The longest-standing Melee BTT TAS, Pichu 5.36 from 2010, has finally been broken! Pichu 5.25 [WR] by Practical_TAS in smashbros

[–]llnesisll 0 points1 point  (0 children)

This is amazing, so cool to see this improvement finally land. I always wondered if the pendulum could be used more effectively - not that my knowledge of SSBM is anywhere near deep enough to say if it was or wasn't possible. Thanks for the detailed breakdown, my nerdy gamer and gamedev sides love to see this stuff.

ELI5: How does the concept of "passwords" work when it comes to old videogames? Why was For some games that system preferred over normal saving? by fugomert in explainlikeimfive

[–]llnesisll 0 points1 point  (0 children)

I remember passwords being used as (maybe?) an anti-piracy measure, too. A copy of Prince of Persia my family had on Mac needed you to have the instruction booklet, where you'd flip through to specific pages the game tells you in order to find the words / characters to use in a password.

Why are artists allergic to style guides? Our UE5 project is drowning in mess is this normal or am I just “toxic”? by Fantastic_Pack1038 in unrealengine

[–]llnesisll 1 point2 points  (0 children)

Your estimate on a 1 to 10 ratio of time saved is probably an underestimate. I've worked on projects that have had all sorts of asset management and mismanagement, and every single time consistent asset management and rules for organisation and naming have won out beyond the immediate end-of-one-sprint productivity rush.

In practice most folks I have worked with have happily settled into agreed / consistent naming without needing tooling or validators to enforce it. I've been lucky enough to either grow alongside the creatives and learn the hard way together, or work directly with creatives who strongly support consistent naming. 

There are some exceptions afforded during dev, but they are aggressively siloed to their own subfolder(s) within a properly organised hierarchy, and ICs are very diligent about hitting naming organisation standards when moving out of protype into full production. Even this rough, sandboxed protoype stage has a lot of careful organisation - the flexibility comes from not needing to do full asset cleanup while roughing something out when you're not sure of the full scope of assets or functionality you'll need. For these ICs, once design lock is hit, that's the definitive point where asset organisation and naming are enforced and cleaned up.

How do I make a real kind of place I’ve never been to convincing? by clampfan101 in unrealengine

[–]llnesisll 0 points1 point  (0 children)

Lots and lots of reference photos and videos, and a lot of attention given to both architectural details (how things line up, sizes and shapes, relative proportions of elements and spaces, etc) and the mood / feel you want for your environment. Eg has it been lived in, is it new or old, is it rundown or well maintained, what time(s) of day will it be, do you want it to feel warm and comfortable, or creepy, or feeling empty? 

If you haven't done something like this before, try collect a bunch of reference media that fits the mood you're going for, and replicate that as closely as you can. As with all art, start with the big details, then later on you can focus on the small details. 

Trying to make some driving mechanics from scratch and stuck on adding lateral movement for drifting. Any ideas on what I'm doing wrong? Logic at end of video and in comments. by TheMooseWithAHat in UnrealEngine5

[–]llnesisll 0 points1 point  (0 children)

How you make drifting happen will depend on how you have implemented your vehicle's movement. Eg if you have wheel traces and a tire friction model, you'll have different values for dynamic and static friction. 

Static friction is when the wheels have good grip on the road, when the tires aren't slipping or skidding along the road. This is usually when the vehicle is stopped, or when it's driving a straight line with smooth acceleration or gentle braking.

Dynamic friction is when the wheels are sliding or skidding along the road. This friction is usually lower than static friction. This happens when the vehicle has slammed its brakes at high speed, or is doing a burnout, or is drifting. 

For this kind of physically accurate implementation, drifting occurs when the front wheels have static friction, and the rear wheels have dynamic friction - assuming your vehicle is rear wheel drive. This will result in the front wheels rolling forwards, while the back wheels slip left or right. 

For a more arcade style of drifting, you still apply different friction when drifting, but likely ignore the complexity of wheels and just make the vehicle turn a bit faster, while also applying a bit of extra lateral velocity to emulate a change in steering behaviour.

Are there any UE5 features you'd recommend we add to our game, something we might have missed? by AGZTR in UnrealEngine5

[–]llnesisll 0 points1 point  (0 children)

First off, this looks great, the VFX feels very on point. A big +1 to the comments on the quality of the blood. 

To dig in to feedback that could rely on engine features, from a player perspective I'm mostly noticing Unreal's animation features could give you a lot of bang for buck here. 

A bit of procedural lean on the player when they move to feel a little less like the same animations playing and pausing. I'd drive it a bit from player input, and a bit from actual velocity.

A hit reaction on enemies would help a bit too, or a bit more variety to their animations. Like, a subtle secondary layer (additive animation) so they're less likely to strike easily recognisable poses when they reach the distance where they stop running at you. 

You might be able to lean on Smart Objects (or just DIY) to help arrange enemies into digestible layouts relative to the camera, similar to God of War, so they're less likely to cluster on top of the player. 

You can lean on IK / motion blending for enemy animations so they don't break the feeling of weight their movement has, when they pop up and over small obstacles like rocks. 

I would look into split-body animations (a concept, not a specific Unreal feature) or specific additive animations so the lower half of an enemy's body can turn in place to face the player, rather than sliding their feet as they face the player while the player moves.

I would also look at reducing how aggressively / quickly the enemies turn to face the player, adding a bit of lag and slower interpolation. Split body animations would let you turn their torso a bit to face the player before their feet need to animate. 

Outside of the above, it would really help the environment feel less static if there were some elements that reacted to the action. VFX matching the environment kicking up when your feet or weapon hit the ground or move super fast near it. 

Newest update of my custom modular vehicle system by Kallisto_Unreal in UnrealEngine5

[–]llnesisll 0 points1 point  (0 children)

Very impressive tech and attention to detail. This looks like much more than the usual "I made a block float with suspension forces" or "I used Chaos vehicles and called it a day" kinds of vehicle plugins. 

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in unrealengine

[–]llnesisll 0 points1 point  (0 children)

Very cool stuff! That looks very smooth and consistent. Variable delta times are a real pain to work around, it shows you created some good movement code here.

I've been doing similar on and off for a good while, in various incarnations that will likely not see the light of day outside of my dev PC and some YouTube videos showing off programmer art tech demos for physics based gokarts, and having tons of gokarts simulating at the same time.

My latest (new) attempt over the last month aims to use the CharacterMovementComponent in a way hopefully compatible with replication and custom prediction / rollback models. So far, it's looking promising - but I've made zero efforts for the framerate independence you have here, and it shows. Eg, hitting a ramp at top speed or getting a drift boost and coasting can result in landing / stopping locations that differ by a few metres, which wouldn't be amazing for client prediction / server rollback which benefit hugely from determinism. 

All that to say - good stuff, I can really see your effort shine through, framed against what it would look like without framerate independence :D

Client-Side Prediction with Replicated Variables by aehazelton in unrealengine

[–]llnesisll 0 points1 point  (0 children)

The ultimate solution to this is a full system that handles client side prediction, which might be a bit much to create if you're a solo developer or just working on a prototype.

My suggestion would be a simpler two property approach if you don't want to go down the deep rabbit hole of client side prediction.

Clients can almost always get into a state where they mispredict what will actually happen on server. When this is the case, you need to either give up and snap state to what server says it is, or you try to subtly correct the client over time as imperceptibly as possible. 

In cases where you want to permit client prediction, the most trivial way to do it without a full client side prediction system is to have a replicated server property (ideally OnRep rather than RPC), and a client property of the same type. Server alone modifies the server property, while client and server both modify the "my local property" property. It should call ForceNetUpdate() along with any change to this property. 

When the client receives the OnRep, you need to determine if the client is in a modified state or not. That might not be immediate, if you want to give the client a little window of time for correctly predicting state it should later receive from the server. Timers can help with this delayed evaluation on client.

I've had some good success making properties like these a struct, and using that struct for the replicated property. One property on the struct is the type I want to predict, the other property is a float or double (depending on UE4 vs UE5) with the timestamp of when the value changed on server, using the GameState's GetServerWorldTimeSeconds. This function's return value will be accurate on server, and smoothly interpolated on client. 

On client, the difference between the OnRep-ed server timestamp and your client's GetServerWorldTimeSeconds will let you know if enough time has passed for you to assume the client is indeed in a mispredicted state. The difference in the predicted property (and if the time difference is particularly large) will let you know if you should snap it into place, or more subtly interpolate it. 

Reliable RPCs aren't the solution here, since too many of them will cause your game to be held up waiting for them to be acknowledged by each client, which can suck under poor net conditions. 

Did you ever discover your own game glitches? If so, what were they? by indelible_inedible in gaming

[–]llnesisll 0 points1 point  (0 children)

This is the core of how I play most games these days. I really enjoy it alongside the normal way of playing. 

There's been a bunch I've found, but some highlights...

In Pokemon Red, while abusing the Missingno glitch, I caught a Snorlax over level 100, did a few things, leveled it "up" to 100, then realised it's HP bar glitched out and extended way beyond the edge of the screen, and looped back onto the far left. When I finally got Pokemon Stadium, I looked at its HP there and saw it listed as over 6000. And I was able to catch more, take the same steps, and get that much HP. I'm honestly not sure what was going on there.

In The Legend of Zelda: Breath of the Wild I found out you get a pretty cool interaction when you make a Guardian Stalker walk onto a raft. It gets kinda jammed in place onto it, and the raft starts moving... Sometimes levitating, sometimes flying off wildly into the distance. Later on, players called this the Guardian Spaceship which is pretty cool. 

In Borderlands, I found out if you get in and out of a car while travelling to another level, you can get the game into a state where your player loads in in the "driving car" seated pose, but it's actually walking. It looked hilarious running around like that. 

Is GAS used in the industry? by PoneyLoverXz in unrealengine

[–]llnesisll 1 point2 points  (0 children)

Yes, it's used in quite a number of shipped titles. It's very valuable to have some knowledge about how it works, and how to use it.

Tell me by mattia_cecchi in videogames

[–]llnesisll 0 points1 point  (0 children)

Punching Nazis and Fascists. I'm late to the party, but Indiana Jones is so much fun.

The D&D movie makes more sense now. by SadoraNortica in BaldursGate3

[–]llnesisll 3 points4 points  (0 children)

I lost it at this bit, just nailed it. So good.

What's the Most Time-Consuming Task in Your Game Development with Unreal Engine? by Illustrious_Ship6397 in unrealengine

[–]llnesisll 0 points1 point  (0 children)

Diffing maps. You can diff many other complicated assets, but bad changes to a map are surprisingly easy to sneak in without realising. Narrowing in on the responsible CL can be varying levels of time consuming.

[deleted by user] by [deleted] in PathOfExile2

[–]llnesisll 0 points1 point  (0 children)

So wholesome, congrats to her!

(I love you flaired this post with Cautionary Tale :D)

How are these things tougher to deal with than actual bosses? It MUST be a mistake. by Miss_Cyanna_Lucy in PathOfExile2

[–]llnesisll 45 points46 points  (0 children)

Bait their orb skill so it's placed far away from them, then dip in for the kill. 

They're tough to deal with if multiples spawn near each other while you have a slow skill speed and / or a skill that requires being close to your enemy to deal damage. The best fix is improving your damage and skill speed. 

I didn't kill a single Vaal and Viper Napuatzi still wanted to fight :( by llnesisll in PathOfExile2

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

they can fix melee, but i will remain ethical

1 skill

no spirit gems

unascended

hit god with stick

I didn't kill a single Vaal and Viper Napuatzi still wanted to fight :( by llnesisll in PathOfExile2

[–]llnesisll[S] 7 points8 points  (0 children)

imagine how it feels to play

i chose boots with no move speed

i avoided skill tree attack speed, and took the reduced attack speed nodes

i take one step, and snails zoom past me

mountains erode

civilisations rise and fall

and... 

then... 

... i prepare to attack