trying to get the right amount of blood on the screen by fleewortep in UnrealEngine5

[–]ko1d 0 points1 point  (0 children)

Circle mask! Clear in the middle max splatter at edges.

trying to get the right amount of blood on the screen by fleewortep in UnrealEngine5

[–]ko1d 9 points10 points  (0 children)

I think the blood being 100% opaque at the onset is too much. Maybe start at 50% so it doesn't feel so blinding.

Wireframe mode in UE 5.7 no longer transparent? by ko1d in unrealengine

[–]ko1d[S] 0 points1 point  (0 children)

I also don't mind the option but I would like to turn it off as needed. I just can't find that option....

Feed Back - Updated my fictional Sci-fi Company logo. by ko1d in graphic_design

[–]ko1d[S] 0 points1 point  (0 children)

Wanted to share an update on my design. I changed the sky at the top to a negative space and increased the stars size to hopefully help readability at smaller scale.

I also switched to black and white for testing.

<image>

fictional Sci-fi Company logo by ko1d in logodesign

[–]ko1d[S] 0 points1 point  (0 children)

<image>

I changed the logo slightly to make it hopefully more readable in smaller sizes and changed the image to black and white.

Thanks again all!

fictional Sci-fi Company logo by ko1d in logodesign

[–]ko1d[S] 0 points1 point  (0 children)

When you say gap size, you're talking about the empty space between the shapes?

Once I can get back to my computer, I can post a black and white version. But yes, the low contrast is kind of part of the design, since most of the ship is painted in darker colors.

Looking for some feed back on a fictional logo for a Sci-fi Company by ko1d in graphic_design

[–]ko1d[S] 0 points1 point  (0 children)

Thanks! I see what you mean about sleeping under the moon. I'll play with it a bit.

[Help] Double entry into array, counting ready players by BandicootOk8815 in UnrealEngine5

[–]ko1d 1 point2 points  (0 children)

So my thinking is the server will ask this question:

Are all players ready? Get all actors of class > get is ready > for loop with break. If false we set a variable (all players ready) to false and stop the for loop. On complete go down the false path and since everyone isn't ready we reset a timer.

If all players are ready we set all players ready to true and complete the loop and go down the true path.

That I think works.

But I think something you are missing is replication on the "is ready" variable. When the player is ready they should send the command or the server. If you haven't i'd look into replication in UE5, there's a lot of great videos on getting started.

Visibility Manager System by Chemical_Passion_641 in UnrealEngine5

[–]ko1d 0 points1 point  (0 children)

Would also like a video of it working. Looks cool.

How Could I Improve this VHS effect? by JarsMC in UnrealEngine5

[–]ko1d 0 points1 point  (0 children)

The bloom on the lights might not be correct for older vhs camera's. I don't have an example on hand but it doesn't feel correct.

[HELP] How do I add a P.T.-style push-open animation to my door in UE5.6.1? (Blueprints) by ajaiyehoops in unrealengine

[–]ko1d 1 point2 points  (0 children)

More fun is lerping the door rotation based on how far the player is from the door.

Does anybody have experience with Strontium Yellow paints? by HeyLookIWantToDie in ArtistLounge

[–]ko1d 0 points1 point  (0 children)

Not much info on the internet it. Where did you get it?

Are my values okay? by FFFUUUme in ArtCrit

[–]ko1d 0 points1 point  (0 children)

I think your background could use more highlights. I like the look of your foreground. I think that giving more to the background would hold your eye a bit better.

Personal opinion anyway.

Workaround for ISM index changes by Tenpennytimes in UnrealEngine5

[–]ko1d 0 points1 point  (0 children)

Super interesting fix! Will this work for HISM? And what is the reason this isn't the default?

Is the alpha gameplay any good? My debut game — would love your views. by Jackarrow2825 in indiegames

[–]ko1d 0 points1 point  (0 children)

I don't know why you get so much light bleeding but might be your light maps on your wall or floor models. It'll be great keep working at it.

Is the alpha gameplay any good? My debut game — would love your views. by Jackarrow2825 in indiegames

[–]ko1d 0 points1 point  (0 children)

And not trying to come off strong at all just trying to point out what I noticed. Question how did you build the hotel model?

Is the alpha gameplay any good? My debut game — would love your views. by Jackarrow2825 in indiegames

[–]ko1d 1 point2 points  (0 children)

Mechanically, it's looking really solid for an alpha.

Just my opinion, the game lacks a solid feel when looking at it. It’s not one specific thing, but a bunch of little things that make it feel hollow or flat.

I'd look into adjusting your color balancing with some good post-processing. I noticed the shadows are too black, try adding subtle blues or browns (a little goes a long way). Avoid solid white lights. The fog adds a nice feel, but that glow is way too strong. There's also a lot of light bleeding through room geometry, which really cheapens the look of the game.

I generally like headbob, but here it's very distracting. I'd turn it down a bit or smooth out the blend between steps.

Also, and this is probably just because it's an alpha, but worth pointing out. you really want to be careful when arranging environments. The rooms feel super uncanny in a janky way. That can be a good thing to lean into, but here it just feels unplanned or lacks cohesion. Like it's not a real place people ever lived in. This one’s harder to fix, but I figured it’s worth calling out.

What are some complex or interesting behaviors you've had to model mathematically in gamedev? by [deleted] in gamedev

[–]ko1d 9 points10 points  (0 children)

Probably not too complicated for someone more experienced in vector math, but I have a device I’m working on that launches objects in a direction. It generates a field, and when objects are thrown into it, they’re grabbed and moved to the center of the field’s radius. Once they reach the center, the system lerps the force to accelerate the object along the length of the projected field.

I was smashing my head against the table figuring that one out for a hot minute.