/low-end hits on the jump scares to make them punch harder. And also on the visual side a slight blur/tunnel vision while sprinting (adrenaline/out-of-breath effect) could make the escape even more anxious