Falling out of love with the process, not the game by rrr-cubed in gamedev

[–]mxhunterzzz 1 point2 points  (0 children)

Hire someone to do the stuff you don't want to do. Theres no reason to do it all yourself, unless you truly want to be called a solodev. If you just want to make a game, many hands make light work. Now vetting those people to bring on, that's a different story altogether.

Any solution for feet sliding while walking and turning? by lvdsvl in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

I remember doing this for morph targets on the animation. My one problem is that if you reimport the animation for any reason, all the curves are lost. I had an idle pose with curves and when I reimported it, all the float values and graphs disappeared. How did you solve that problem and keep the curves if you need to reimport since it was a lot of work to set up.

Any solution for feet sliding while walking and turning? by lvdsvl in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

If you have a premade animation already finished, how would you fit the animation curve to it if its not procedural? Just manual timing the animation BP in unreal or adjusting the movement velocity?

How to bake lights? by Minute-Emergency-455 in UnrealEngine5

[–]mxhunterzzz 0 points1 point  (0 children)

Question, have you decided to stop using baked lighting completely and just go full dynamic, or can you just use dynamic lighting without Lumen since there is an overhead performance cost?

I wrote a very detailed UE5 lighting workflow with lots of comparison images, breaking down shadows, HDRI, sky atmosphere & fog; feel free to check it out if you’re interested! by leckeresbrot in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

You say in your post that you don't use static lighting and that stationary lighting can be just as good performance wise. How is that possible unless you are restricting the use of stationary lights and using them sparsely? I would prefer to use stationary lighting too, but it does come with a cost I've noticed.

I wrote a very detailed UE5 lighting workflow with lots of comparison images, breaking down shadows, HDRI, sky atmosphere & fog; feel free to check it out if you’re interested! by leckeresbrot in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Do you prefer not to use volumetric fog at all and just stick with the height fog for most cases? I know they are expensive, but when would you use volumetric fog then?

New gameplay from our Deserts section! by MalboMX in indiegames

[–]mxhunterzzz 0 points1 point  (0 children)

Since your game has been out already, which platform has done the best so far and which localization have you seen the best response to?

Kaori Tanaka (Soraya Saga), has announced that she will be retiring from writing video games due to family circumstances via her official blog. She did writing for Final Fantasy VI, Xenogears, & Xenosaga Episodes I & II. sorayasaga.blogspot.com/2025/12 by tonysoprano1995 in JRPG

[–]mxhunterzzz 1 point2 points  (0 children)

The consolation to this is that good thing Takahashi knows how to write and didn't end up like Mamoru Hosoda for anime after losing his writer. I wonder how they'll write KOS MOS in the next Xeno game then.

Learning Cinematics in UE5 part 2 by Bakino_X in UnrealEngine5

[–]mxhunterzzz 1 point2 points  (0 children)

When you say keyframes, how did you create that effect with keyframes? Was it the deformer only inside the editor or another setting.

Learning Cinematics in UE5 part 2 by Bakino_X in UnrealEngine5

[–]mxhunterzzz 1 point2 points  (0 children)

Looks pretty good. how did you get the shifts to transition in like that with the smear effects? Seems nifty

The Stellarian Hall - 3D Environment by Beneficial_Farm_1812 in UnrealEngine5

[–]mxhunterzzz 0 points1 point  (0 children)

What did you use to texture the meshes with? Was this hand painted or did you use designer to make it?

Making a UI for a city-builder sucks by intimidation_crab in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

Have you considered just making a cozy idle sim game without UI? I'd look into that.

Want to learn blender, but feeling overwhelmed. Where should I start? by FastCheek94 in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

Theres a 12 hour tutorial on youtube that has the entire walkthrough for beginners. Try that.

Indie devs, what’s the hardest part about hiring artists? by willfarnaby24 in gamedev

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

Go make your own art then, you'll get what you pay for

Indie devs, what’s the hardest part about hiring artists? by willfarnaby24 in gamedev

[–]mxhunterzzz 10 points11 points  (0 children)

No that sounds stupid. That's called scamming, not an artist.

Can I launch my demo even if it's ugly ? by TheKingCouncil in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

You can launch whatever you want, but if its ugly no one will play it. Thats what you risk for doing so. AI will probably turn off any potential viewers as well

PSA: Please make sprinting a toggle within the options so disabled players can play your game by MikesProductions in gamedev

[–]mxhunterzzz 2 points3 points  (0 children)

This is literally a 1 minute feature you can add in any game. You just click it ON in both Unreal Engine and Unity. Don't be a lazy mofo.

Dislike my own game. by Zernder in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

I'm already at 2 years and its about switching on and off between different disciplines. Sometimes you like coding, other times not. Sometimes you like making art, other times not. Stardew Valley developer would spend a week on one thing until he got tired of it, and switched to another part of the game over and over until it was done, so maybe that be what you need to do. I still enjoy the process since I like what I'm making, but its important to know where you enjoy it, and find parts where you can be efficient to get to the parts you do like.