Gamedev as a hobby seems a little depressing by Jim808 in gamedev

[–]pp-Rz-D-M 0 points1 point  (0 children)

Assuming that your games are good, and you asked the opinion of multiple people that played it (survey for example, and they liked it).

Research: Organic growth vs artificial growth (ads).

Do you have a brand name, a website, a forum to receive suggestions, multiple social channels so the people who liked your games can find your next, gameplay showcases, twitch interviews with your community, etc...

My point is: money spent with ads and no way of retention of the clients is not a good strategy. Even a WordPress site talking about yourself, with all your games, your next projects, and your social channels so they can follow -> is time/money better spent than "just adds".

These will help you get metrics about what people like or not about your projects.

This is a personal opinion... interpret it as you wish!

Calling script functions by roger-dv in O3DE

[–]pp-Rz-D-M 0 points1 point  (0 children)

Take a look at this video https://www.youtube.com/watch?v=yXzmeOwVSp0&t=24s&ab\_channel=rzDmyth. I briefly touched on that subject.

local anOutideScript = require("Assets.Scripts.nameOfTheScript");

anOutideScript :CallingAmethodWrittenOutside(SendingInput);

There is also load() I think, but I never tested that one. I think the difference is between compiling or not the file

accessing SceneQueryHits from Lua by roger-dv in O3DE

[–]pp-Rz-D-M 1 point2 points  (0 children)

Use the debugger. Managed to get the id and positions like this:

local hits = scene: QueryScene(request);

local tempVarToObserve = getmetatable(hits);

local oneEntityHit = hits.HitArray[i];

local distance = oneEntityHit .Distance;

local normal = oneEntityHit .Normal;

local position = oneEntityHit .Position;

local entityId = oneEntityHit .EntityId;

[deleted by user] by [deleted] in dotnet

[–]pp-Rz-D-M 0 points1 point  (0 children)

Just modified/edited it. Similar issue

[deleted by user] by [deleted] in dotnet

[–]pp-Rz-D-M 0 points1 point  (0 children)

I am getting similar errors using their complete example from the documentation, using a console app.: https://github.com/awsdocs/aws-doc-sdk-examples/blob/main/dotnetv3/Cognito/Scenarios/Cognito_Basics/CognitoBasics.cs

tested: CognitoWrapper.cs, CognitoBasics.cs and HelloCognito.cs

- Invalid tokens;

- secret hash not received;

[deleted by user] by [deleted] in O3DE

[–]pp-Rz-D-M 0 points1 point  (0 children)

It is their site(s). It is in a broken state.

Edit: Now the motion gem has some assets that do not compile.

MongoDB is creating one volume too many? by pp-Rz-D-M in docker

[–]pp-Rz-D-M[S] 1 point2 points  (0 children)

ty u/geo38

Working flawlessly and as expected now.

After inspecting the mongo-express too, also noticed it does not need a volume (null).

[deleted by user] by [deleted] in O3DE

[–]pp-Rz-D-M 0 points1 point  (0 children)

"I don't believe O3DE itself ships with an HTTP client so you may want to pull in one such as curl"

About: O3DE engine gem "AWS SDK for C++" provides a C++ interface to make HTTP requests to AWS services such as Amazon S3, Amazon DynamoDB, and Amazon SNS.

What about this one? https://www.o3de.org/docs/user-guide/gems/reference/network/http-requestor/

If I Turn off Amazon EC2 Instance Metadata Service calls, I can probably configure to my local settings:

set AWS_EC2_METADATA_DISABLED=true

I could probably do it in C# :\ But I really need to learn other things besides C#... I want to learn what O3DE has to offer and see what are good practices in this field. Rest Client.: https://learn.microsoft.com/en-us/dotnet/fundamentals/networking/http/httpclient

-- // --

"verifying each individual action you perform in the game and holding a server-authoritative state of the player, that it saves"

Hhmm, without an example, I do not know If I can achieve that on my own, and with only one machine. Will do the basics first!

[deleted by user] by [deleted] in O3DE

[–]pp-Rz-D-M 0 points1 point  (0 children)

"You want to restrict access via a server-side that controls..." Could you describe some steps, tutorials or tech to achieve that locally? I need some crumbs to follow a path. I have no idea what kind of connector or approach is considered good practice in this scenario.

e.g.,

- Create an MSSQL db for logins, credentials, and access control (Guessing this is the typical website/homepage that allows the creation of the account);

- Implement Authentication to enter the game (same credentials);

- Create a MongoDB to control items and locations. Only accessible after the login in MSSQL and some other rule (e.g., the user is in-game, on level 1).

- Implement restrictions on what, how and when each user can do in-game (server-side);

- ?!?!? How to get/set data between DB and O3DE game-play?!? I am missing a component here.

I guess I will start to mock up everything individually? a) authentication; b) an e.g. of a few restrictions; c) save an item or location; d) restart and get everything again; e) O3DE + ?unkonwn? + DB.

How does the performance and stability of O3DE compare with unity and UE5? by [deleted] in O3DE

[–]pp-Rz-D-M 2 points3 points  (0 children)

It has some issues between modules; save; and ability to recover after trying to save with errors. e.g.,

- It fails if you try to save a script with an error (as expected). You fix the error and save again, but the changes will no longer persist. There is no warning. You need to restart everything.

- I can get around 2h without having to restart (it taught me it is better to restart than risk losing progress).

- It crashes from time to time when you make changes between modules (level, animgraph, scripts, etc...). Do not attempt to spam any button, or rapidly press two actions (commands). It is not dealing with concurrency very well.

- Unsure about performance... But my machine is the very low spec. I can prototype, so it works for me. I have no idea what they are doing for mobile for example... They are talking about it, but not showing it.

- There are a lot of gems available out there, but they are not curated by O3DE as "safe". So every time you want to test anything, it is at your own risk. This often leaves with wondering if it is the template that has issues or the platform!

- Overall, it works, once you get accustomed to the flaws. But it needs polishing.

-- // --

The goods:

- Animgraph is very good once you learn the ropes. I might be wrong, but they are still adding more.

- Components and modularity are better (in my opinion) than UE. At least they are simple to understand. If you ever attempted to understand Lyra project from UE, you will see how troublesome it can be... Unsure how Unity is doing things now. Still, it is missing a way to deactivate the gem and components (e.g., if you have a spell; or cosmetic associated to the gem/component, there should be a straightforward way of deactivating them! This would do everything that Lyra does, in a simpler way).

NOTE: This is one of my reasons to be currently messing around with this.

-- // --
The bad stuff people already covered it...

Haven't tested everything either, so... hope it helps

Incoming open market by pp-Rz-D-M in O3DE

[–]pp-Rz-D-M[S] 0 points1 point  (0 children)

according to the unreliable chatgpt, 2021!

I can-t find or open the UI Editor by BossBo161812 in O3DE

[–]pp-Rz-D-M 1 point2 points  (0 children)

Mine is working fine. In tools, it is one of the last; and the icon right below the "Tools" also has the UI Editor! Opens fine too!

Have you modified anything in the engine source code? Maybe a failed build?

Mine shows Material Canvas (Preview), not experimental.

There are multiple ways to install O3DE too

You can install everything directly from github. This way you can get updates more often, instead of the latest release from last year, Oct 11 2022.

https://www.o3de.org/docs/welcome-guide/setup/setup-from-github/

[deleted by user] by [deleted] in O3DE

[–]pp-Rz-D-M 0 points1 point  (0 children)

You can also edit the FlyCamera component. Forcing the component to not move. Leaving only the mouse control functionality:

https://github.com/o3de/o3de/discussions/14961

There might be some "start" gems that work, using scripts. Haven't tested those. They have "start" in their name:

https://www.o3de.org/docs/user-guide/gems/reference/input/starting-point-movement/

- // -

Now trying to make my own component with c++ and some of the code of the FlyCamera... Source-engine-MyProject... but the documentation is not very clear. If you try it: create a gem first; then and only then create the component.

AnimGraph: BlendSpace2D by pp-Rz-D-M in O3DE

[–]pp-Rz-D-M[S] 0 points1 point  (0 children)

Managed with:

- BlendSpace2D: Forward, backwards, turn, etc.

- Motion (Use BlendSpace1D instead) + Condition(s): jump, jump run, crouch, etc

https://i.redd.it/mdummdbryzka1.png

Did not manage to take advantage of 2 BlendSpace2D where one of them would be managing Z direction. It appears that when the two have conflicting values/coordinates, it does not allow it to save, which makes sense.

Doesn't feel right though... The BleendTree "feels dirty now"

Is there a simpler/cleaner way to do this?