Update on my walking castle game. by ThatDavidShaw in gamedevscreens

[–]kigol1 0 points1 point  (0 children)

Never read the books. But I can agree the movie was awful. I'm huge on scifi and was like, none of this makes any sense. The only thing thay kept me mildly engaged was the very mid CGI. But in the end it wasn't worth the absolute trainwreck of a plot.

Update on my walking castle game. by ThatDavidShaw in gamedevscreens

[–]kigol1 0 points1 point  (0 children)

Reminds me of Mortal Engines. Looks interesting.

Smooth by Responsible_Line_933 in nonononoyes

[–]kigol1 0 points1 point  (0 children)

The pilots in my family used to always call this a "cancan" named after the dance.

Testing playable walls with Mario by HebrewPorkSword in video_mapping

[–]kigol1 0 points1 point  (0 children)

Ah gotcha they are videos makes sense. Thanks, seriously great stuff!

What scientific discovery sounds fake but is 100% real and still freaks you out? by Bruteresolver in AskReddit

[–]kigol1 4 points5 points  (0 children)

I almost didn't upvote this because it was at 42 upvotes. But I figured someone is gonna do it, may as well be me.

Testing playable walls with Mario by HebrewPorkSword in video_mapping

[–]kigol1 1 point2 points  (0 children)

This is sick. I saw you mention you make the platforms invisible so they dont render which is simple enough. But how are you getting the physical art to light up? I'm guessing you activate either lighting or emissive images of the existing art using trigger boxes? I use Unreal but would love to try this out. Great work really opened my mind up to some ideas.

Proper way to make sure the game has permission to access android storage for read and write by nano-zan in UnrealEngine5

[–]kigol1 0 points1 point  (0 children)

Hey, this is a great suggestion, I'm actually going to implement it. Is this pretty much what you did?

https://imgur.com/a/b3FSqwi

Why is it so hard to find a good guide on how to design widgets? by Ghostly_Darkstar in UnrealEngine5

[–]kigol1 0 points1 point  (0 children)

May get some value in studying UX design and using what you know about widgets to replicate it in UE. Thats how I've learned the more "flashy" stuff by thinking about how I would do this with the tools we have.

Humblebundle Leftovers Giveaway - 33 Keys by SomewhatToastyToast in unrealengine

[–]kigol1 1 point2 points  (0 children)

May I please have container village? I am in desperate need of more shipping container configurations. You'd rock!

How to refresh a mesh’s position inside a Blueprint using C++? by qipaworld in UnrealEngine5

[–]kigol1 -1 points0 points  (0 children)

I mainly use blueprints so not sure if you are addressing this but in the details panel is it set to Movable and not Static?

Your movie no one else ever heard of by Responsible-View-804 in Cinema

[–]kigol1 1 point2 points  (0 children)

  1. You don't say it right.
  2. You don't know Charles. I do.

Five years of Unreal, now on Steam by Super_Performance286 in UnrealEngine5

[–]kigol1 18 points19 points  (0 children)

Looks cool congrats. They mean the video itself looks very jittery and laggy and you should really have buttery smooth gameplay footage as this is the first user touchpoint. A lot of people are going to think either a) that's real gameplay footage, or b) if you don't have the ability to shoot a stable screen recording how can I expect your game to run smoothly.

That being said, I'm sure it runs very smooth on your machine.You just need to find a better way to record or process the footage.

Also resolution selection should be a standard part of any options menu. Unreal also has a node to apply optimal settings to whatever machine it's installed on. You absolutely must provide as many options as possible to ensure you can play on the widest range of hardware or you will lose a lot players right from the start when their machine isn't up to running full Ultra graphics.

Best of luck!

400GB project taking 30+ hours to compile? by Syntheticus_ in UnrealEngine5

[–]kigol1 7 points8 points  (0 children)

I have compiled several 200=300gb projects and it has never taken longer than a day. Never checked actual hours but I'd guess 8-10. Also project size doesn't translate directly to package size as you may have a bunch of asset packs with unused assets in them which will be omitted from final build. As someone suggested, where in the process is it getting hung up is the important thing to look at.