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wwm0nkey

Member
Oct 25, 2017
15,548
Did you buy NAT Traversal? Seems like you bought their other stuff. You can skip Unity's current relay and costs entirely that way, or keep it in as a last resort should your or the dev's dedicated server go down.
Yup that's what I am using, what's nice is they offer the server files so I should be good for as long as I want to run this game. Works pretty well, just have to translate some of this stuff to a better UI system hahaha.
 

Minamu

Member
Nov 18, 2017
1,899
Sweden
Yup that's what I am using, what's nice is they offer the server files so I should be good for as long as I want to run this game. Works pretty well, just have to translate some of this stuff to a better UI system hahaha.
Yeah it seems great. We had some issues setting it up and updating the version without knowing the changes created some more problems I'm not sure we've fixed. But it seems feasible to just set up a server, either in a web hotel or in your own closet xD Since you're already paying for Internet at home, the matchmaking traffic is basically free that way. It's also possible to make the system search for backup relays such as the dev's should your house suffer a blackout or whatever.

I haven't touched a single hobby project since I moved away from my previous city though. I lost my girlfriend of almost 5 years by moving to the capitol and my new work is of course taking up a lot of time. I have definitely gained a lot of appreciation for my team who has coded for a living and then having the energy to make a game with me straight after a long work day for several years on a regular basis.
 

wwm0nkey

Member
Oct 25, 2017
15,548
Yeah it seems great. We had some issues setting it up and updating the version without knowing the changes created some more problems I'm not sure we've fixed. But it seems feasible to just set up a server, either in a web hotel or in your own closet xD Since you're already paying for Internet at home, the matchmaking traffic is basically free that way. It's also possible to make the system search for backup relays such as the dev's should your house suffer a blackout or whatever.

I haven't touched a single hobby project since I moved away from my previous city though. I lost my girlfriend of almost 5 years by moving to the capitol and my new work is of course taking up a lot of time. I have definitely gained a lot of appreciation for my team who has coded for a living and then having the energy to make a game with me straight after a long work day for several years on a regular basis.
I am sorry to hear all that, but yeah after a whole day of work, it can be hard to want to even look at code
 

wwm0nkey

Member
Oct 25, 2017
15,548
Did some additional testing with people outside of my area, Nat Punch Through works very well! Still need to set up UI stuff, but again, super happy with the results and how smooth it is (though that's probably due to smooth sync too lol)
 

ninjaboyjohn

Member
Oct 30, 2017
291
California
Added homing missile firing cockatoos (rocketoos!) to Roobound this week.



While doing this, I ran into many bugs in the asset store AI pack I bought (AI Behavior Toolkit), so I've been hacking away at it and making it more customized. Still a good way to see how someone else might set up an AI system.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Whoa, neat
Finally got an actual prototype race track in



This is looking pretty fun! Seems like a good case for having the FOV increase based on speed, IMO

Added homing missile firing cockatoos (rocketoos!) to Roobound this week.



While doing this, I ran into many bugs in the asset store AI pack I bought (AI Behavior Toolkit), so I've been hacking away at it and making it more customized. Still a good way to see how someone else might set up an AI system.


This is looking real slick. Just made some homing missiles myself! I didn't realize UE4 had some built in homing projectile logic until way too recently, lol.
 

ninjaboyjohn

Member
Oct 30, 2017
291
California
This is looking real slick. Just made some homing missiles myself! I didn't realize UE4 had some built in homing projectile logic until way too recently, lol.

Yeah, it's not super well documented but the projectile movement component in UE4 works pretty great for low projectile counts at least.

My character's boxing gloves use two projectile movement components actually! One sends them out and the other sends them back with homing to their attach socket.
 

JonDadley

Member
May 4, 2018
38
Hit an amazing milestone this month - my game got featured in print in 2 major UK gaming magazines (PC Gamer & GamesMaster) :D I used to read these magazines as a kid so this is a dream come true for me. Could stop grinning when I picked up the magazines in a shop.


 

Eolz

Banned
Oct 25, 2017
7,601
FR
Hey, quick question. I've recently changed computers, and my new one got both a SSD (not really big) and a HDD. Would it better to install UE4 on the SSD? I've heard that it takes up a lot of place pretty quickly (didn't notice when it was on a HDD in the past, but it was way bigger than my SSD).
 

ninjaboyjohn

Member
Oct 30, 2017
291
California
Hey, quick question. I've recently changed computers, and my new one got both a SSD (not really big) and a HDD. Would it better to install UE4 on the SSD? I've heard that it takes up a lot of place pretty quickly (didn't notice when it was on a HDD in the past, but it was way bigger than my SSD).

If you can spare 20+ gigs (not at my PC, so not sure how much you'd need), then I'd install the engine on the SSD but keep your project folders on the HDD. Keeping the derived content cache with the engine installation on the SSD seems to keep things pretty fast for me.

But if you're tight on SSD space, just put it all on the HDD and you should be fine, just maybe a little slower on startup and when compiling lots of shaders.
 
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vestan

#REFANTAZIO SWEEP
Member
Dec 28, 2017
24,605


I'm having so much fun with GMS2.


Hey, quick question. I've recently changed computers, and my new one got both a SSD (not really big) and a HDD. Would it better to install UE4 on the SSD? I've heard that it takes up a lot of place pretty quickly (didn't notice when it was on a HDD in the past, but it was way bigger than my SSD).
If you've got space I'd definitely recommend installing UE4 on an SSD. I think 4.20 is at like 30gb+ though. Bootup and shader recompiles can take so long on a poor HDD. What I did for the longest time was redirect my derived data cache folder to a RAM disk, worked perfectly for my needs.
 

Eolz

Banned
Oct 25, 2017
7,601
FR
If you can spare 20+ gigs (not at my PC, so not sure how much you'd need), then I'd install the engine on the side but keep your project folders on the HDD. Keeping the derived content cache with the engine installation on the SSD seems to keep things pretty fast for me.

But if you're right on SSD space, just put it all on the HDD and you should be fine, just maybe a little slower on startup and when compiling lots of shaders.



I'm having so much fun with GMS2.



If you've got space I'd definitely recommend installing UE4 on an SSD. I think 4.20 is at like 30gb+ though. Bootup and shader recompiles can take so long on a poor HDD. What I did for the longest time was redirect my derived data cache folder to a RAM disk, worked perfectly for my needs.

Thanks for the tips! :)
 

ninjaboyjohn

Member
Oct 30, 2017
291
California

I finally have a trailer ready for Slopecrashers.
What do you think? :D

Cool!

I love the variety of courses on display and the way it goes from behind the back single player to split screen to crash cam with the city streets.

Biggest areas for improvement imho are
- your characters need a lot more idle / secondary animation / life when just riding. Maybe make the lemur tail a physics bone so it will move as the player moves without more hand animation? The characters just look super stiff in the trailer and you see a lot of them.

- trailer is a little too long. I'd try to cut it down to 60s and see how it feels. remove some of the single player shots at the beginning, or just clip a lot of the shots down so you keep the same number but they go by quicker. Basically dont give me time to wallow in the pre-alphaness of it by taking me from environment to environment to split screen and back quicker.

- the logo at the end feels amateurish which kinda solidifies the gameplay footage as being more final than not. I do think it pays to get a really solid logo treatment done. Maybe run a 99designs contest?

Game looks dope though. Love me some snowboarding animals and how many great environments you have going!
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Never done anything like this before, but I realised that I'm going to need to know what this stuff looks like if I'm going to build it all myself...

 

Samban

Banned
Oct 25, 2017
413
OyAnlg.gif


SO I AM MAKING VIDYA GAEMS AGAIN AND I AM WORKING ON THIS THING KTANXBAI (also it runs at 60FPS gif kinda sucks)
 

Deleted member 48390

User requested account closure
Banned
Oct 6, 2018
75
First post on ERA, a lot of time reading, now posting!

This is what my team and I are working on. (3 persons in march when we started, 6 persons since september)

The BOUNDS is a prototype developed by Build the Light studio, part of an overall work : PROJECT LOUISIANA.

The Bound is a horror oriented narrative experience, featuring some typical adventure games elements (exploration, puzzles, narrative choices, etc…)

Proudly inspired by games such as Resident Evil or Silent Hill, The Bounds will let you explore a mansion and unravel its secrets. Stroll through the swamp of New Orleans investigating your daughter disappearance. Unravel the mysteries of a voodoo cult whose interest seems to be revolving around your daughter.

Will you be strong enough to face the truth?

Here are some screens. It will show you the first zones you'll explore. Hope you'll like it.


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Don't know how many pictures I am allowed to post. If the moderation or someone can tell me if I can make a full presentation of the project in a big post with gif video etc...

Thanks
 

wwm0nkey

Member
Oct 25, 2017
15,548
After doing some personal looking around at stats, I didn't like the ones I was seeing for most online MP indie games, hell even AA games with MP didn't have great stats. So I am refocusing a bit and spent all of today getting my gun system in with projectile based shooting to prep for a more SP focused game (that will also have online)

Here is some very early footage, but I am soooooooooo happy with how my gun system turned out. It is very modular to the point I can add pretty much any gun I think of within a few minutes. Works perfectly.


Again this video is quick and dirty, I was just happy with the progress.
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
After doing some personal looking around at stats, I didn't like the ones I was seeing for most online MP indie games, hell even AA games with MP didn't have great stats. So I am refocusing a bit and spent all of today getting my gun system in with projectile based shooting to prep for a more SP focused game (that will also have online)

Here is some very early footage, but I am soooooooooo happy with how my gun system turned out. It is very modular to the point I can add pretty much any gun I think of within a few minutes. Works perfectly.


Again this video is quick and dirty, I was just happy with the progress.


Yeah unfortunately unless you have critical mass, or the MP features are entirely asynchronous, MP is almost a negative add. I know for me that if I see an indie MP game I am probably gonna skip it because I'm not confident it will have a big enough audience and I'll worry I won't get to play it.
 

wwm0nkey

Member
Oct 25, 2017
15,548
Yeah unfortunately unless you have critical mass, or the MP features are entirely asynchronous, MP is almost a negative add. I know for me that if I see an indie MP game I am probably gonna skip it because I'm not confident it will have a big enough audience and I'll worry I won't get to play it.
Yeah right now it's SP first, MP second.

Also I kind of want to make a gun class that is just random variables passed into it, that way you get a random, weaponmesh, shotcount, cooldown, damage, ammo type, etc. I might just do that and record it, shouldn't be too hard to make with my new system lol
 

wwm0nkey

Member
Oct 25, 2017
15,548
Got some more stuff done, mostly super simple AI. I think what I am going to do for their shooting is a pretty simple LootAt() to the player once they are in the line of sights and the longer they are in the line of sights, the lower the spread of the AI guns is. never really messed with AI before, so this will be fun.



Now I still really want to do that Random gun idea I had hahaha.
 
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Arebours

Member
Oct 27, 2017
2,656
need some help naming a tile..
red is wall, blue is outside corner, gray is inside corner, yellow is saddle. what do I call green? The name should be as concrete and descriptive as the other ones. The function of the piece - if it isn't obvious from the picture - is to allow two cliffs of differing heights to connect seamlessly. This works because the piece "meets" a wall the the top border. you could say it is a special case of the gray "inside corner" tile.
For anyone wondering, this is a reference/template set that I use to figure out the "spec" for my tilesets.

the only name that sort of feels ok to me at the moment is process(the anatomical term, meaning outgrowth), but it's a bit abstract.
 
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