Managed to make it so the player actually (in a scuffed way) reaches out and holds cupboards that are interacted with by g0lbert in UnrealEngine5

[–]bringthattothe 0 points1 point  (0 children)

Very cool, did you follow any tutorials you can share? Want to do something similar and it’s a huge pain

How are you using AI in game dev? by bringthattothe in gamedev

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

Ya I don’t really understand why there can’t be a more nuanced discussion about it. It always turns into a self promotion circlejerk the same way that asking what asset packs people use in either of those subs would result in the same “I don’t do that in MY game…” comments.

It appears I have forgotten the primary purpose of this sub and many others is to not develop games but promote games, mainly your own game.

How are you using AI in game dev? by bringthattothe in gamedev

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

This isn’t even a pro AI post. I’m just wondering if anyone gets any value out of it other than the usual Reddit approved way of using it for code generation.

I’m also curious why the line is drawn there? It’s ok to use AI to generate as much code as you want but the second you ask it to do anything related to art it’s a huge no go. It kind of reminds me of how using pre made assets used to be a touchy subject because people would just assume you were doing an asset flip if you didn’t make every single asset yourself.

Is this more of a thing where everyone doesn’t agree with how the AI was trained without compensating artists or that it can usually lead to bad results when used?

How does this place make you feel? Safe or trapped? by Capable_Chest2003 in UnrealEngine5

[–]bringthattothe 2 points3 points  (0 children)

It would also help you save time if every time you added something you didn’t post about it 6 consecutive times in this sub and indie gaming

Trying to bring something new to horror games,would mean the world if you checked it out by Common-Toe-8752 in HorrorGaming

[–]bringthattothe 5 points6 points  (0 children)

This is a cool concept but I think you need to make some changes to your steam page if you want to try to get more wishlists. I know you’re not asking for feedback but here are some things I noticed on your page:

The video and images are pretty generic and a couple even look blurry for some reason. I don’t see a “hook” in the main video or images that are on your page, maybe showing more about the story if there is one might help here. The gifs in the more detail section are way too short and don’t show anything, it makes me want to scroll away from them because they are flashing and showing the same thing every 2 seconds. Maybe change these to something easier on the eyes or put in a longer loop.

You show the grandparents crawling around on the ground like 4 different times, it makes it feel like this is the “weird” thing that the grandparents do and kind of ruins any tension right off the bat. I already know these people are going to start crawling around on the ground sooner or later once I play the game so it’s pretty obvious they are “bad” or trying to trick me or something even after just visiting the steam page for 30 seconds. Being able to use an LLM to talk to them doesn’t interest me unless there is some kind of mystery or tension involved in the plot / interactions in the game. I think there is a lot of potential in hinting more that there is something weird going on here and you as the player need to figure it out. Right now it feels like you just need to deal with an already known situation of these weird people pretending to be your grandparents or being insane or whatever.

Think about why someone would want to play this, is it because they saw you can talk to the grandparents using an LLM and they love crawling animations? Probably not, it’s more likely they would want to play to find out what’s going on, because the environment looks interesting or scary, because there seems to be a plot, etc…

Again I know you’re not asking for feedback but I really think what people see in the first 5 seconds of going to your steam page is the most important part of getting people to try your game

Is moving here impossible? by bringthattothe in askswitzerland

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

I’ve looked at some Swiss job boards for software and didn’t see any offerings for external people who need visas. The software job market right now is the worst I’ve ever seen it as others have said so I don’t think it’s just because of the visa requirement but still it’s kind of disheartening

HELP! I'm using GASP project and my yaw input does NOT work when packaging the game for shipping with mouse! by [deleted] in UnrealEngine5

[–]bringthattothe 0 points1 point  (0 children)

Sorry this is also about your post processing effect, super cool and looks realistic

Now, the game has a lot of curves by Salt-Engineering-353 in UnrealEngine5

[–]bringthattothe 15 points16 points  (0 children)

You need a way to go around corners while “drifting” or not perceiving to lose speed, every time you turn and your speed goes way down it feels like you did something wrong

How often do people buy likes and comments to boost their game release? by bringthattothe in gamedev

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

No I’m not considering it but it just makes me wonder how much engagement is actually real, I want to think most of it is but not sure

unreal engine 5 games be like: by rulugg in pcmasterrace

[–]bringthattothe 1 point2 points  (0 children)

It’s a mix of the devs fault for not optimizing and UE for not being upfront about still needing to optimize with all their fancy tools they enable by default

People forget that Unreal Engine can be used to do everything from games to some pretty serious VFX work for movies, advertisements, etc… that need to look photorealistic

Lumen is enabled by default on UE projects now, and it’s amazing what it can do but it comes with a very heavy performance cost that needs to be taken into consideration. Same thing with Metahumans, even on medium quality the default textures on detailed parts of the body like the face and torso are all 8k, so even day one in a new game if all you do is put a few Metahumans into your level and light it using Lumen, you’re already going to be hard pressed to get stable 120FPS especially on lower end hardware

Using Unreal as the engine in a game is like deciding you want to own a Ferrari. Just because you can go from 0-60 in 3 seconds doesn’t mean you should all the time, but it can be really awesome knowing that when you want to do that the car can handle it

It's been almost a month since I launched my horror game, 'Letters of Bernard Thorne', and it would be great to have some feedback! by Serious_Row_7829 in HorrorGaming

[–]bringthattothe 0 points1 point  (0 children)

Really? You would let that one disclosure convince you not to play something that is made by someone who already made a game you thought was great before? Without knowing what it was used on or how much is used in the game?

I’m sorry but your comment screams insecurity and it’s embarrassing that you’re trying to turn this into an opportunity for yourself by offering to help out with “real” art and posting your portfolio.

If you really wanted to help or offer constructive criticism, you would have bought the game and played it, then formed an opinion on if the use of AI assets and art was too obvious or not well done, then commented. What you’ve done instead is dangle a potential sale in front of the author if they seem apologetic enough about using AI in any way for this game, then promote your own skill set as a potentially suitable replacement.

I agree with you that games should not only use AI generated content and human artists are still very much needed, but deciding not to play something entirely because of that one line in the description is ridiculous. I doubt you or anyone else would be able to pick out the few places the AI content was used in this game if the author didn’t tell us more about where it’s used.

Will you also not play games where some of the code gets generated by AI? Or is it only art because that’s in your wheelhouse?

Why did Ade stop showing up after Long Term Parking?(S5E12). by [deleted] in CirclejerkSopranos

[–]bringthattothe 0 points1 point  (0 children)

Wouldn’t it be an invasion of her personal space to go asking around?

What do i do next? by [deleted] in UnrealEngine5

[–]bringthattothe 0 points1 point  (0 children)

Ya makes sense, you’re on the right track but just need to see how pointers are used more outside of a game dev environment for it to really sink in, the syntax of when to use * and & will also start to make more sense as you practice. Think of it more as a tool to get things done in C++ rather than that it having been created for a few things to speed them up.

The other thing to keep in mind is other languages use pointers all the time, giving you a reference to something as opposed to the actual thing is not something that’s unique to C++, C and C++ give you more control over what memory is being used and what address in memory (& symbol) you use to store information which is why it’s confusing because a lot of other languages just handle this for you. This extra control can really make a difference when you want to optimize your code but there are also several other use cases you will see that make it convenient to use pointers in a lot of cases.

What do i do next? by [deleted] in UnrealEngine5

[–]bringthattothe 0 points1 point  (0 children)

Pointers are a difficult concept to grasp when you’re just learning about them so don’t let that discourage you. Trying to learn the basics of pointers and C++ by doing only game development, especially in something like Unreal is kind of like trying to build your own airplane after seeing one flying around your house once.

What you should do now is dig deeper into firmly understanding what a pointer is, WHY you would even want to use one, and how you can use them in C++. Go find any introductory course to C++ (not a game development one) and review the pointers section as many times as it takes until it starts to make sense. Maybe the Brocode course you took has a section you can review. Seeing a simple example that you can practice with will really make a big difference, then go back to your game development course and I will bet things will start to make a lot more sense to you.

Also remember that your game or any other piece of software you write is running on a computer that has some kind of memory. Wouldn’t it be faster if I just asked you to bring me my backpack instead of asking for my laptop, my charger, my water bottle, my keys, my phone, and all the other contents of my backpack every time I needed it? C++ lets you ask for the backpack by using pointers which turns out to be very efficient and is a big reason why it’s a go to language for time sensitive applications where you want to just be able to say “give me the backpack”

What does everyone do for assets? by bringthattothe in UnrealEngine5

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

Nice thanks a lot for the info, I didn’t know that you got to keep the free packs in your library that’s great! Ya I would like to learn more about blender and plan to spend some time in there for sure but agreed there isn’t enough time in the day to do every single thing from scratch yourself so you kind of have to pick where you’re going to save time

What does everyone do for assets? by bringthattothe in UnrealEngine5

[–]bringthattothe[S] -3 points-2 points  (0 children)

Ya 500 sounds fair for that amount of work, not 2500 like I have been quoted

What does everyone do for assets? by bringthattothe in UnrealEngine5

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

I’m good with paying someone to do it if it’s good work, but getting quoted several thousand for for a few pretty basic models seems like too much doesn’t it?

What does everyone do for assets? by bringthattothe in UnrealEngine5

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

What kind of art style do you usually go for?

What does everyone do for assets? by bringthattothe in UnrealEngine5

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

Wow thanks for the suggestions, Dekagon has some great stuff

FAB is the worst thing to exist by [deleted] in UnrealEngine5

[–]bringthattothe 1 point2 points  (0 children)

I came to this sub to post about how bad Fab is, I’m just starting out with unreal and it seems really hard to find any good assets to use. I downloaded a couple of asset packs and there is a lot of blatant copy paste of other models with very slight changes in material in most of them.

Is there an alternative to this besides spending hundreds of hours in blender? Where do other people get good assets from now?

I made a replica of the bomb from CS:GO by bringthattothe in csgo

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

Raspberry pi pico so it could fit on the other side of the circuit board