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Found 211 results

  1. I am trying to recreate the combat system in the game Life is Feudal but make it more complex. The fighting system works by taking in the direction of the mouse movement and if you press the left click it will swing in that direction, though stab, overhead, left (up, down, left right) and right are the only swings that you can do. If you wanted to you could also hold the swing by holding left click so you are able to swing at the perfect moment in the battle. I want to change this so add in more swing directions but I also want to code this from scratch in Unreal. Can anyone give me any pointers or maybe a few snippets of code that work in Unreal that could help me start to implement this type of system?
  2. Update 1.06 is finally out. It took a little longer than expected, but version 1.06 brings several improvements and tweaks, and most importantly it adds the new Skee-Boulder mode and War Rankings. About the two main additions: Skee-Boulder: Race head-to-head while destroying targets to earn points and be the first to reach the giant skee-ball ramp to multiply your score. Ranked War matches: War games now grant points to match winners. Players can climb the ranking ladder by defeating opponents in online games. Stronger opponents award more points. There's 5 ranks to achieve and a new Leaderboard that stores this info. Players that do not want to have their ranks displayed or compete for points can opt-out from the options menu. Other changes: There's a bunch of other improvements and stability fixes, listed here: Fixed occasional crash when winning an Obstacle Course online match. Fixed rare online crash when building units. Fixed lower half of towers and walls not having correct collision on client sometimes. Fixed high speed collisions with destructible debris throwing the boulder off course. Adjusted gamma slider range. Fixed Jack-o'- Lantern boulder explosion not affecting units. Fixed explosive boulders having a shorter build time after hitting the gate. Added an achievement for landing in the highest multiplier in the Skee-Boulder ramp. Added achievements for climbing to every War rank. Ranking information is displayed at online War matches and general interface. Hope everyone enjoys this latest awesome update! --- What is Rock of Ages II: Bigger & Boulder? Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game. Official website Steam store page PlayStation 4 store page Xbox One store page Trailer Follow ACE Team: Rock of Ages 2 Steam community hub ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page Youtube Twitch Player me Tumblr Instagram Minds Gab Pinterest ВКонтакте
  3. [Rock of Ages 2] Skee-Boulder art

  4. Hello, I am sending compressed json data from the UE4 client to a C++ server made with boost. I am using ZLib to compress and decompress all json but it doesn't work. I am now encoding it in base64 to avoid some issues but that doesn't change a thing. I currently stopped trying to send the data and I am writing it in a file from the client and trying to read the file and decompress on the server side. When the server is trying to decompress it I get an error from ZLib : zlib error: iostream error My question is the following : Did anyone manage to compress and decompress data between a UE4 client and a C++ server ? I cannot really configure anything on the server side (because boost has its ZLib compressor) and I don't know what is wrong with the decompression. Any idea ? rXp
  5. I wanted to start by sharing some amazing video Making Of, medical environments visual effects using 3dsMax and thinkingParticles as can be seen here: cebas vimeopro Please let me know 1) is 3dsMax environment compatible with the main game engines : Unreal and Unity? 2) Anyone with games that uses medical molecular environments? If you wish to get to know the story, see here: Random42 Feature Exclusive Story Also, follow at facebook.com/ScientificVisuals for upcoming tutorial on how to make a blood repair / clotting visual effects by Callum Welsh.
  6. Hello there, I am Pierrick Querolle, I am a french professional sound designer and music composer and I’m looking for collaborations on projects. I essentially worked for short films, animations and some music productions. With the passion for the immersive and technical power of video games and a collaboration with a video game localization company, I would like to dedicate myself to the audio and musical conception of your future projects. ► [AAA] Video Game Demo Reel - French Assistant Dubbing Editor : https://www.youtube.com/watch?v=t7k1nSB0Xfw ► « And Then… » Demo - Unreal Engine 4 Project : https://youtu.be/4Oq88jB9wsY?t=4m25s About my favorite worlds, I really like Sci-Fi and Horror genres, all types of gameplays combined (Shooter, Platform…) Musically open-minded, I am able to compose as well ambient themes as Epic Hybrid Orchestra themes. The combination of orchestral and electronic textures is one of my assets. ► An example with « Neopolis », one of my compositions : https://www.youtube.com/watch?v=kTnMybTLchI My areas of expertise : • Interactive Music Composition • Studio & Field Recording • Sound Design • Audio Editing & Mixing • Audio Implementation The guarantees of our future collaboration : • A passionate professional composer and audio engineer • Operational and complete workflow for any kind of commercial project • Creation and treatment of audio files with professional tools, used by AAA studios • Proficiency with Unity 2017 & Unreal Engine 4 [+ Wwise & FMod] • Available, cooperative and self-motivated Because there is some work to do and sometimes the audio gears are an investment, I can’t work for free (only paid or royalty contract accepted). You can find more content on my website, on my portfolio : https://pierrickinfrasound.wixsite.com/infra-sound If you would like to contact me, please send me an email at pierrick.infrasound@gmail.com Thank you for your consideration !
  7. Hello everybody! I've got a little problem. I need to create jetpack action. The main target is when I will press some button on my keybord my character will fly in the sky and stay here for some time then he will remove to the ground. I'm working with Unreal Engine 4 with blueprints.
  8. Hello! I am a game development student in my second year of a three year program and I would like to start building my portfolio. I was thinking of creating some games to show what I can do to potential employers since I wont have any work related experience when I graduate. But as I'm sure you all know there are tons of ways to approach developing/designing a game and I'm curious if anyone had any insight as to any "standards" that come with this? Is it okay to use game engines like Unity, Unreal, Game Maker etc? Or would it be better to make a game from scratch to better show case your skills? Any and all advice will be greatly appreciated!
  9. Countess

    From the album Nuit Gaming

    Countess was maid in iClone and imported into Unreal 4.18 ready to do her missions
  10. Landscaping

    From the album Nuit Gaming

    Landscaping back ground maid in Unreal 4.18
  11. SuemNuit ship

    From the album Nuit Gaming

    console station on the ship SuemNuit maid in Unreal 4.18
  12. Charcter

    From the album Nuit Gaming

    Character with back ground prop snake dragon in Unreal 4.18
  13. SuemNuit ship

    From the album Nuit Gaming

    SuemNuit concept art from Martian Chronicles and the ancient Egyptian ship SuemNuit build in unreal 4.18
  14. Landscape

    From the album Nuit Gaming

    landscape fast running stream in Unreal 4.18
  15. Blue

    From the album Nuit Gaming

    Blue and my new character maid in iClone and installed in Unreal 4.18
  16. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  17. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  18. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  19. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  20. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.