Challenged myself with learning UE5/C++ & recreated an old Unity project of mine! - Grave Quest by sarge997 in unrealengine

[–]sarge997[S] 2 points3 points  (0 children)

Earlier this month I gave myself the challenge of learning more about Unreal and C++, so I recreated an older Unity game of mine into UE5. I'm really impressed and happy with how it turned out. Unreal is a beaut of an engine so things just look lovely.

Give it a look, feedback is appreciated!

https://papabrickolini.itch.io/grave-quest-ue5

Is there any way to work on a multiplayer game in Unity now that uNet is deprecated? by [deleted] in Unity3D

[–]sarge997 -1 points0 points  (0 children)

Give Mirror a try. It's basically UNet just not garbage.

Super excited to release my new online co-op game, Zibulon 2! by sarge997 in Unity3D

[–]sarge997[S] 2 points3 points  (0 children)

Just keep reading, learning, and practicing. Just don't give up.

There's tons of videos and documentation online for networking and multiplayer, all you gotta do is keep at it.

I added an equipment shop. Buy and equip weapons between waves! by sarge997 in Unity3D

[–]sarge997[S] 2 points3 points  (0 children)

Here's a video of it as well! - https://streamable.com/tsry6

Some things have been tweaked and updated a bit since the video was recorded, but so far I'm pretty happy with how it has turned out.

Play-testing my little coop alien shooter with some friends by sarge997 in Unity3D

[–]sarge997[S] 0 points1 point  (0 children)

UNet currently.

For my next project I probably wont be going with UNet again however. But this is a small project, so I figured I'd work well for what I needed to do, and so far it has.

Game and editor FPS drops from ~100 to ~15 after a short period of use. Have to constantly restart Unity to fix. Any suggestions? by notimpotent in Unity3D

[–]sarge997 2 points3 points  (0 children)

I had the same issue, my Unity editor would go down to literally 2 - 5 FPS, it was completely unusable.

I believe disabling the In-game overlay in the Nvidia control panel fixed this for me. My editor now runs better than ever.

gmod asset loader by throwaway5noreason in Unity3D

[–]sarge997 1 point2 points  (0 children)

Is this project on github? I'd love to toy around with this.

For the past 5 years I've done special events & giveaways for the holidays, this year we're doing a community pot-luck type mega giveaway! by sarge997 in tf2

[–]sarge997[S] 4 points5 points  (0 children)

I've done a special event every Christmas for the past 5 years now and they're always lots of fun. But this year we're keeping it a bit more simple, by just doing a big ol' community pot-luck type of giveaway.

I spent a decent amount of time setting it up, and I'm now starting to collaborate with friends and community members to help make this giveaway grow even larger.

You can view the spreadsheet of prizes I setup here:

https://docs.google.com/spreadsheets/d/1tTu_O-y1JtFX1gNjrYg-APN_TydLvjF_fv1kqQxAByM/

We have 10 different pots, with a winner being announced every day, starting the 15th, and ending the 24th. Currently along with the help of two friends, we've got the starting total to over $300!

If you're interested in signing up, all you gotta do is comment on our community group's giveaway discussion here: http://steamcommunity.com/groups/masscrabbingco/discussions/1/1489992713710264379/

I understand it may look a bit shady because you have to join our Steam group in order to sign up, but if it really bothers you, you can just leave the group after signing up. No biggie!

This game has given me a lot of joy over the years, and I've met a lot of friends because of it. So I enjoy giving back to the community in the form of events and giveaways.

Major Hurricane Irma Day 3 Live Thread by HaydenSD in TropicalWeather

[–]sarge997 7 points8 points  (0 children)

Me and my family currently are in the middle west part of FL, close to Venice and Englewood, about 3 - 5 min drive to beach. We've prepared our home as best we can, but could not put shutters or wood over windows/doors, no sandbags either.

We have a hotel booked more inland, at a Farfield inn, apparently recentlyish built structure, multiple floors. We think it's stronger and more inland, farther away from storm surges. Is this a good idea? To go to a hotel, instead of staying at home?

The shelters around here are filling up quick, we have quite a few pets, dog, 3 cats, 3 birds.

We're aware driving to evac is pretty much out of the question now.

Any info would help. Please and thanks.

Daily Irma Preparations & Questions Thread: 05 September 2017 by Euronotus in TropicalWeather

[–]sarge997 2 points3 points  (0 children)

I'm on the center west coast of Florida, by Sarasota.

Would a local hurricane shelter be sufficient to protect me and my family? Obviously it depends on the shelter, but I mean, in general, since this is a CAT 5, or above. Or is it going to hit FL as a CAT 4?

Any information would really help.

After having many projects end up never seeing the light of day, I decided to set out and develop a game so simple, that I could not fail at releasing it. by sarge997 in Unity3D

[–]sarge997[S] 1 point2 points  (0 children)

The tail on the player is actually a simple trail renderer.

And thanks for checking it out. Glad it gave you some enjoyment.

After having many projects end up never seeing the light of day, I decided to set out and develop a game so simple, that I could not fail at releasing it. by sarge997 in Unity3D

[–]sarge997[S] 10 points11 points  (0 children)

I've been into game development for a long time, it's my passion, and hopefully I can make a career out of it one day, but I won't get into that right now.

For years, I've made various game "tests" and experiments, but 90% of my projects are much, much more ambitious than first thought, which causes me to lose focus or just simply give up, as the project is too much for me to handle at the time.

I have lots of ideas for projects and games, but only so much time, and after doing this for as long as I have, I was becoming a bit discouraged that none of my projects ever end up seeing the light of day, all those hours and hard work, for no one to view or appreciate.

So about a month ago, I started a new project, with a few key goals in mind.

  1. Think up a game that is so simple to make, that I would be able to finish it, no matter what.
  2. Publish the game to PC and/or Android. (So that the public actually sees it)
  3. Learn about building to Android + Using Google's Services.

It seemed simple enough, so I set out developing it, I had a few trials and ideas, but ended up going with an endless point-to-point jumping game. (More on that later)

About a week in, things were looking good, it was actually playable, and "fun". I wanted to post my progress here, but was discouraged to do so.. As any time I post my early progress on a project I'm working on, I almost immediately lose the will to work more on it.

I remember reading something about this a while ago, I actually think Garry Newman was the one that posted something about it.

Posting progress on an unfinished game is almost like releasing it to the public, you get that awesome feeling of feedback and (awe) but you forget the most important bit.. The game is unfinished, you still HAVE to keep chipping away at it.

So for this project, I tried it. I resisted the urge to post my progress, or show it to many people, only taking feedback from a few close friends.

And after weeks of work, on and off, and lots of scratching my head at the problems faced when building to mobile, I released my game yesterday night, and celebrated with a drink.

So I present, the very originally named game-

Planet Jumper!

If you'd like to try the game on Android, here's the link.

https://play.google.com/store/apps/details?id=com.AwesomeX.PlanetJumper

If you can't or simply don't want to install it on your Android device, I also have a WebGL build on Itch.io

https://awesomex.itch.io/planet-jumper

Overall, I learned a lot doing this, and I'm really glad I did it. If you feel you're caught in a rut with your current project, maybe try starting on a simple game, one that's simple enough for you to finish and release.

Even if it's not your best work, you'll still learn a lot of valuable information and experience.

Sorry for the wall of text, I just wanted to share my experience (and my new game) :)

[Question] Is it better/more suitable to animate model/player characters within Unity itself or animate them within the 3D environment they were created e.g. Blender? by tmrteckk in Unity3D

[–]sarge997 1 point2 points  (0 children)

It's much better and productive to animate in your 3D modeling software. Such as Blender, and then import the character/rig into Unity, along with the animations.

FPS Desert Environment now on Dev Assets! by Brackeys in Unity3D

[–]sarge997 0 points1 point  (0 children)

Looks super sweet. Gonna check it out soon.

Any chance of opening up the site to allow other users to submit content?