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About NajeNDa

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  1. In my honest opinion, if you are interested in art just stick to art. Every single minute you spend to learn to code/develop games is going to be a minute you will not spend to learn/practise art. Moreover, nowadays game engines change after few months, so you will have to re-learn/update your skills to be able to keep making games. Find someone who code the game you want (or make a deal about the game) and focus in your art and learn game dev art pipeline (this is quite important, it is not just about making art, also exporting it nicely and optimizing it for games)
  2. You dont need Pro to launch an Unity dedicated server. Just open your project and generate it as Dedicated server and launch it. It works
  3. Maybe you could guess that from the hood, UE 4.19 (which builds for latest console SDKs) is using CLang5.0. Epic told that, not me https://wiki.unrealengine.com/Compiling_For_Linux#Getting_the_toolchain As a side note, it is to compile for Linux, but might be different for other platforms, but its something.
  4. NajeNDa

    [UNITY] Character Control Problem

    Lol, that was fastest reply in my life. I just closed the tab and got the email notification xDD I hope it worked
  5. NajeNDa

    [UNITY] Character Control Problem

    Activate Apply Root Motion in the Animator component. That will apply movement from animations.
  6. NajeNDa

    3D Modeler needed

    Why?? One of them was even posting models here...
  7. NajeNDa

    Looking for partner

    Can you post something that shows what is low poly style for you?
  8. NajeNDa

    Missions vs Quests

    Have in mind that mission system is like that because you wouldn't be able to make some kind of missions as quest-like stuff. I mean, lot of missions from GTA are like "chase that dude with your car, shoot at him, when you kill him get the helicopter and so on". They are scripted missions with constrains and events, it is not that easy as "kill A" or "get x20 B items". Maybe you could mix mission and quest stuff like MGSV does, you can run freely on the map, but when you reach a certain radius, game will ask if you want to start "X" mission.
  9. NajeNDa

    Coding my first game.

    Unity seems a good one, although you will have to pay for it if you earn more than 100k USD in a year (which I dont really think that will happen).
  10. The enum way seems to me pretty hand-job and not really OOP solution. I think I would go for some basic base classes (maybe one or two) like "buff" and "debuff" and then use heritage and polymorfism. With that you would have almost every case managed, and your player entity just will need to manage all the buffs/debuffs status in its Update.
  11. NajeNDa

    How to #include my own header into the game?

    The only reason it crashes during runtime and there is no compilation error is because GameMode is a NULL pointer. Put checks or debug if World or GameMode are Nulls.
  12. NajeNDa

    Would like to create a game, but...

    Open a topic in hobbie projects and look for a team I suffered that problem, and I even I am still suffering it but also with 3D models and that stuff. Making a game (something decent) is pretty hard for a single person, because of mastering all the skills is almost impossible and also because it requires an insane amount of time. Maybe you could develop a simple/easy game for mobile, but developing an indie alone...I think it is madness.
  13. As I told you before, I am probably not the best to speak about this because of my lack of experience with UE4, so take my replies carefully The basic input flow is the following one: Create a function to handle the key input, for example "Jump" or "SpaceBarFunc" (check UE4 default InputManager). Do stuff inside that function Bind the function with the input event So having this in mind, you could register your delegates in construction phase and then trigger an event inside #2 step function. About the Unity comparation, there is no direct matching for that because getting the input in Unity is something global, but in UE4 looks like is not. InputComponent->BindAction("YouAction", IE_Pressed, this, &YourPawn::YourFunction); That line of code is step #3, where you tell to the input system that YourPawn::YourFunction has to be fired when YourAction key is pressed. The problem is that your mind is not thinking in the engineer properly way, because Unity allows you to catch input strokes everywhere, but that is terrible. You should build an extra layer based probably in "Command" pattern to manage the input, and that is the UE4 InputManager, key bindings and delegates.
  14. Im newbee with UE4, but I think you are right with the stuff related to possessing actors. The thing is that in the human player entity ingame is the PlayerController, and it posseses actors as will, therefore all the input is received and managed by the PlayerController/InputManager. The thing you could do is: When the collision is detected, store the ball actor in a pointer in your character class Create a function in your ball class with the desired behaviour Create a wrapper function in your input manager which calls function created in 2 Config the input key and bind the function in 3 in your inputmanager
  15. As you said before, char[] and char* are just the same, but depending on what you want to do/need you have to cast. And yeah, you can cast from char[] to char* this way: char array[4] = {'a','b','c','d'}; char* charPointer = nullptr; charPointer = &array[0]; You have to point your pointer to the beginning of your char array, there is no direct assignment. You might overload operators if you really use that much char-pointer assignment.
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