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Found 496 results

  1. ProjectTaival

    Dev Diary #002

    Re-Release of 14th of January 2019 Dev Diary; Hello again and welcome to the second Dev Diary for the Project Taival. This time I have my earliest test build in playable form, of the model of the house where you can explore the layout of two first floors. It is still not finished and I left the downstairs largely unlit on purpose. The download link is on the bottom of this post. The TestBuild can only be exited by CTRL + ALT + DEL and force closing the software (as far as I know). Please take note; all the models in this Test Preview are placeholders and/or temporary assets. The player character will be entirely different than the UE4 template character that this game has. Current experience with UE4 tools are very confusing - even with tutorials I'm largely lost, due to so many tutorials being out of date for the current version of the developer tools. But, I'm slowly but surely getting accustomed to the editing process in UE4. I'm still torn between Unity 3D and UE4, as Unity seem to be somewhat more user friendly, but on the downside, lacks visual scripting currently. I'm also researching how to make teaser trailers, as my Youtube channel is in dire need for content. I'm also trying out composing music for the teaser, but more on that when I have something ready to show. I will be spending this week finalizing the bottom floor models and testing out UE4 and Unity 3D some more. Also, it seems that this is going to be very tutorial heavy week for me, so fingers crossed. Thus far, despite all the frustration, I'm extremely optimistic about this endeavor to make this game. It feels really good to see the progress, no matter how small it might sometimes be, but being this motivated despite all the hardship in learning feels really good. Thank you for everyone who have shown interest toward this project! Have a wonderful week and stay tuned for more content updates. You can also show your support and subscribe to my other Social Media channels; YouTube Twitter Facebook Google+ And as always, have fun on your taival through life! Download from Dropbox
  2. GameDev2017

    BIZARRE Sprint 33 plus 34

    Happy new year! 🙂 The new sprint no. 34 is published today. Let's see what we did during the last two sprints 32 and 33. First of all, we finished texturing the first game scene, Clearwater's apartment. All furniture is modelled and textured, placed and polished. As you can see below: We put more effort into the park design opposite Clearwater's home. We placed benches, trees and lanterns in the park and made them all looking good. The metro is running regularly, the little fountain is built up but what we still miss is the grass. But we installed lamps, lights and bulbs in the houses around Clearwaters apartment, therefore his neighbors look a bit more livelier. Plus, we worked on Clearwater's gunplay behavior. He is now able to pull his gun when a button is pressed, he is able to shoot as long as his magazine isn't empty, he reloads when the magazine is empty and in case, he has another one. He stops shooting when all bullets are fired. You can see an extract here in this video (#WIP): We implemented all the gunplay behavior in C++ but also in Blueprint. We melted various animations together, so that he can walk and aim, shoot and switch fluently. Clearwater's gunplay is still unfinished. We still need to do a looot of things. #WIP I wrote dream no. 12 and felt that I forgot about everything I wrote before, that's why I decided to re-read the whole book hoping I'll like it and I can easily write dream no. 13. With dream no. 13 the writing is finished and the book is completed. The #WORDSproductions team is currently reading the book, too, at least all released chapters I felt OK with. The book BIZARRE Episode I is pretty thick, isn't it? Our plans for the current sprint: We have to improve Clearwater's gunplay (+ appearance) We have to improve Clearwater's walking and running animation We have to improve Clearwater's facial animations We have to implement a shoot button and a gun status bar (UI) We have to adapt the collision boxes in Clearwaters apartment We have to furnish Clearwater's terrace on the first floor We have to implement a stop walking button and to model a proper animation when he is touching a collision I have to re-read and complete the book BIZARRE Episode I We have to texture the metro, and some stuff in Clearwaters-world-outside environment It's a damn long way to our new Gameplay Video as everything is built up but nothing is 100% completed let alone perfect. I meditate now.
  3. GameDev2017

    BIZARRE Sprint 31 plus Sprint 32

    Sorry, we're late. We had to keep the house! Sprint 30 and Sprint 31 is done and we managed a lot. The preparations for the new Gameplay Video are almost finished. For example, we textured a lot of objects for Clearwater's home, but also for his grown-up world-outside. We modelled and textured tons of furniture, books, trees and stuff. The game environment gets bigger and bigger. Houses get built, streets arise, a city is developing. Furthermore, we improved Clearwater's video sequence animations. We did this in several steps. We split the tests in three phases. The first, second and the last revision (still open). We roughly tested Clearwater's appearance, movement and behavior in the first phase, we improved and refined all video relevant animations more precisely during the second one, but in the last revision, planned for Sprint 32, we want to check all vertices, all envelopes, all angles and bones in the closest view possible. All sequences must look perfectly for the new Gameplay Video. Okay. What else? We shot a cool full-body 4k pic of Clearwater. I continued writing the book BIZARRE Episode I. Really! I wrote all bizarre dreams unless one. I mean, dream no. 13 implicates the end of the story and is already known, for me. Dream no. 12 is still unwritten. Hopefully, I finish writing the book until New Year's Day! After the completion of the book, I'll read it again. In case I still like what I have written, the book gets edited. I'll publish the book asap and only in German, unfortunately. At least for now. When the book is published, all #WORDSproductions team members will read it to decide which parts of the book get realized in the game. Our plans for the current Sprint 32: We want to texture all unfinished objects inside and outside Clearwater's apartment, i.e. the kitchen objects, the park objects, etc. I want to continue writing the book BIZARRE Episode I, dream no. 12 and 13 hopefully We want to work on Clearwater's shooting-behavior till perfection We want to perfect Clearwater's video sequence animations in the last revision phase, we want to perfect Clearwater's appearance We want to model more decorative objects for the apartement till completion It is indeed possible that the new Gameplay Video gets published this year, but sure, we can't promise anything, cuz Bugs are after us, u know! That's it. Enjoy the Christmas time (by playing insanely video games!)
  4. Howdy, I represent Node Collective LLC. We're working on a pretty small, adventure project, similar in linear style to "Brothers: The Tale of Two Sons." We're all working quite hard to accomplish this project, and really collaborating on ideas. It's about the adventure of a wife, to find her missing husband on a snowy winter planet, with aliens, and foreign entities. Including, from a development standpoint, an open field for planting and expressing creative ideas. Our team consists of professionals, college grads, and hobbyists. Perhaps you'll learn from others, and gain good experience. We're a pretty tight team/family here at Node, and we're looking to expand the company in the future towards larger projects. What we're looking for, We're pretty stocked up and everyone, from graphics designers to modelers to sound designers. But we have a pretty limited staff count when towards the programming and level design side of things. So, any of those are much appreciated, although you're free to contact us if you're anything else. If interested; contact me on Discord @ Tannoy#0850
  5. I have spent many hours dedicated to advanced blending, shading, modeling and texture art for a game concept that will requires stages. Think of this in the context of the sims, but far more advanced. I need someone with a server that can host the Unreal server. The plant life, very advanced. The terrain textures very advanced and using blending, GIS, varying liquid textures I am building the foundation for a economic sim first. The idea initially will be to build businesses in cities and have a character you can customize with basic animations. Later down the road once world economies are in motion, we will add simulations, politics, governments, and finally combat simulations. The idea is you can assume any role you would in life, build a life in modern civilization, all connected world wide. Initially it's very basic, businesses and economies with a customizable male or female character, house or business building. My company has secured a contract that generates about 120,000.00 USD a year, and those willing to vest in this project will ultimately be paid. Where is the money? Well, the idea is to take subscriptions initially but then, money is deposited by players to build their virtual life, career, and each nation will have a government that builds on taxation. I will add stock markets, housing markets, medical markets, technology markets and resource markets. The beauty is, since players invest real cash, they can make real cash thru inventions, politics, banking, travel, whatever they set up in the virtual world. Simply working a job for another players business that pays. As the economy grows and more players are added, then they supply cash to begin their lives in our virtual world and the ones that make money can simply withdraw into their real world bank accounts. We simply make our money off fees in transactions that occur in our virtual world. So to be clear, this is a beginning try out with stages of development. I will be doing a early release and as players are added, money is invested, this will fund further development. Stage 1: Government, Business and World Setup. I have completed all texture art necessary to generate a complete earth in very vivid detail. I am making preset buildings. But I require assistance in the development of a in game GIS terrain generator. I will also need help finding a database of cities and their building and maps so we can procedurally generate the cities. I have iClone and could use another person to help me develop the basic animations for people. I would like to make a building designer in game, setup zoned properties, making clothing, furniture, and get the economic part of the game setup. I am seeking someone with a server that can run 24/7, a Unreal game server. I am seeking one or two artists that can help speed up the basic modeling process for many models. I personally will deal with the terrain, city and various programming aspects. I already have done all the architectural textures, detail and base, PBR. I am doing models, like furniture, fountains, but being able to shift this work to several artists that are consistent would be of real help so I can focus on the programming aspect of this first stage. I also have a merchant processor so I can run the credit cards and accounts thru them. If you are willing to vest in this one project, one piece at a time, then I can guarantee once you are proven and consistent, there will be pay. There are several other stages to building this advanced simulation but this first stage is the simplest and will at least begin a very lucrative money income for the company. A additional programmer would be of real help that is familiar with C++, Unreal, Blueprints, Materials, GitHub is hard working consistent, and wants to get their foot in the door in game development. Seeking two artists, 2D knowledgeable in Adobe Seeking two artists 3D knowledgeable in Substance, Adobe, Blender, iClone is a bonus Seeking one individual with a 24/7 server for Beta Testing at no cost. Tools and accounts are setup and paid for by me. Thanks.
  6. First I would like to say that I had a lot of fun attempting this challenge. I never participated in anything like this before. I voted for the Doom and the Dungeon Crawler choices in the challenge poll and was satisfied to see that they both came out on top. What went wrong I will start with what went wrong when I started this project, which uses the Unreal Engine. Probably the toughest thing I had to code, was the AI. It simply did not do what I wanted it to do at first and it took me several tries just to get it right. I had to turn on and look at the AI debug screen to see what was wrong. Turns out that my AI's cone of vision was completely disoriented due to a badly aligned capsule component. I simply rotated the capsule 90 degrees and the cone of vision was correct afterwards. But later on I got rid of the 45 degrees vision cone and replaced it with one with full circle so that the enemy could sense the player as if it had eyes all around its head. It was more adequate for the kind of AI that this game would require. Another problem that I encountered was that sometimes the AI would stop moving after I had made some changes on the map. It took me several hours to realize that I had to rebuild the map navigation data because the AI simply did not move otherwise. What went right This project uses Blueprints for the most part, with some C++ for the basic player movement, setup and camera orientation. I found that Blueprints are extremely easy to use and let you iterate and prototype your game much much faster than pulling up Visual Studio, write some C++ code and wait a while for the code to compile after you make some changes. This is one of the problems with UE4 in my opinion since it takes much longer to compile your C++ code, than to compile your Blueprints. Unity has the upper hand in this as the C# compiles very quickly. This is probably why Epic Games are considering creating an intermediate scripting language between Blueprints and C++. https://www.reddit.com/r/unrealengine/comments/aezhdv/it_seems_people_at_epic_are_considering_adding/ So, it was a breeze to simply code game logic using these Blueprints and it did not take me long to adopt them. I am considering nativizing them so I can basically learn how they map to C++, and also to optimize the code. If I do, I will publish the source code on GitHub. What I have learned I learned how to use UE4, in my view the most versatile and powerful engine there is to make games right now. You can do so much with it, not just games but all kinds of things from movie content to architectural design. I learned how to use Blueprints, which at first I thought they were kind of bad since the nodes take so much space and to perform common programming things like loops, branching, etc. it is not ideal. I learned how to design an AI using UE4's behavior trees and AI perceptions. It was not easy at first, but it was satisfying to finally make it work. Level design is another thing I had to improve, and this time it was a bit better than the usual basic things I have done in the past, mostly with Quake 3's level editor. Conclusion This challenge helped me learn a lot of things, and I am looking forward to see which challenges will be proposed in the future. I will go back to focus on my own engine, which uses D3D11/12, and will use what I have learned with UE4 to improve my own code.
  7. Last week, a lot of drama had been going between Improbable and Unity, when Unity updated their TOS Clause 2.4 to restrict developers who planned to use Unity in any kind of distributed network capacity. Yesterday, in a blog post Unity improved on their End User License Agreement to make it more open for developers. […] The post Unity updates its TOS, developers can now use any third party service that integrate into Unity appeared first on Packt Hub. View the full article
  8. Valve, a US-based video game development company, shared a sneak-peek of eight new features and changes that it’s planning to work on in 2019, earlier this week. Let’s have a look at some of these new features that Valve is working on shipping this year. Store discoverability One of the things that Valve is focussing […] The post Valve plans to bring new events system and store discoverability feature to Steam this year appeared first on Packt Hub. View the full article
  9. Hi, here is my entry for the Dungeon Crawler Challenge. I will not have much time in the coming weeks so I have published what I could do right now with the time I had. Only had time to make one level. I will write the Post-Mortem in the next few days. The download file is a .zip, and there is no installer so you need to find the .exe in Binaries/Win64. Controls are WSAD keys to move around, left mouse button to attack, mouse to move camera around, H key to drink health potions, M key to invoke in game menu. To open chests you just touch the front of the chest with the player, and walk over it when opened to pickup the loot. Let me know how it runs because the build does not have resolution mode change options and I made a scalable build, which is only scalable on my system.
  10. Everyone is afraid to create the first topic in a forum, so I thought I would take care of that. I want to thank @Brain for taking the initiative to use GameDev.net's Groups feature to create the Unreal Engine Users group. We've had Groups for a while (For Beginners, GameDev Challenges), and a few months ago started to allow GDNet+ members to create and manage their own groups. @Brain is the first member to make the leap! I look forward to seeing this group grow into a great resource for developers using Unreal Engine!
  11. Hello everybody! I'm developing my first big game and almost done with finishing all the mechanics, the only few things that left is some balancing and some enemies behavior corrections. But scince I'm developing it on my own and it's 3rd person shooter the game needs a lot of content such as animation characters environment meshes and so on. And there is a problem: I don't know what to do next. So let me explain situation a little bit better. I was doing very simple games for 3 years when I started game developing and a year ago I decided to create a really big and serios project. So for these year I've managed to create all mechanics balance them and now I got a game that can be played and people (who tested it) enjoy it. The only thing is left is to bring "beaty" to the project. I can model all static meshes for the levels, create some FX, textures and I've even managed to create all enemy characters. So I'm more a programmer than an artist and I simply don't know how to create all other stuff such as animations, player characters and so on. It's realy bad, because for now I can't even show my work to the people, because it's very ugly and poor. And I don't have money to pay artists. So please can you give some advices on what to do in this situation.
  12. The fallout from Unity TOS changes continues as Tim Sweeney, CEO of Epic Games, and Herman Narula, CEO of Improbable, pen a joint blog post to reaffirm their commitment to developers. Not content with highlighting their differences with Unity, Sweeney and Narula go a step further to setup a $25,000,000 fund dedicated to helping developers in limbo with the events of the day. Key phrase: more open engines, services, and ecosystems. View the full blog post here. Learn more from our post and discussion about Unity's TOS changes and impact to Improbable: View full story
  13. We are currently seeking new members for our team, before applying you must be aware that we are seeking people that are 100% committed to this project, you must be reachable, and have general be actively online, otherwise I ask nicely that you do not apply. The persons we are seeking are experienced Programmers with knowledge in C++, Unreal, Optimization, P2P, and world generation much like Minecraft. Generalists that understand the Unreal Engine, Animators & Rigging for Human, Non Human and Objects, Lastly someone that can do Sound fx and Music, the themes are volatile. About The Game. Journeys Frontier is a puzzle platform video game created by Brad & Brandon and is a project submitted for the Virtus Game Jam of January 2019. The game follows the adventures of The Journey a race of space travellers. The game has a large emphasis on game play rather than being story-driven. The idea for the final version of the game is too put a strong emphasis on user-generated content and will be based on the Create Share Play approach. In single player the player will have to solve game created levels and puzzle while facing a time limit due to black hole eating away the planet the goal is to obtain parts to fix your spaceship and escape the planet. Playing with others online creating new content using the in-game creation tools and sharing creations and discoveries online with other players is our next goal for the game. Controls - WASD to Move - Left shift to Run - Space Bar to Jump Left Mouse Button to pick up block - Right Mouse Button to place block Interact with chests and the ship with E Use the orange blocks to make getting to new areas easy. Collect Stars along the way to increase your lives. This game was made for the Virtus Game Jam Theme Armageddon. Now that the game Jam is almost over we plan to gather more members and continue with the game. https://binx.itch.io/journeys-frontier Contact Information nevarra@hotmail.com or Discord Brandon_Cadenaro#5123 Binx#1301
  14. Hi, My name's Jamie and I'm 19. I made a post similar to this one about a year ago, looking for a team. A little about me; I'm a 3D modeller and game designer. My primary modelling software is Blender, I have recently began to use Substance Painter 2018 for texture and material work and I have far more experience with Unreal Engine 4 than I did when I first posted here. Organic models are not really my forte and I tend to focus on hard surface modelling and environmental work. I feel now is a good time to get involved with a team and sink my teeth into a project. Whether it be an already formed team or a team which is just getting together. I don't have much of a preference as far as game genre goes but with me being a 3D modeller, a 3D based project is a requirement. I'd love to work with a group of similar minded individuals who are passionate, ambitious and who have a desire to learn and grow as developers. If you're interested in working together or have any further questions then feel free to send me a PM! Link to my portfolio: https://jamierwilcock.wixsite.com/jwportfoilio (If you have any issues accessing the portfolio link then please let me know - the link has been a bit hit and miss recently, apologies about that) Thanks Jamie
  15. The fallout from Unity TOS changes continues as Tim Sweeney, CEO of Epic Games, and Herman Narula, CEO of Improbable, pen a joint blog post to reaffirm their commitment to developers. Not content with highlighting their differences with Unity, Sweeney and Narula go a step further to setup a $25,000,000 fund dedicated to helping developers in limbo with the events of the day. Key phrase: more open engines, services, and ecosystems. View the full blog post here. Learn more from our post and discussion about Unity's TOS changes and impact to Improbable:
  16. Here is some of my work, anyone interested in making something happen? Asset pack, game dev, whatever, just need someone active. Preferably UE4. I've started a game concept, with the beginnings of GDD, but need people willing to contribute to ideas, GDD, etc. Doesn't have to be "my game". I've got a huge stockpile of assets like Barrels, Crates, Fences, Modular wood, stone, hand painted grass textures, Walls, Doors, Windows, Panels, Roofing, Columns, Stairs, Characters, Weapons, Chests, Minion models, Some foliage, all licensed to me (Via Blender), just waiting to be used. I'm definitely not the best, but I'm about to Graduate with a GD Bachelors. All C to AAA game company positions seem so stressful and competitive according to contacts that I've accumulated during the years. I really don't care to pursue that career outside the realm of producing my own games with qualified people. I've got a great job as is, plenty of time to work on my projects, Just need competent partners to produce games. If you are the best of the best, but only respond to tasks once a month, It's not worth the time. Be active, Motivated and capable - even if you aren't the best... Want to learn, progress and potentially make money. That's the GOAL. Sorry for the wall of text, Just easier to get it out there before going through the meeting process to get nowhere.
  17. CES 2019, the annual consumer electronics show in Las Vegas will go from Tuesday, Jan. 8 through Friday, Jan. 11. However, the conference has unofficially kicked off on Sunday, January 6, followed by press conferences on Monday, Jan. 7. Over the span of these two days, a lot of companies showcased their latest projects and […] The post CES 2019: Top announcements made so far appeared first on Packt Hub. View the full article
  18. Hey, I hope this is the correct place to post this. I'm fairly new to android game dev but after some months of work I finished making my game in ue4. However, when uploading it to google play on an alpha track and then trying to launch the app, it crashes. The error itself might be connected to either gradle or proguard (from what I gathered in information over the past 2 days), but as the build.gradle file in unreal projects gets a reset with every fresh build, I can't just edit that. I've also read in the forums by one unreal dev how you are supposed to add dependencies to the build.gradle by using an "additions.gradle" file, but there was no further documentation about that. I have already looked up every thread online with a similar problem - yet none of those could solve my problem. Crash logs: java.lang.NoClassDefFoundError: at com.google.android.gms.c.c.<clinit> (Unknown Source) at com.epicgames.ue4.GameActivity.onCreate (GameActivity.java:2785) at android.app.Activity.performCreate (Activity.java:7383) at android.app.Instrumentation.callActivityOnCreate (Instrumentation.java:1218) at android.app.ActivityThread.performLaunchActivity (ActivityThread.java:3250) at android.app.ActivityThread.handleLaunchActivity (ActivityThread.java:3405) at android.app.ActivityThread.-wrap12 (Unknown Source) at android.app.ActivityThread$H.handleMessage (ActivityThread.java:1994) at android.os.Handler.dispatchMessage (Handler.java:108) at android.os.Looper.loop (Looper.java:166) at android.app.ActivityThread.main (ActivityThread.java:7523) at java.lang.reflect.Method.invoke (Native Method) at com.android.internal.os.Zygote$MethodAndArgsCaller.run (Zygote.java:245) at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:921) build.gadle in Intermediate\Android\APK\gradle // Top-level build file where you can add configuration options common to all sub-projects/modules. buildscript { repositories { google() jcenter() } dependencies { classpath 'com.android.tools.build:gradle:3.0.1' // NOTE: Do not place your application dependencies here; they belong // in the individual module build.gradle files } apply from: 'buildscriptAdditions.gradle', to: buildscript } apply from: 'baseBuildAdditions.gradle' allprojects { repositories { google() jcenter() } } task clean(type: Delete) { delete rootProject.buildDir } build.gradle in Intermediate\Android\APK\gradle\permission_library apply plugin: 'com.android.library' android { compileSdkVersion 26 buildToolsVersion "26.0.2" defaultConfig { minSdkVersion 13 targetSdkVersion 23 } } dependencies { implementation 'com.android.support:support-v13:25.0.0' } build.gradle in Intermediate\Android\APK\gradle\downloader_library apply plugin: 'com.android.library' android { compileSdkVersion 26 buildToolsVersion "26.0.2" defaultConfig { minSdkVersion 4 targetSdkVersion 15 versionCode 2 versionName "1.1" } } buildAdditions.gradle in Intermediate\Android\APK\gradle\app apply from: 'aar-imports.gradle' apply from: 'projects.gradle' android { defaultConfig { ndk { abiFilter "arm64-v8a" } } signingConfigs { release { (Keystore removed) } } buildTypes { release { signingConfig signingConfigs.release minifyEnabled true proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' } debug { debuggable true } } } dependencies { implementation('com.android.support:support-v13:27.1.0') } dependencies { implementation('com.google.android.gms:play-services-gcm:11.8.0') }
  19. Greetings! The aliens need nutrition for their body and they have found the way how to find it on the Earth. Using the power of mind they can find necessary nutritional elements. This task is still challenging and the mind power can be exhausted quickly. The aliens can meditate to recover the mind power and continue using it for different abilities. There is still a lot of work on testing and balancing these features, but it is already playable. Also, the aliens interact with water in an unusual way. They don't have such liquid on their planet, so the interaction activates rough chemical reactions and releases some forces. Here is video demonstration with using of the features:
  20. It's been a very long time since any new blog posts have been posted about my current game project. I have decided that my new year's resolution for 2019 will be to get my game finished and out there within this year; After all, it's almost at the point now where an MVP or Vertical Slice exists. The claw has finally been fixed, and redone with a bit of kitbashing to make it nicer looking: Over the past year where there have been few blog posts, life has taken over and taken away a lot of the free time i had for gamedev. However over Christmas i have managed to get a bit more done again, and have moved onto where i left off, which was power-ups. The game will have several power-ups, which are gained by successfully completing levels with some finesse, and can then be used to make finishing some levels easier, or in some cases possible at all - the first level which introduces power-ups cannot be completed without them. Power-ups derive from a simple C++ class: UCLASS() class FWF_API ANativePowerup : public AActor { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Powerup") bool AllowDropOnMachines; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Powerup") bool AllowDropOnCrates; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Powerup") bool AllowDropOnJunctions; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Powerup") bool AllowDropOnConveyors; // Sets default values for this actor's properties ANativePowerup(); // Called when the game starts or when spawned virtual void BeginPlay() override; // Called every frame virtual void Tick( float DeltaSeconds ) override; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Powerup") UStaticMeshComponent* Mesh; UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Powerup") UMaterial* GetSprite(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Powerup") UAudioComponent* OnUseAudio; UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Powerup") void Pickup(const FVector &PickupLocation); UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Powerup") void Use(const FVector &DropLocation); UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Powerup") void UseOnMachine(class ANativeMachine *machine); UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Powerup") void UseOnJunction(class ANativeJunction *junction); UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Powerup") void UseOnCrate(class ANativeCrate *crate); UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Powerup") void UseOnConveyor(class ANativeGridActor *conveyor); UFUNCTION(BlueprintCallable, BlueprintNativeEvent, BlueprintPure, Category = "Powerup") FString GetName(); }; Each of the boolean values at the top of the class indicate what a power-up may be dropped onto, each of which will have a different effect - some positive, and some negative. These booleans will allow the game to present a different (affirmative) cursor for elements that the power-up may be used on at all, to give the player some guidance and feedback. The first such power-up is the wrench: This power-up can be dropped on either a machine, or a crate. If it is dropped on a machine, it disables that machine for ten seconds, during which time it will not produce crates. Any crates it would have produced will be moved to the back of the production queue and produced later. This may cause other machines to produce crates in different orders. If you accidentally (or even on purpose) drop a wrench onto a crate, the crate will immediately explode. If you continually use wrenches on a machine, each successive use damages the machine slightly much like sending a crate back through the same machine, eventually causing it to explode. When the power-ups are dropped onto a supported object, the "UseOn*" methods, e.g. UseOnMachine() are called, where the object the power-up was dropped on is passed. There is much more to come, after a few power-ups have been implemented (next on my list is glue, which causes crates to stick to the conveyor, and oil, which makes crates go faster, but is highly flammable!) I will be moving on to saving of the game state to a file, and selection of levels from a list of levels that have already been completed, via the main menu. Once this is completed, I will be much closer to actually completing the vertical slice of the game which has been in progress for over a year now. Feedback is as always more than welcome!
  21. So I have worked on making the loot assets for the game, using Blender. I used to be a 3DS MAX person, but the thing takes too much space on my small SSD for my needs and Blender can do practically everything that 3DS MAX can. And Blender is completely free. Not much to lose there. There are 3 types of loot that you can find in my game, health potions, resurrection potions and a single key, the Soul Key, that lets you pass through the Soul Gate to reach the next level. The health potion, which gives you back health points: The resurrection potion, which brings you back to life instantly if you die and do not have to restart the level: The Soul Key: The other thing is a credit loot, gold bars (probably the easiest thing to model, only have to find the gold texture to go with it). I am planning on making a store level after each completed level so the player can buy stuff with it. Hmmm shiny gold bars... The gold pickup particle system is a simple particle system that I made in UE4 with a translucent emissive gold colored material, also made in UE4. Well that is it. All that remains is to randomize the loot spawning so that the player can pickup more than one type of loot. And also assign keyboard input or an inventory system so that the player can use it.
  22. Hi everyone, this is my first blog here, even though I have joined last year, so I will introduce myself first. I am a software developer from Montreal, Canada, with a B.Sc. in computer science and I have some experience making games, but this is my first attempt using the UE4 engine. I knew practically nothing about this engine until very recently. I only had to read some tutorials and the UE4 docs and was able to partially create this game for the Dungeon Crawler Challenge without too much difficulty. I have some decent experience with Unity but I really feel that UE4 is a superior engine, allowing you to have much more control over your product. I was a bit overwhelmed at first by all the parameters, to be honest. So basically, my game revolves around a warrior character who is stuck in an "Underworld" type of series of dungeons. He needs to cross the 7 Soul Gates, scattered inside 7 maps, to ascend out of the world. Dante's Inferno was somewhat of my inspiration for this project. Each level has a boss to defeat. I will not say more than that. I am not sure if I will have time to make all 7 levels before the challenge ends, but it will definitely be a goal afterwards. Most of the assets were taken from the ActionRPG game example on the Unreal Marketplace. They just look awesome. I only took what I need from it and migrated it to a new project, which is a lot more lightweight. I was able to make one map, the AI for the enemies (goblin type characters), the basic game logic with all the damage taken and given, all the animation logic (state machines and such), HUD, health bars, and part of the main menu which has an animated material on it that looks rather cool (will post images later). All that remains now is creating all the loot assets, spawning loot and making the game logic for using the loot in different ways, and also for map goal reaching. Overall I am pretty satisfied with this project so far. UE4 is tons of fun to use. Much more than Unity in my opinion. I struggled a bit with Unity because some of the UI seems somewhat counter-intuitive. UE4 has a lot of nested menus though, which sometimes can make it hard to navigate and find what you are looking for. But I have adopted this engine and I will develop most of my games with it...
  23. Hello, everybody! I've got a very simple AI wich is just run towards the player until he reaches him. But the problem is that if it is too much of them they start to run in one line wich is not very interesting. I've tried to solve this problem with use RVO Avoidance set to try in chatacter movement component. But this looking not very great and Actors start to fly on the ground in every directions. So may be there is a solution with EQS, but I don't get it. Or maybe there is some kind of node wich do magic and keep distance beetwen AI actors.
  24. Mikael Henriksson

    Sixth Entry - December 22, 2018

    Hello and Merry Christmas! This is the sixth entry of my development blog for my project 'Tracked Mind'. Christmas is almost here which means that I've been focusing on getting real life things ready in time for the holiday. But I managed to get things for the game done earlier this month I did some work on the inventory in game, it is now not possible to drop important items. Items such as keys and weapons. The weapons that the Player picks up can now be equipped through the inventory screen. So far I've decided to not allow the Player to drop their weapons. That creates a problem or challenge though since the slots in the inventory are limited. This is all just for testing purposes but I have a few ides that I'm going to try before I make a final decision. There is a new melee weapon in the game: a one handed hammer. I've learned how adding new weapons can be done easier than it was for me before which always is a great thing. I'm planning to add more melee weapons with different stats in the future . A new melee enemy that is armed with a sledgehammer has been added to the game, the more the merrier Something else that I've been implementing is the ability to check how much ammo is left in the equipped firearm. There is no ammo counter on the HUD (heads up display). My plan for the final version of the game is that the Player will lose all remaining ammo that is still in the magazine when they reload a firearm. Some changes this month: - Updated the inventory system. - New item icons for the inventory added. - A new melee weapon: a hammer. - The Player can now pick up and read notes. - Added the ability to check how many bullets/shells are left in the equipped firearm without going into the inventory. - It is now possible to find and pick up weapons, equip/unequip the weapons from the inventory screen as intended for the final version in the game. - A new melee enemy wielding a sledgehammer with new animations added to the game. Bug fixes - Fixed another animation bug while reloading the shotgun. - Minor optimizations to get a better frame rate. Thank you everyone for reading and Merry Christmas! /Mikael Henriksson
  25. Hello everyone, In this article I want to introduce Zibbs - Alien Survival, my new game in development. Zibbs - Alien Survival is an open world game where you play as an alien trying to survive on the unknown planet - Earth. Alien research mission makes an emergency landing due to spacecraft malfunction. The landing place - unknown planet called Earth. Playing as an alien, the player must survive in the extreme conditions of a foreign atmosphere, as well as look for the necessary materials to repair the spacecraft. The aliens have unique abilities that will help them remain unnoticed when interacting with intelligent beings of the planet - humans. Being on Earth requires careful handling of the local flora and fauna, as well as constant monitoring of body temperature. Scanning the environment will help to find the necessary elements for the alien nutrition. Only the most experienced players will be able to successfully explore the unfamiliar and dangerous planet and safely leave it! Features: Play as an alien who arrived on Earth. Unique nutrition and crafting system. Interesting patterns of interaction between aliens and humans. Explore the environment using unique alien capabilities. Beautiful open world map. So, what is ready and what is currently in development? The game is an early stage of development. In the Early Environment Preview below you can see landscape and some inventory features along with nutrition of the alien. The next step will be adding some new animations. When it is ready I plan to add some humans and AI. Early Environment Preview: Steam page: https://store.steampowered.com/app/1001960/Zibbs__Alien_Survival/
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