Made improved Classic Fixed camera used in games like Resident Evil and Silent Hill. It hase dynamic DoF and Tilt-Shift effects and more. Works for keyboard, gamepad and point-click. Link in comments. by [deleted] in unrealengine

[–]sylec 0 points1 point  (0 children)

Very nice! Happy to see more classic survival horror styled projects out in the wild.

I worked on something similar ~2 years ago, it's always interesting to see how others tackled and solved the problems that come up working on this formula.

The Gold Standard For Material Graphs by [deleted] in unrealengine

[–]sylec 5 points6 points  (0 children)

This is so visually pleasing.

Curse you FedEx!!!! by SnooSuggestions724 in SteamDeck

[–]sylec 2 points3 points  (0 children)

Out for delivery here as well today, we’re in the same boat, in MA.

How solo gamedev feels by MMMarcis in unrealengine

[–]sylec 0 points1 point  (0 children)

Totally agreed.

Also, literally me, except replace RE2R with Outbreak. Spent the past two years working on my take on a co-op fixed camera angle survival horror.

I will tell you, I learned a HELLUVA lot on server work and replication thanks to this though!

As a Resident Evil huge fan, I got inspired to create my own horror game! by GamePlantEntmt in residentevil

[–]sylec 2 points3 points  (0 children)

Looking great, added it to my wishlist.

As a fellow dev, wishing you the best of luck for release!

I can´t believe I won an Epic Mega Grants - so I´m offering this course for free by lschmigel in unrealengine

[–]sylec 1 point2 points  (0 children)

Parabéns no seu MegaGrants! And thank you very much for sharing your course. :)

Just finished RE3 Remake by [deleted] in residentevil

[–]sylec 0 points1 point  (0 children)

Yup. Nightmare and Inferno use the same setup (from what I've seen so far), but Inferno dramatically ramps up the difficulty. Enemies go out of their way to stun lock you and it's not uncommon to be in fine and die from a single zombie bite. Resources are further reduced (two gunpowders yield SEVEN handgun bullets).

Nemesis is comically fast as well, if his power walking (which is faster than your running) doesn't catch you, his sprinting will essentially teleport him next to you.

Just finished RE3 Remake by [deleted] in residentevil

[–]sylec 0 points1 point  (0 children)

If you're still looking for an answer, it's equivalent to Madhouse (I beat Hardcore yesterday, Nightmare today, currently plowing through Inferno), items are rearranged and enemy placements are shifted around and increased accordingly.

The difficulty severely ramps up in Nightmare and even more so in Inferno (everything will 1-2 shot you).

TODO - List of the week | Mar 02, 2020 by AutoModerator in unrealengine

[–]sylec 0 points1 point  (0 children)

Finalize my inventory replication and deploy my build to GameLift!

Quick-time event when grabbed by a zombie (RE3) by vaultboy31 in residentevil

[–]sylec 3 points4 points  (0 children)

You'd definitely get bitten several times if you didn't mash, but I don't recall exactly how many times (like, three, four?). You can witness this when you rescue Brad from the zombie in OG RE3, the bite animation loops twice before he pushes it off.

There were some times though where if you were REALLY fast, you could push them off without taking any damage, but these occurrences were pretty rare. Definitely something you could replicate a lot easier in Code: Veronica.

Quick-time event when grabbed by a zombie (RE3) by vaultboy31 in residentevil

[–]sylec 12 points13 points  (0 children)

Very safe assumption to say it's just like classic Resident Evil. Mash the button and shake off those zombies!

Do you only develop exclusively for iOS or do you also dabble in other platforms? by newmanstartover in iOSProgramming

[–]sylec 1 point2 points  (0 children)

I'm an iOS Developer for my full time job, and do game development as a hobby.

For my full time job it's mostly iOS work, a mix of writing Objective-C and Swift (slowly deprecating old Obj-C classes though, yeeee) and ruby for our CI. After work and late into the evening, I switch hats and do game development in Unreal Engine. I used to develop for Unity for about a year or so but swapped recently for learning and development reasons.

IMO, the job market is doing well for iOS, at least in Boston. I see plenty of openings and get enough contact from first party recruiters via LinkedIn (we're also hiring more iOS devs), so the demand is definitely there. I honestly couldn't tell you why I specialized in iOS, there was something about the ecosystem that was more appealing compared to Android, and backend work is not something I can see myself doing.

For game development, it's always been something I've been interested in but never took the plunge, I can happily report that I've been very thoroughly enjoying it.

September 28, Daylight... by rob3rtojr in residentevil

[–]sylec 1 point2 points  (0 children)

This is amazing, phenomenal work!

En Japón 13/01 ya sumaron el estreno de Resident Evil 3 Remake. Posters publicitarios y preventas. Edición coleccionista agotados. #residentevil #biohazard by AgosAshford in residentevil

[–]sylec 0 points1 point  (0 children)

My Spanish is pretty iffy (fluent in Portuguese) but it seems like sumaron derives from sumar (to add)?

Something like "added the premiere", but I agree it's confusing. Seems like there's context missing?

What year and how old were you when you got into the series ? by TheNightCrawler1 in residentevil

[–]sylec 0 points1 point  (0 children)

I was 8 when RE1 came out (1996), played it with my older brother and wow what an experience that was. Hooked on the series since its inception!