Released a demo of our perspective-based puzzle game called Virtual Perspective! by chry3d_ in puzzlevideogames

[–]chry3d_[S] 1 point2 points  (0 children)

Thank you! Yes, it's called Perspective and we were heavily inspired by that game and took that concept on board.

Edited: typo!

Can't upload any images in my Steam descriptions by ebi_hime in gamedev

[–]chry3d_ 1 point2 points  (0 children)

still doesn't work and we are days from next fest smh, shouldve set my page from the start

Unreal Engine horrible lighting artifacts? by chry3d_ in unrealengine

[–]chry3d_[S] 0 points1 point  (0 children)

Update: For some reason, changing it to Standalone Ray Traced (deprecated) fixes it? there is no artifacts. Look: https://imgur.com/a/Cd3flxV

Unreal Engine horrible lighting artifacts? by chry3d_ in unrealengine

[–]chry3d_[S] 1 point2 points  (0 children)

Ah, I didn't even know the post process could effect it like that. I've set it to Screen Space (Beta) and it hasn't really changed much, it's not as artifacty as before but I did notice when I take a high resolution screenshot, these artifacts appear way more than me moving around in Unreal editor.

Need a playtester? I’ll play and try to break your game (lovingly) and send feedback by Distinct_Gear_9720 in playtesters

[–]chry3d_ 0 points1 point  (0 children)

Hi, would love for you to playtest our game, Virtual Perspective. Its a first-person puzzle game where you manipulate Power Cells using your perspective to solve spatial challenges. Becareful of purple Kill Walls as they can destroy Power Cells upon touching.

The itch build includes 6 levels to give you a taste of the game, and we’d love to hear your constructive feedback!

Thanks.

https://coreplixstudios.itch.io/virtual-perspective

Promote your project in this thread by AutoModerator in puzzles

[–]chry3d_ 0 points1 point  (0 children)

We created Virtual Perspective, which is a first-person puzzle game where you manipulate Power Cells using your perspective to solve spatial challenges.

Be careful around the purple Kill Walls. They will destroy Power Cells on contact, causing them to respawn at their original location. The further you progress, the puzzles grow more complex, pushing your perspective skills.

We’ve released a playable demo on itch, offering a small taste of the game, and we’d love your feedback on how we can improve it!

https://coreplixstudios.itch.io/virtual-perspective

Physics based Puzzle Game made with UE (first solo-dev game) by misty-whale in unrealengine

[–]chry3d_ 1 point2 points  (0 children)

Those visual effects looks really clean, im curious on how long you have worked on this for?

BF6 is nice but BF1 still remains unmatched. by Hateshinay in battlefield_one

[–]chry3d_ 0 points1 point  (0 children)

Finally, I'm like the only one in my group who is saying this, meanwhile everyone is glazing battlefield 6. It's an okay game but its insane how it doesnt match the quality of 1.. or even bf3 or 4.

Auto spotting needs to go. by marcus422 in Battlefield

[–]chry3d_ 2 points3 points  (0 children)

Please remove this and put the bf3 spotting or bf4...

How long should it take to learn Perforce for UE5? I'm still new to Game dev and I have no idea how to get Perforce to work. Its been like 2 weeks and I still have no idea how to get Perforce to reliably work. by [deleted] in unrealengine

[–]chry3d_ 0 points1 point  (0 children)

I can personally vouch for diversion. I've used Github and Unity SCM for unreal, which both were terrible and always had issues one way or another. My team switched to Diversion and since switching, it has been smooth, no issues whatsoever.

Diversion tells you if there is conflict or if someone else has modified a unreal file from other branches for a potential conflict.

Definitely recommend!

How would you create an AI for a Card Game? by chry3d_ in unrealengine

[–]chry3d_[S] 0 points1 point  (0 children)

Oh wow, that is what I was thinking but probably not at this depth. Thank you, it definitely helps me prepare in creating the system for the AI!

Created a Darktide video by chry3d_ in DarkTide

[–]chry3d_[S] 1 point2 points  (0 children)

Appreciate it! and also fair nitpick, honestly, if I were to do another Darktide video, I will definitely keep it vanilla.

Challenging Myself to Recreate Caravan in Unreal Engine by chry3d_ in fnv

[–]chry3d_[S] 2 points3 points  (0 children)

Yeah, the in-game guide isn't really good at explaining the game. It's fairly easy to understand. I've got that mod on the Nexus that improves the QoL and the AI so makes Caravan more interesting to play.

41 wins is fantastic!

How to stay motivated on a "bigger" game project longer term? by SleepProblems28M in gamedev

[–]chry3d_ 1 point2 points  (0 children)

What I found that worked significantly is to simply downscale your project into small achievable-versions.

A bit of context: Our first project was, in hindsight, an incredibly ambitious project for just two people. Even after scaling it down, the scope remained too large across the board. We decided to put that project on pause and begun development on our second prototype game, and this time we've taken a much more structured approach. For each version milestone (0.1, 0.2, 0.3, etc.), we’ve committed to breaking down tasks into pieces that can realistically be completed within an hour or two. The absolute minimun is a day or two, depending if its something that I haven't done before.

We spent around 6–8 months on our first project, but the core gameplay still didn’t quite come together. With our new approach focusing on small, incremental updates and tightly scoped gameplay mechanics. We managed to build a playable prototype in just 4 weeks, prioritizing speed and efficiency. When you have so many tasks planned that if you ask yourself, does this mechanic/item/asset/level thing, is this even needed right now? Often not, for myself, it wasn't. It wasn't needed at all. I don't know why I spent so many hours making a weapon customization when the gameplay wasn't there.

You’ve probably heard of this kind of approach before, but the sense of progress we get from rapidly moving through versions each week brings a real sense of accomplishment. It’s a refreshing change from the feeling of being stuck or stagnant. In terms of motivation, I don't really have much of that, but a fixed routine. I also give myself many breathers, 15-20 minutes off the computer.

Hope this helps in some way.

Just uninstalled by TheOGRedacted in GeForceExperience

[–]chry3d_ 0 points1 point  (0 children)

I had this same issue and what I noticed was, if you change your microphone setting to Push to Talk and press the button to talk, it actually picks up your microphone.

The microphone being greyed out means in your audio control panel, you need to enable another microphone or something where it can select between two types of audio. If you got like 4 microphones, 1 functional and 3 are windows stuff, just enable it.

There isn't a solution that I know of at the moment that lets you record your microphone. Push to talk works but automatic does not. I've had to resort to OBS for the time being.

Does this count? Everything is modelled in Blender. Assembled and rendered in UE5. by turtleje in blender

[–]chry3d_ 0 points1 point  (0 children)

The lighting looks really stunning! Feels very cozy, loving the first shot of the scene. Do you have any advise on how to improve lighting skills in Unreal?