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Found 267 results

  1. Hello everyone, I appreciate any help i can get. So i recently started getting this message listed bellow in visual studio when i would compile any game i have for UE4.23.0. 1>EXEC : [1/28] error : Unable to create child process I have no idea how to fix this, and also i really don't want to have to set all the classes again in a new project. Second thing is that i can not move my Character on the Sever when testing multiplayer after adding "Role = ROLE_Authority" to sections in an AI Tracker bot class that i created as a part of Tom Loomans Course on Udemy. I am not following Tom Loomans course 100%, Do i need to add sever implementation to my character because i am using different movement code then what Tom uses? I Am happy to share some screen shots if needed. Please help, thankyou for your time.
  2. JohnyBGooD

    PC Devlog #7: Building System.

    Greetings, Now our alien can build Holographic Bases with a variety of unique features. The building process consists of 2 stages: energy floor design and creating of items. The alien can create 3 types of energy spheres, they can be combined in many ways. This gives us different energy schemes for further building. The items require a certain amount of energy in the floor beneath. Currently 2 types of items are ready: nutrients farm and resource farm. I plan to add much more items with unique and interesting features in the future. In the video you can see the process of building along with an episode of building resources gathering. Video demonstration is here:
  3. I have estimated that I will not be able to finish this challenge in time. I have started it too late and without a clear direction from the beginning. I managed to finish the necromancer character, the AI and most of the map. But I had some problems with projectiles going through walls and sometimes going in weird directions without any kind of apparent reason why. I have decided not to release the game as it is because it has some broken gameplay mechanics and I'd rather not release the game like this. I might continue working on it when I have more time and not be busy with other things as well. Well, it was fun anyway and congrats to the community members who succeeded in this challenge! Cheers.
  4. intenscia

    PC Cross Platform Mod API & SDK

    mod.io is an cross platform mod service created by the team behind ModDB.com and IndieDB.com. It can be integrated in-game using the REST API, C/C++ SDK or engine plugins (if available) Unity and Unreal Engine are ready to use with other engine plugins in development. Features include: Platform agnostic (support 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io and even consoles in the future) Clientless (mod.io has no other dependencies and works behind the scenes in your game) Embeddable web app UI, so you can integrate your mod community anywhere Powerful search, filtering and tagging of mods Moderation and reporting systems built-in Steps to getting mod.io integrated: Add your game to our test environment or production Read our API documentation for an overview of how mod.io works Choose an Engine Plugin, API or SDK to integrate mod.io into your game and mod making tools Ready to launch? Add your game to our production environment then let's discuss promoting your release Need help? Our team is available on Discord to assist and our getting started guide has more information for you Benefits of using mod.io: mod.io offers the same core functionality as Steamworks Workshop (1 click mod installs in-game), plus mod hosting, moderation and all of the critical pieces needed. Where we differ is our approach to modding and the flexibility a REST API offers. For example: Our API is not dependent on a client or SDK, allowing you to run mod.io in many places such as your homepage and launchers Designing a good mod browsing UI is hard, our plugins ship with a UI built in to save you a lot of effort and help your mods stand out We don’t apply rules globally, so if you want to enable patronage, sales or other experimental features, reach out to discuss Our platform is built by the super experienced ModDB.com team and is continually improving for your benefit Your community can consume the mod.io API to build modding fan sites or discord bots if they want Large studios and publishers: A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss. Find out more: Visit mod.io | About us | Add your game | Chat on Discord These screenshots are from our Unity plugin:
  5. Hello everyone! I've decided to implement a destructible enemies system. Description: When bullet hit enemy in specific part of his body(arm fo example) armour, which covers that part of body, will fall off. Enemies in my game are robots so this means that when shooting them certain plates of their armour will fall off. All enemies will have a different amount of armour plates My solution: The only solution I came up with is to make an actor with a static mesh and attach it to the bones of enemy's skeletal mesh. When bullet hit that actor it detaches and fly away with add impulse node. Question: Maybe there is a better solution, which I'm missing and it's more efficient.
  6. Hi, I want to start a team with the goal of creating a simple game this will be good project experience for working together The game can be 2d or 3d, might have multiple programmers I'm thinking a medieval/Egyptian theme fantasy possibly I will want one or two writers if needed, and we all may contribute to the storyline I think characters and dialogue can work really well-Zelda,Diablo,Neverwinter nights for example Looking for Artist Writer Musician Programmer Sound ok? My name's dougie If you're interested contact me here on the forum or email me: sound_of_solos@hotmail.com, but beware I might not see your email because my inbox is loaded. I'm a C++ programmer and I use Unreal Engine as my engine of choice so I'll be the project lead most likely
  7. DavinCreed

    Doomish - Done

    Challenge: complete! It's basically a complete game, even though it's short. Normally I make the levels way too difficult and I have to tone them down, but this time I think they ended up about right. They aren't very difficult, just about right for the first three levels of a game. My project went mostly according to plan. I had planned to be done in six weeks, but it took me seven. Part of that was getting used to the level building tools. Part of that was forgetting to add in some things that would have made the game not work. Another part was down to balancing the mobs. Thankfully there was only one minor packaging error that took about five minutes to clear up. The last challenge I did baking the project was almost catastrophic. I had to roll back to a previous version. There are only three levels in the game, and one is a rip off from the first level of classic Doom. Turns out I need to work more on my own level building skills, because I can tell that there is a big difference in quality of design between the Doom level and my other two. It was a good learning experience for me. Well, it's done and here it is:
  8. disk.land

    Making my first game.

    Hi Guys and Gals! Making videogames was my biggest childhood dream and now it's time to make it happen! If you'd like to give me some tips, feedback or just a bit of encouragement, go ahead and check out the current progress... Best regards! diskland
  9. Using Unreal 4.22 (C++) I'd like to be able to chuck all the vertices of a mesh into an array to work with. I'm interested in these different levels of complexity: a static mesh a mesh that is changing with simple T/R/S transformations a mesh that is deforming with animation (not necessarily with bones) Does anyone know what I should be looking into for these? Any answers to any of those 3 appreciated.
  10. Hermetix

    Doom Challenge - Update

    Just a little update on my progress for this challenge. Instead of making pixel art for the items and the enemies, I have used Blender to model them in 3D and rendered them in images. All that remains now is the necromancer character, which I have done but not totally satisfied with it. Especially the animation which I had problems with, due to difficulties with the rigging. This was my first time with Blender modeling a character so the result was not convincing. But I have to say that they have greatly improved the UI in Blender 2.8, it feels more like 3DS MAX. You have the option to use a flashlight in the levels. This was inspired a little by Doom III. But since you can see all the 2D characters, the challenge is found in searching your way in the map and not really to uncover enemies. The map is about 75% done but subject to change. Your main weapon is a wand called the Nebula Wand with which you can shoot mini suns with it. You will be able to pickup crystals to change the projectile type of the wand. The music is a remix I have done of Internal Mechanics by LPChip, added some electric guitar in one of the channels.
  11. Hello! We are Ovva Games, Ukraininan indie development team working on a new sci-fi video game Between Realms. This is the third person action/adventure game, where you play as Eve Rise, the scientist who finds herself in a whirl of strange and dangerous circumstances during the investigation of events, related to her mysterious brother Samuel. (click to enlarge) We’re excited to present the concept art of Eve and would like to know your opinion about this art and the heroine. Do you like the overall style we picked and the girl herself? Does this character evoke a wish to play as her? By the way, right now our game participates in the indie developers contest organized by Epic Games and the entertainment web portal Disgusting Men. So, if you like our stuff, you can support us by liking our contest page Thanks for your attention!
  12. Hello im new in UE4 im creating a island for my game and im strugling to have the beach because im using a autolandscape material that i created can sameone teach me a way to do it? Im gone a attatch some prints of my blueprints and my landscape (where the red arrows are pointing was supost to be beach)
  13. Hello, my name is Sean, and I and my friends are putting together a team to create an Open-World RPG.  As of right, it's all volunteer work. As we are wanting in the future that it will turn into something that people will want and love. If so all the people who volunteered will see their fair share. Even if this volunteer work it's also a great chance to show your skills and learn from other volunteers who joined the project. It's a chance to increase your resume on what you learned and what you have improved. Concept:  The concept of the game is an RPG. I'm taking inspiration from games like Warcraft, Elder Scrolls, Destiny, and Fabled. While still creating something new and refreshing. We are creating the lore from beginning to end. This game will be story driven along with multiplayer components. There will be objectives to do every week to keep you coming back. I'm going for a rich narrative to have the players really get into the world that we are creating. There will be Dungeons, Raids, PvP, World Events, and Seasonal Events to have players always wanting more. What I have Concept Artists, 3D Modelers, Level Designers, SFX Artists, Composer, Writers, Programmers, and a Web Designer. Volunteering Needs - Programmers Looking for Programmers who have the ability to program graphics, gameplay, audio, clan systems, Professions, Missions, etc. Trying to reduce the load on the current programmers. 3D Modelers: Needing extra hands for 3D artists to reduce the load on the current modelers. Needing people who are able to model concept art and possibly create their own. I'm going for a more Fabled style graphics. Level Designers: looking for extra hands for level designing to reduce payload on the current level designers. If you are interested you can send me an email with your application including a sample of work at ssingl2583@my.sullivan.edu with ”RPG” as the Subject. Or you can message me on discord and my GT is D4ddy VeNom#3970. If anyone has any questions you can just message me below or the given email/discord. Here are some of the concept art that has been done. Created by Dave R https://muksmiduulit.wixsite.com/davidrosenbergart And Josh K https://joshuamarkkerby.myportfolio.com/projects Dave R. Dave R. Dave R. Josh K. Dave R. Dave R. Dave R.
  14. A scene from the upcoming action/adventure game Between Realms. Made with Unreal. What are your thoughts?
  15. Sorry I have ask a question like that on here but I can't find answers anywhere else. Recently I had a heated discussion with my buddy who insisted that technically all remakes are the same. The example we talked about was the recently made "Link's Awakening" for Switch and the Crash Bandicoot and Spyro Trilogys. Could you guys shed some light on this discussion between two people with no idea how to Programm? Is the process to create a game like Link's Awakening really the same as something like Spyro? Thanks for your help!
  16. Official Website: https://nekoghostjump.com/ Twitter: https://twitter.com/NekoGhostJump Developed By: Burgos Games https://burgosgames.com IndieDB: https://indiedb.com/games/neko-ghost-jump Neko Ghost Jump! is a Puzzle-Platforming Time Attack game where the player's objective is rather easy, they just need to make it to the end of the level as fast as possible. The puzzle part comes from the level design and the player's ability to shift between 2D and 3D perspectives (and as such, the need to know when/where to switch) It started out as a gamejam submission for Epic Games' 2019 Spring #ue4jam and we decided to continue working on it ever since then. We are currently in our 17th week of production and there have been many changes and additions and most definitely polish added. You can see some of the changes made in this comparison video: https://youtu.be/gthftG8rcFw We still have a ways to go, but progress is steady and each week brings us closer to release.