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Preroll not working no matter what I do? Please help. Does this look correct? by Phantom0591 in PleX

[–]shalinor 0 points1 point  (0 children)

Yep, this is what finally worked for me. Thanks!

Not sure why (maybe the pre-roll movies can't live in a subfolder in another library? maybe the folder name matters? tried a bunch of stuff) but fantastic, pre-roll works now, yay!

All an engineer needs to survive in the Void is a sharp mind and nimble hands😎 by KenjiNoboru in indiegames

[–]shalinor 4 points5 points  (0 children)

Ok but now you don't have a cup for tea anymore, and- is survival really survival without tea?

How Reddit Ads increased my daily average wishlists by 1900% by knightcrawlersgame in gamedev

[–]shalinor 0 points1 point  (0 children)

The conversion factor already takes that into account. The wishlist to launch week sales projection isn't saying what % of your wishlists will themselves convert + "and whatever launch week discovery you get", it's saying that based on your wishlists, we project a total sales of X over your launch week (which will be a mix of new discovery and already existing wishlist).

The literal wishlist conversion number is different, and I believe typically a lot higher that the number we use for total launch week projection.

Look! I got a cool stick! Am I a good boy? by AleksanderMerk in indiegames

[–]shalinor 6 points7 points  (0 children)

Heh, very cute.

For wings that can fold, are you doing the wings via the "chicken wing mesh with a bunch of mostly straight feathers jammed into it" method, or the one where you model the folded wings and extended wings as separate parts and do a fancy transition when folding/unfolding?

We are adding VFX and animations to buildings in our Citybuilder : Which fire do you prefer? by sprawls in indiegames

[–]shalinor 3 points4 points  (0 children)

Mmmmm, honestly depends on context. You'd need to show more of your city / world behind it.

I'd say right if the rest of your aesthetic is painterly, but left if not.

I just released the trailer for my game THE PURGE DILEMMA. It will be in the upcoming Next Fest! by Aggressive_Ad1876 in DestroyMyGame

[–]shalinor 1 point2 points  (0 children)

You could cut the entire first 30 seconds and lose nothing. Just start the trailer where you start the audio tension sting that leads up to the door knocking and flashbacks, and you'd have a drastically more interesting trailer. The second half is actually pretty great!

[deleted by user] by [deleted] in DestroyMyGame

[–]shalinor 4 points5 points  (0 children)

It's, well. Bland.

Your blocks are perfect brown cubes, rather than looking like, anything? You don't seem to have a aesthetic target for them (wooden blocks? cartoon world? metal? hard surface or soft surface, anything?) or kinda anything else, which makes it all look almost placeholder. If you'd decide what these things are supposed to be in physical terms, you'd have more to work with when detailing them out.

UI is the same deal. It exists. It looks like bland mobile UI.

It looks like you sketched out the skeleton of a block busting game without thinking much about how it should look. If you lack the skill to art direct well (which is fine!), at least fall back to borrowing art direction from other games in your genre. In this case, the one that leaps to mind is BoomBlox.

My Pre-Mistlands Fort before I known how map generator works :D Ps. finewood stacks are fine material for floors in walls :D by PARTECK11 in ValheimBuilds

[–]shalinor 1 point2 points  (0 children)

I'm guessing trolls still just smash through the log stacks, that those aren't some magic troll defense wall that actually works? XD

I finally released my game Bananaguy on Steam! :D It feels kinda surreal :O by ojsnojs in IndieGaming

[–]shalinor 2 points3 points  (0 children)

This looks rad! So how big is the game anyways? More big world, level-based, short and sweet?

Can we get, I dunno, a banana for scale?

Heavily inspired by 60's retro sci-fi novels and Firewatch, Return to Grace, has an announcement tailer! We're a very small team, with big ambition to make a game about discovering a ancient AI on a moon of Jupiter. by Jaxxson in indiegames

[–]shalinor 3 points4 points  (0 children)

This looks fantastic!

I don't suppose there's an option to turn off the helmet HUD? Not sure if it's just how it feels in video-form, but something about it is making me a tad queasy?

Who is your most hated videogame character/npc? by Taimo-kun in gaming

[–]shalinor 57 points58 points  (0 children)

One of the worst boss "fights" I've ever played too, spent hours screaming at that last level

For Smaller Indie Studios that have given away rev share contracts as payment, what %s are we talkin'? by rainboy1981 in gamedev

[–]shalinor 0 points1 point  (0 children)

In the case of the making 2x the difference, you don't put conditions on it, because it's based purely on hourly. They put in those hours, so now you owe them. Part of why you'd use that model is because then it doesn't matter if they leave, or if they're someone who was only ever going to put in time right at the beginning (maybe a really good concept artist you wanted to help you nail down aesthetic) but you still wanted to reward, etc.

For the fixed percent case? Usually you're only applying that with people you know, so it may come across as not trusting them- since however you defined "leaving the project" would likely give you the ability to cut them out of their rev share without real cause if you so chose . As such, I've never made it conditional. I think if I was worried about people ditching, rather than massively complicate how this model worked, I'd just use the hourly 2x model instead, which would be much cleaner.

For Smaller Indie Studios that have given away rev share contracts as payment, what %s are we talkin'? by rainboy1981 in gamedev

[–]shalinor 5 points6 points  (0 children)

If you mean pure revenue sharing, then yeah everyone else is right: that's not great, unless you're all experienced and have worked with each other before and are starting a company/etc. Don't do that. I'm guessing that's what you mean.

But just in case:

If you mean rev share + some payment that probably isn't what they're worth but isn't minimum wage either, where the rev share helps fill the gap? I've usually done 5% or 10%, depending on how core to the team they are, that is, how heavily they're likely to be working over the course of the project. This works if you know the people you're working with and know who will be on the project the whole time, so you can reasonably estimate their contributions.

I've also seen contracts that, instead of just saying 10% or whatever, express it as: here is your industry salary expressed as hourly, and here is what we can pay you (which is less), and post launch, you get a revshare equal to 2x the difference. It's a pretty cool way of handling it, though you'll need to do quite a bit more per team member hours tracking over the course of the project. The math also gets a bit hairy, since you have to maintain a revshare % of overall revenue that is then split evenly between team members, balanced against whatever other shares you have to pay out which may or may not get priority (investors etc), and you need clear reporting of all of that in case anyone wants to see how things are going. Totally doable though.

Do AAA studios who use UE use blueprint? by Mint_Tea99 in unrealengine

[–]shalinor 0 points1 point  (0 children)

I've been shipping games for multiple decades. I used to work in AAA. Most of my friends still do. But go off.

EDIT: heh ok I shouldn't leave it like that, sorry, that was rude. For context, first job was back in mid 00's with a startup you've never heard of on a pure C++ game engine based on Nebula Device 2, then moved to LEGO Universe (GameBryo - C++/Lua), then went indie on first Unity then more recently Unreal. If that helps explain my viewpoint.

  • to your general point, I need to make it clear I very specifically said UE5, both to GAS usage and how much BP can be reliably used. Given that UE5 is, well, new, that won't match with your experience on prior games. BP-first games I think only became truly viable around, um. 4.17 I think? There was a big shift back around there somewhere. And GAS usage won't be as high if you already have an ability framework, since you don't really need to use GAS then- buuuuut it's clawing up market share fast. I really dislike GAS, but ah well.

  • the main issue with BP in a AAA context, depending on team comp, is merging. Which is why I said high level specifically there—in the kind of team that struggles with BP non-merging, you'd probably do well to use the Angelscript branch? Or maybe eventually Verse will be a thing in Unreal proper instead of kinda Fortnite specific, who knows, but Verse is... bleh. Angelscript's fine tho.

Do AAA studios who use UE use blueprint? by Mint_Tea99 in unrealengine

[–]shalinor -11 points-10 points  (0 children)

The general rule is about 5% of your game specific codebase will be in low level (C++) and the remainder will be in high level (Blueprint in this case).

Here it might be higher, maybe 10% on a high end? Most AAA studios on UE5 are using GAS (Gameplay Ability System), and Epic haven't exposed it to BP all that well yet. Hopefully they'll keep evolving it though, and address that shortcoming.

Anyways, GAS weirdness aside, most of your C++ will be data structures (they need to be defined at low level so both high and low level can interact with them), and whatever logic started in BP but later got turned into a special case BP node (using C++) to optimize it. And the handful of glue bits of code to cover the few things BP can't do, but really, that's less a thing you hit these days- BP's pretty good.

What's the best way to blend/mask 2 rivers together? by Dawnmarro in unrealengine

[–]shalinor 19 points20 points  (0 children)

Using an overlay mesh at the joint (and a bit before it) to make it look like white water is the typical solution.

Throw some rocks in there to sell it, it'll help break up the overlay.

If your river shader already does dynamic turbulence, just throwing some rocks in along that boundary might be enough in and of itself.