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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Yesterday, 10:28 PM

Posts I've Made

In Topic: New Horror Game: Psycho Night

25 October 2016 - 07:09 AM

*Animating a MakeHuman character. I have the character rigged in Game Engine bones on MakeHuman, and I also would like to know how to place animations on the character, getting/making animations, and controls. If I need to change the bones, let me know.

Animations is made in your 3D software. You export as .fbx the model then each animation can be exported as it's own animation or you can export all animations with the model and break them apart in Unreal.

You then use the animation blueprints and otter animation tools in Unreal to make the animations used in the game.


The rig(bones) you use doesn't matter as long as you can use them.


*Cutscenes. I need those to build a cinematic part of the game.

Google Unreal cutscenes and start there, honestly it's a difficult process almost as hard as making movies. I would advice keep it simple and short.


*Level design is needed. I want to do most models on my own, but my modeller seems to not be supported with Unreal Engine. Any free or cheap software recommendations for making levels with decent collision?

Blender, it's free and on par in modeling with 3ds Max. For importing and exporting use .fbx and build all materials in Unreal don't export them with the model. When exporting a mesh with more than one material, place basic materials in the slots and delete them when imported.

Avoid import errors by setting Smoothing to face and by always having a UV map.


Unreal has a auto tool for making concave collisions and you use a prefix for custom collisions, I can show you how to do it using Blender; it's very simple.

In Topic: 2D door animation, looks proper?

24 October 2016 - 01:20 PM

Looks very good animated, the doorknob is a great touch.


A thing you can try when having problems with perspective is using 3D. Just download a door and animated it in 3D then use it as reference for the animation; even just viewing objects in 3D with perspective can help in drawing them.

In Topic: [Unity] Trying to understand 3d game dev

24 October 2016 - 12:37 PM

It depends on the game.


3D with a 2D view almost all objects are imported into the software and then just moved and rotated into place.


3rd person games all objects except the large ones are modeled and then imported.


1st person games almost every thing is made from set pieces, this is known as a modular workflow. It allows the level designers to build huge scenes by using set pieces and combining them with other set pieces.

It's important that when using a workflow like this that all three densities(Poly count, detail size and texel density) are considered hard rules, with only a +/- 10% leniency, if you allow any artist to stray too far from these lines they will create set pieces that doesn't match the rest of the game.



Here is more on modular pieces:http://wiki.polycount.com/wiki/Modular_environments


There is a mod for Fallout 4, that allows you to use all the set pieces to make your own settlements; it's a good way to see how set pieces work and all of them are made by top artists.

In Topic: Ideal time of the month for sales and events?

24 October 2016 - 06:43 AM

The dates you have listed are due to when people normally get paid so they are more like to spend money.

I noticed it, however then I got to thinking and realized that I don't spend money on game purchases just after receiving pay. On average it takes about four to five days before I buy any thing. So this combined with the large amount of different payday dates and the fact that I missed two sales in the game I am playing makes me wonder is there like a golden date for games?




Personally, I would be very careful about sales as the short term spike is quite high, it can also be followed with a lower then average spending curve after the sale and can also get your users into a position where they just wait for sales. The flipside is that sales can help convert non-paying users to paying and therefore they become much more likely to spend money in the game at a later stage.

I noticed this when I played as a free member, or in the games I am not fully invested in, I will just wait holding on to my premium currency and spending it on a sale that would give me the most for my effort. 


However I don't think this is as true for paying customers in most freemium games is it?

I spend my extra money on the first sale of the month, or event if there is no sale and time is running out; If I don't spent the money on the game I just end up spending it on something else.

Maybe if you have $50 or more that you plan on spending on the game at once, then maybe you would wait for the next big sale.

In Topic: Nintendo NX/Switch

22 October 2016 - 11:33 PM

The idea isn't terrible, but again, the problem is that the graphics aren't going to measure up, plain and simple.

I don't think people who play console games care about graphics as much, otherwise they would buy a PC.


It could be that Nintendo is aiming for the casual gaming market, considering that so many AAA games have in game purchases.



I am thinking of getting one, I missed the last generation of consoles because I felt the shift was to quick after I got my Xbox 360; I feel like playing console games again. Also I think it's the best looking console in a long time.