Seeking someone to dev in UE4 with to make space game.
VR, Tablet, PC, I don't care. I have a lot of space assets and will buy what we need. RTS, Space Combat, No Man's Sky clone, I don't give a fug, I'll make it if it has space combat. I have a fair amount of space combat dev experience and even a released and sold product so I know what works and what doesn't.
Let's make the next star citizen goys
Christian Thomas
Still making that enemy. Got some boots out of it.
Mason Sanders
Uranium-235
Asher Brooks
Finally got a design I like with for my blacksmith character
William Wood
That set was the shit as a kid.
Asher Smith
From the tooltip for a moment I thought someone posted some boots from PoE.
Jacob Wright
>Will buy what we need Someone more competent to replace you?
Ryder Adams
And one of the attacks
Jayden Miller
...
Jordan Rodriguez
ah yes the old trope where blacksmiths constantly practice giving blowjobs
Brody Price
is what, the lamp? the lamp that's in the centre? it looks fine, the weird emmiting/animation coming fromt he bulb isn't tho
Adam Lee
When i rendered the icon for the inventory I felt strangely reminded of Diablo 2
Luke Edwards
>looks at my sales on sellfy and itch.io >realizes I've made money making videogames >you're here trying to bring people down to your level - that of a nodev who has not made money
Yeah I'm real hurt bud.
Charles Moore
What are you on about?
Caleb Cook
To the guy that was messing around with that cartoon shader in UE4. Can you, (or anyone else), explain what this is called that you're doing, and in broad terms how you're doing it? I want to create a shader effect that affects the entire game and I'm not sure what to search for and how to go about it.
I'm guessing it's a sort of shader effect that is bound to the lighting you place in a scene?
Camden Green
>0-2 pushups >3-5 cruches >6-8 planks >9 dev
Dominic Brown
>I need someone to code a fast space cash grab for me >Don't worry it's just an excuse to flip some assets real quick Oh geez where do I sign up?
Lucas Williams
Okay, I've decided that I'm gonna halt on shader work until I have a few consistent assets, here's how it looks with a traffic cone. Thoughts so far?
Grayson Diaz
boots from PoE for a reference
Carson Clark
0-2 Pringles 3-5 soda 8-6 chocolate bar 9 everything else ans also dev
Juan Barnes
>90% chance that you won't dev
90% chance you're not gonna make it
Jonathan Morales
user I am the coder
try and keep up
I just love space and want to make space game for fun with someone.
Also my product is not flipped assets lel, I had to get my own made so I could get on the Unreal Marketplace.
Keep trying though.
Cooper Torres
Why do you think I post here?
Angel Watson
I've made some 100$ from my shitty game. It doesn't change anything.
Joshua Young
Why don't you buy it instead of just buying the assets?
Oliver Fisher
>sitting here reading Real Time Collision Detection just so I can do proper collision responses with a sphere against an aabb
Man, getting rid of the Unity colliders was basically diving into deep waters, but I'm starting to understand it. Got the interceptions working. Just gotta implement sliding along the wall now instead of stopping dead in its tracks.
Adam Baker
The crash bandicoot devs said if you don't end up rewriting your character controller at least 5 times something is wrong.
You should take a look at Unity's default third person controller (ethan). It has some neat formulas for finding "turn amount", which I believe is -1 to 1 depending on how much the new movement differs (left/right) from your current character's forward direction or velocity or something. you could maybe use that as a determinant/threshold for sliding/boosting turnaround speed, but who knows
something like this in the code: move = transform.InverseTransformDirection(move); turnAmount = Mathf.Atan2(move.x, move.z);
also I'd suggest clamping x,z separate from y, since you don't want falling or jumping speed to determine your horizontal movement. Unless you handle that somewhere else.
Alexander Butler
>working on a game where you're not the one programming
That's like letting someone fuck your wife
Anthony Diaz
I'm trying to do a bit of modding and editomg texture files. I have the NVIDIA plugin for photoshop and can open DDS files, but how do you tell which format to pick when you save it? When I open the file it doesn't tell me the bit depth or DXT version, and there is no option to save it in the same format as the original file when I try to save it.
Alexander Martinez
Because I am looking to find partners to develop with, for fun, not just have a shitty product made to sell. We could aim to sell it if that's what we want to do, but the point is I'm tired of devving alone and want to dev with other people.
Space just happens to be where my autism lies and where I have a lot of assets already, so it makes sense to dev there. If someone wanted to do something else that appealed to me, I'd do that desu~
We can work on different thing. I like doing UMG for example which everyone hates. Unreal 4 is pretty cool in allowing people to work on different things. There's also source control which is great. Thanks for the opinion though ~
Jonathan Garcia
>0-2 >3-5 >8-6
I don't want to see your code. Ever.
Wyatt Turner
If I make everything an unlit texture, how do I do a day night cycle? I suppose I could swap out for a night time texture, but that seems silly. Is that why Toon/ flat shading exists?
Alexander Walker
Learn vertex coloring. It's what I used to make baked lighting in my voxel game where I couldn't use dynamic light and shadow.
Luis Morales
you need a game before anyone can accurately judge the stylistic choices of it
public static int ohjsofnsofi; public static int slfjsfs; public static int sfljoiwn;
Andrew Peterson
When your making an rpg do you make the overworld first or the combat sections?
Henry Stewart
>trailer >3 minutes
Elijah Ward
How do I make a function that goes like: 1, 2, 3, 5, 7, 10, 14, 20... something like that.
Not exponential but not, not exponential.
Ethan Morgan
Long play whatever
Mason Morgan
probably character movement -> combat -> world
Oliver Lewis
not if its anime
Angel Hughes
>something like that Good thing math isn't an accurate science.
Ian Cruz
I was on board with pinball + breakout, but pinball + breakout + missile command is gonna give me a heart attack. Great work though!
About the trailer, I don't need to see the controls or a long shot of the start screen in the trailer, it's unappealing. Show your logo, show your title screen for 2 seconds, then GET TO GAMEPLAY.
Mason Turner
It's not really pinball without the bouncy things at the topp
Jaxon Baker
Choose what you want before you make it. What do you want from it? Can you try putting your thoughts into words?
Juan Turner
I make the game design document first cause it's the best way to curve your enthusiasm and let you look at your project objectively.
Cooper Perry
exponential equations can have a lot of parameters you can have a multiplier in front, or you can raise each number to the 1.8 instead of 2 etc. etc.
be more specific if possible
Tyler Sanders
>curve your enthusiasm
Lincoln Nguyen
If it keep increasing faster and faster, it's an exponential function. You can divide it or use a smaller exponent if you want it to increase slower.
Joshua Nelson
If you want that weird shit, try for (int i = 0; i
Chase Campbell
overworld OR combat
Isaiah Wilson
Neither cause anyone who actually planned their game wouldnt have to ask that
Noah Nguyen
Just answer please
Ryan Brooks
People that make game design documents are a diamond dozen.
Camden Baker
Hey /agdg/, i've got some trouble with programing.
Im using points for ground collision detection in a 2d game in unity. it detects collision by calculating the function of the line connecting 2 points and checking if the player position is below it. but for some reason (update is too slow?) it always detects it way too late - the player is below the ground. is there some way to make this work like colliders? setting the position after detection makes an ugly bounce. effect.
pls help :^(
Nathaniel Hernandez
I can't tell what kind of look you're going for. Most toon shading also dampens or dumps all specular, unless you're trying for some kind of style thing.
Ryan Davis
You need to calculate when it's going to be underground and prevent that instead of fixing when it's already there.
Chase Hall
>dino may cry YES
Zachary Diaz
Why aren't you using colliders?
Justin Baker
that shader looks like OGBEv3 default settings.
Juan Cox
Welcome to real time collisions. enjoy your stay
Ayden Stewart
I wouldn't know how to keep velocity the same when going up slopes - how do I get the direction vector?.
I just want simple 2d physics like metal slug, why must this be so hard
Dylan Butler
Collision detection is not physics.
Ryder Scott
>Most toon shading also dampens or dumps all specular, this is in the pipeline
Christian Howard
what happened to game development feedback general
Eli Carter
that's a bold statement
Bentley Peterson
I don't see any specular except on the character which is placeholder and annoyingly shiny but equally annoying to alter
Unity has Update() and LateUpdate(), which you can use to safely move your character after you've checked, but like another user said, you need to check if your current position + velocity will put you below the ground/in a wall in the next frame and correct it BEFORE you apply that velocity.
Its a pain.
Nathaniel Morris
How can it possibly render you're below ground before the below ground check corrects it? Something's wrong with your logic.
Wyatt Sanchez
...
Michael Powell
AH! THANK YOU MY DUDE!
Brody Thompson
>code is a mess >get the desire to restart from 0
Carter Fisher
well that is curious I have no idea what that is. I can solve it by just removing the ability of individual items to hold specular info but I'd rather just alter the shader. Thanks.
Dominic Parker
Sounds like a case of the OOP.
Josiah King
just remember, after you check + correct do not change the velocity again in that frame
when in doubt, debug.log everything and debug.drawray all your checking distances, then go frame by frame to see if some shit is out of sync/late