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Found 25 results

  1. Hello everyone! Recently I was doing behavior trees for enemies in my game and I've stuck with one issue. One enemy type of enemies is called Shooters (working name). So they've got a simple behaviour: pick a point near player, go to it and perform some attacks. The issue is what then they are picking point to move it happens that often they took almost equal points and I often see heaps of them in one single place. I want them to spread across arena evenly, but don't know how to do this. I think that it can be done with more advanced work with blackboards and communications.
  2. Project Name: SkyHarbour Role Required: - Dedicated Unreal Programmers My Role: Project Lead Previous Projects: N/A Team Size: 7 Project Length: n/a Compensation: Rev-share until we get funding. Responsibilities: - Must know Unreal - Must Know How Version Control Works - Advanced Programming. - Friendly and chilled Project Description: An Steampunk RPG Based in a broken land. Contact: please email me at data7games@gmail.com
  3. Jacob McGivern

    Beginner VR Development in UE4

    Currently, I am a beginner to intermediate level UE4. I wanted to expand into VR using the engine as well. I do not have any VR equipment and wanted to make an educated choice based on how it works to develop it using unreal. The main question is tethered vs untethered for development purposes. When you are actively playtesting and running your game while devloping, how does an untethered (occulus quest) work? Do I have to fully deploy and download the game everytime I want to see how it plays in the headset? For tethered systems (Rift S), when you hit play in UE4 and it is plugged in, can you see the game being played as if you were working with it on the PC? Note: I'm not asking what VR system is better, i'm asking how does the debugging and actively playtesting the game work through UE4 based on a tethered vs untethered VR headset.
  4. 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.
  5. 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:
  6. 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.
  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. 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.
  9. Hello everyone, Scanning of the environment has been completely reworked and now looks completely different. Now there is a trace that our alien must follow to collect builders for the nutrition chest. This makes searching of nutrients more fun and unpredictable because the builders trace can take you far from the start of scanning. Also, now the alien needs special building resources. To find them the player needs to watch the environment and catch the resources with an energy pole. The whole building system will be described in next devlogs. Another feature that has been already added to the game is a simple dynamic weather system. Now we can watch wind speed changes, clouds and rain. The rain can cool the alien's body and may dangerous or useful in different situations. Here is a video with demonstration of the new features:
  10. Mikael Henriksson

    Thirteenth Entry - September 10, 2019

    Hi all! This is the thirteenth entry of my development blog for my project 'Tracked Mind'. I'm happy to inform you that we now have a voice for the main character. I'll post more information about the voice actor himself in a later post. You can hear his voice in the video below. I decided to set the chance of hearing the character's voice when picking up items to 100% to test the voice lines. There are more voice lines that I'm adding to the game at the moment. Let me know what you think. To add to the aesthetics of the inventory system I created some new icons for the items in the game. I've attached a screenshot of that in this post. I also attached a screenshot of one of the hallways in the apartment complex. I've continued to build the apartment complex that I mentioned in the previous post, there are some problems with the lighting that I'm looking into. I'm going to focus on building the apartments for the next blog post. I've posted a new video showing parts of the level here: What's new? General changes - New inventory item icons. - Currently building map: The apartment complex. - Voice lines for the main character. Known Issues - Minor lighting glitches in the apartment complex Don't forget to follow the game on twitter on Twitter: https://twitter.com/ClovetasticI And if you want to contribute to the game you can do that at our Patreon page: https://www.patreon.com/clovetastic Thank you! /Mikael Henriksson - Clovetastic Interactive
  11. For more information about The Eternal Cylinder, visit the official website, where you can also sign up to join the upcoming Beta. --- Follow ACE Team: ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page YouTube Twitch Player me Tumblr Instagram Minds Gab ВКонтакте
  12. DavinCreed

    Doomed Beginnings

    I started the Doom game dev challenge. Wrote out all the things I'll need to make and develop. Like all project starts, it's still looking good. UE4 is the engine I've chosen. It will be fun getting that engine to behave more like Doom. So far I've created a few graphics (about 65% of them done so far). I decided, against better judgement, to make the enemies in eight different directions. This is for a few reasons, one is that I want the mobs to wander a bit until they see the player, and the other is that for the GemDev.net power up, I want to slow the mobs down to half speed, which would allow the player to move around them and I didn't want the mobs to always face the player. I'm only planning on doing three mobs for the challenge, a zombie, a demon, and a hell puppy. I dropped the detail from the original by about half, I hope that I can still get a good looking aesthetic. Also some power ups, an ammo box, a medium health pack, a medium armor pack, and the GameDev.net power up. I'm going to try to finish all the graphics this week, then start in on the programming. The hell pup took a lot more time than I wanted.
  13. Let's keep it rolling! Starts at 1:03:59! Rock of Ages 3 Website --- Follow ACE Team: ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page YouTube Twitch Player me Tumblr Instagram Minds Gab ВКонтакте
  14. Here are two IGN interviews (and footage) of The Eternal Cylinder at Gamescom with Carlos Bordeu: 1. Interview on IGN.com. If the video doesn't play, turn off ad block or watch it on YouTube at 1:21:16 2. At 1:51:37 For more information about The Eternal Cylinder, visit the official website, where you can also sign up to join the upcoming Beta. --- Follow ACE Team: ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page YouTube Twitch Player me Tumblr Instagram Minds Gab ВКонтакте
  15. We are extremely proud to present one of our most ambitious projects ever: 'The Eternal Cylinder'. A completely original take on the survival / adventure genre. Coming to PC and consoles in 2020. In The Eternal Cylinder, players control a herd of adorable creatures called Trebhums and must explore a strange alien world filled with exotic lifeforms, surreal environments, and the constant threat of the Cylinder, a gargantuan rolling structure of ancient origin which crushes everything in its path. This unique ecosystem is a massive, procedurally generated land with unique animal AI, real-time world destruction, and organic exploration and puzzle design to create emergent gameplay that ensures no two playthroughs are ever the same. Your Trebhums begin at the bottom of the natural food chain but can mutate and evolve with new physical attributes and abilities by eating a variety of flora and fauna. Discover and adapt dozens of mutations, including new traversal skills like flying and swimming to reach new areas, and new senses to help overcome puzzles, challenges and dangers. Your many Trebhums can each have different mutations, and new mutations don’t replace ones you already have, letting you stack ability sets in dynamic ways. Each mutation will also change the physical look of a Trebhum and stacking these will generate near countless surprising new creature designs which players will be able to organically discover as they explore this unique alien ecosystem. For more information, visit the official website, where you can also sign up to join the upcoming Beta. --- Follow ACE Team: ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page YouTube Twitch Player me Tumblr Instagram Minds Gab ВКонтакте
  16. Mikael Henriksson

    Twelfth entry - 8 August 2019

    Hello! This is the twelfth entry of my development blog for my project 'Tracked Mind'. I wasn't completely happy with the current inventory system, so the game now has a new system. You can see what it looks like in one of the screenshots that I'm uploading. The problem I had with the old one is now gone, and the new system can support more information about the objects. I decided that there won't be an ammo counter on the HUD, but it is possible to check how much ammo is in the current firearm, and of course you can see how much ammo you have in the inventory. I think that the "check ammo" feature will add a bit more immersion but it will also hopefully teach the player to be ready for the next enemy encounter. What do you think about that feature? Besides that I have been focusing on building and designing the apartment complex that I mentioned in the last post. I'm uploading some screenshots of that level. Why will the main character be at that apartment complex? To not spoil too much of the story I can only mention that the main character has to search for a specific item in one of the apartments. The problem is that a street gang took over when the land lord abandoned it, the economical crisis plaguing the town really hurt the manpower of the local police force. The Police had no chance to stop the street gangs from taking over many parts of the town. But are the gang members the only thing that can give the the main character problems in the apartment complex? I'm planning on recording a video that shows a bit more of the combat of the game. Stay tuned for it! It is now possible to contribute to the game at: https://www.patreon.com/clovetastic Any support helps me a lot! What's new since last post? Here are a few things: General changes - A comletely new inventory system. - Currently building map: The apartment complex. - Adjusted the fire rate for the Pistol, it's now quicker. - A new Patreon page. Bug Fixes - Ammo stacking works again thanks to the new inventory system. Don't forget to follow the game on twitter on Twitter: https://twitter.com/ClovetasticI Thank you! /Mikael Henriksson - Clovetastic Interactive
  17. After about three long years of development, the most awaited Blender version, Blender 2.80 finally shipped yesterday. This release comes with a redesigned UI interface, workspaces, templates, Eevee real-time renderer, grease pencil, and much more. The user interface is revamped with a focus on usability and accessibility Blender’s user interface is revamped with a better […] The post Blender 2.80 released with a new UI interface, Eevee real-time renderer, grease pencil, and more appeared first on Packt Hub. View the full article