Jump to content
  • Advertisement

Trakaiz

Member
  • Content Count

    14
  • Joined

  • Last visited

Community Reputation

136 Neutral

About Trakaiz

  • Rank
    Member
  1. Hi,   so I have 2 buttons, they both show a widget when clicked. How do I make it so only one widget shows at the time.   example: button 1 is clicked, widget 1 shows. button 2 is clicked, widget 2 shows. widget 1 needs to automatically disappear after clicking button 2.
  2. Hi,   i created my inventory. On the right side of my inventory I have item crafting. I got different categories(screenshot). I followed this () tutorial series.   He made it so you click an actual slot. I wanted to make it so the crafting panel will always be the same, players can't drop items in there.   So my question is: how do I make my button show/hide the items under each category? I don't want the button to be an actual item slot where players drop their items. I think it has something to do with binding the button to an action, but i couldn't find it on the internet. Please help me with this, I would really appreciate it!
  3. Hi,   so I created my map, with trees. What I wanted to make is: the player hits the a tree, and after * hits the tree disappears and respawns after * time at the same location. Also, players can build houses. How can I make a tree not respawn if a house is at the location of the tree? (so there won't be a tree in the house) Please help me with this, I would really appreciate it!
  4. Hi,   so I wanted to change the view distance of my grass (foliage). I read in the doc:  "On top of the designer specified value, there is a global scalability setting working like a multiplier (r.ViewDistanceScale)." But I have no idea where I can find this and edit.   I also wanted to change the LOD of grass (foliage), I tried changing Auto LOD to LOD Lvl 2, but when I save it, and paint it on my terrain, the grass is still waving.   Can you please help me with this?   I'm sorry if this is on the wrong forum.
  5. Hi everyone,   thanks everyone for commenting and giving tips, I really appreciate it!
  6.   Usual newbie mistake.     It is good to plan ahead and try to be as efficient as possible. That includes preventing running into an obvious dead end.... BUT:   At the stage you seem to be at, the last thing you need to be worried about is making mistakes or bad choices. You'll make them anyway. And that is good.   Because you know what? You most probably lack the knowledge needed to get beyond planning a map in paint.net anyway. Most probably, because you might be not doing this thing the first time, you didn't tell that. But then you wouldn't ask such a question....   Humans learn from making mistakes. Not from success.     When I was wee scrub when it comes to game dev, I read some good advice on a different forum on the wild wild web: "Premature optimisation is the root of all evil" - care about building your game first, before caring about making it run fast on the target hardware.   There is no point in wasting time now to create efficient assets and optimal code if you don't even know if your game will get anywhere... did you already playtest a prototype? No? So you don't even know that what sounds good in theory is actually fun in practice. Are you really sure you get anywhere with the scope of your game before you run out of money, interest or time?   So why are you so concerned about how fast your game will run on the computer of a hypothetical player when there isn't even a game to begin with?     Clearly, there are some avenues to avoid, some pitfalls that even the best optimisation will not m ake it run on the old toasters some players out still expect your game to run on. Like choosing game mechanics that NEED an extreme rendering range, yet choosing a viewpoint that also asks for some detailed scenery. You can still compromise (like lower the graphical fidelity), you can still optimise (extreme LODing comes to mind), but at some point you might just lower the view range or increase the minimal system requirements.   But really, these are extreme choices, most things can be optimised LATER... not for free, it costs a lot of work and time to optimise things. But it does so even if you do it too early, yet in the first case you invest the time AFTER you made sure that the investment is actually a sound choice.     The last thing to note is: you should probably start with a simple prototype first anyway.... these usually use simple placeholder assets instead of the final version, and might not have all the graphical FX yet. You should get good performance there even with crappy prototype code and running on a toaster. Again, the idea is to not invest too much until you have proven your game idea to be fun.     TL;DR: just chuck graphical options aside for now, and worry about optimisation later on. Create a fun game running well on your hardware, and even if doesn't run as well on yours (you might have to work on a toaster yourself, IDK), only worry about it if its BAD (like "below 20 FPS" bad)...   You got a lot to learn... optimisation is one of the last things on that list, right before marketing and releaseing games.   Thanks alot for this very helpful answer. And yes, its obvious to me to first make a prototype. I started looking at this differently, in a good way. :)
  7. Thanks for the link! I'll definitely take the time to read and understand everything!   Thanks! And yes, maybe im going a little too quick, but what I want to avoid is putting alot of time into something and after that, discovering i needed to do something before I Continued. 
  8. Hi,   so I have the map I want to create in paint.net and on paper, but before I start creating it in UE4, do I need to worry about players choosing different graphic settings? Somebody told me I "need to decide on the desired minimum hardware to run the game". So how does it work? Do I need to create a low quality world first? what then?   Please help me with this :)
  9. No I don't, I don't know any code language
  10. Hi,   I'm creating an online survival game (In Unreal Engine 4). I got everything on paper: how it's supposed to work, the items... .   In my world I would like to use some assets people made, like rocks, trees..., but I have no idea if it's going to make the game lag. I tried a few assets and textures from the Kite Demo, and alot of them already take a long time to load.   These assets are high quality. How do i know if my game is going to lag when finished? Are the players able to use lower quality in game? I don't want my game to be like DayZ (lag even at normal quality and not looking good)   Please tell me what I can do best. All tips are greatly appreciated!
  11. Thanks! I already watched a few videos a few days ago. I'll see what I can do in Unreal Engine :)
  12. Like I said, I would like to make everything, from the world/map to items the players can interact with, but I can't code. For example: I want a door to open when a player presses E. I know how and when things need to happen, but I will need code in order for it to work.   Thanks for the tips! 
  13. Hi everyone, I'm 17 years old and want to create a game. I already have a lot of ideas of what I'm going to put in. But there is a problem, I can't code, and want to make this game myself.   Is this possible? Can I find the code i need on the internet? What if I hired a coder, do I need to keep in contact with him/her when the game is done?, or can he/she just give me the right code for what I need? I really would not like to have to learn a code language because it's going to take a lot of time to learn and it's pretty hard.   I want to create this game in Unreal Engine.   Any help/tips are appreciated!  
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!