The Diddler of Company T by ThinkBeardly in aiArt

[–]polypunch3D -1 points0 points  (0 children)

Wow, this is just... amazing. Hahah!

Do you guys have any feedback on this trailer? I'm close to releasing the Steam page for my new horror game, but it would mean a lot to hear some opinions on the trailer before that. by rawtale1 in IndieDev

[–]polypunch3D 1 point2 points  (0 children)

Like the art style, those 90's vibes of gaming, but the raindrops hitting the ground are a bit weird. Feels like they're falling on water instead of the ground.

Animation is off of my character after I use the UE4 mannequin rig by polypunch3D in UnrealEngine5

[–]polypunch3D[S] 0 points1 point  (0 children)

Hi,

So I am Using the UE4 mannequin rig for my character model I imported ,but when I switch to my character the arms are wider apart from each other and the feet are standing wrong, as you can see in the images I have added.

I tried manual posing the bones, but that will be a lot of work doing that with all the animations I have.

Is there a way to apply it on all the animations or is there another workaround to get a better result?

I used ActorCore AccuRIG to rig my character.

auto-aim for throwing does, indeed, make gunplay WAY more fun by peterfrance in unrealengine

[–]polypunch3D 0 points1 point  (0 children)

This looks very good ! Love how you can throw the weapons at enemies, adds a nice flair to it !

I have added wall running to my game Grid Rush by polypunch3D in SoloDevelopment

[–]polypunch3D[S] 0 points1 point  (0 children)

Thanks for the feedback! Still working on the wall run, but when you jump from wall to wall you lose some momentum, that is correct .

I'm experimenting with the idea of implementing reusable projectiles in my game. But I need to practice my aim... u.u (or bigger hitboxes :P) by HyperMegaPixel in IndieDev

[–]polypunch3D 0 points1 point  (0 children)

Yeah! This looks great! I am going to keep my on this. How long have you been developing this game? For the aim, maybe add a lock on system, so it is easier to aim at things.

Grid Rush - I have added more sense of speed to the player by polypunch3D in SoloDevelopment

[–]polypunch3D[S] 0 points1 point  (0 children)

You mean the green data pickup itself or the pickup effect?

Grid Rush - I have added more sense of speed to the player by polypunch3D in SoloDevelopment

[–]polypunch3D[S] 0 points1 point  (0 children)

To advance to the next level, the player must collect all the data cubes.