It's definitely the last thing I think about, but I remember when I saw that the assets I used for gauntlet came with UI assets I thought I should probably set one up. It really polishes up the player experience.
alexisduprey
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Thanks!
You totally should document your work; I've found it really helpful for retaining information.
Unfortunately, PaperZD does not support blend spaces as far as I can see =(. I do think that coding it using enums would make it much more readable though. Right now, I'm just using LastMovementDirection to choose which animation to play on the override:
Using Enums would make it much more readable, and I could probably even use a switch statement then too.
I also heard about the Ptr change. I have to get into the habit of using TObjectPtr<ClassName> MyPtr; but ClassName* is soooo much faster to type!
I actually commented on Youtube, but it may have been removed for using external links (I linked itch and gamedev tv by mistake), woops.
Just wanted to say good stuff. I've also been working on Unreal learning since the Game Jam. I switch to Unreal from Unity and have done a couple of the courses you mention in your video (C++ fundamentals and Complete unreal C++ course). Stephen Ulibarri's and GameDev TV courses are amazing. I own the one you're currently working on but haven't started it yet.
Currently finishing up Gamedev TVs new 2D Unreal C++ course and feel comfortable enough with Unreal that I'm going to attempt to port my Game Jam game (Gauntlet 2D) from Unity to Unreal. I'm considering writing a devlog about it here if I don't hit any major hiccups porting it.
Anyway, awesome work. Looking forward to seeing updates to the game.
I also have ADHD, I think you're right in that the common assertion that people with ADHD always have short attention spans is really not correct. If anything, I hyper focus on things so much that sometimes I burn myself out! In that sense the problem isn't really short attention span but a problem of balancing my attention across everything I'm doing instead of just one single thing.
It can be extra difficult for me as I have a wife and 2 kids and a 9-5 job while also trying to make games as well as all the other hobbies I have (TV/Movies, books, Games, TTRPGs). There's not enough time in the day!
I wrote this in one of my devlogs, but I think I've been more successful this time around in learning gamedev because I'm not thinking too far ahead and just worrying about it one game at a time. Making a living doing this would be great, but first and foremost I want to be proud of the game that I made and make sure that I learn something new with every game. Whether it becomes successful or not.
Looking forward to seeing more of Abyssonance.
No problem, I still had your old one in my downloads folder so it really only took an extra minute to replay the old one. Jump scare wasn’t too much at all.
Regarding Unreal, the game I want to eventually make is 2D, but I want to possibly one day move to being a part of a big team making bigger games too. Unreal is just more common for those. At first I thought that I would do Unity until I made the smaller 2D game I wanted to make then move to Unreal. However, I found CobraCode a couple of weeks ago and his content convinced me that I can make my 2D game in Unreal while getting experience there. I actually just bought his 2D Unreal course yesterday.
My plan is to go through game dev.tv’s unreal 5 3D course (I want to get to know its strengths first), then CobraCodes 2D one, then just start making my own stuff in Unreal. I’m excited to start, though I’m wrapping up some Unity stuff I’m working on next week before I actually start.
Sure, I went ahead and played the new and the old version again so that I could see the difference. The updated lighting does help with navigation. I especially like the bullseye being lit; it really emphasizes that there is more to be done there. The new prompt for grabbing the bullet and the roly poly asking about the bullet makes it clearer as well.
Liked the easter egg too. I'm not usually into those types of surprises, but I admit that I jumped a little, lol.
Overall, awesome job. All my experience has been with Unity but I'm about to switch engines to Unreal so really interested in that type of content.
Ohh very cool! Definitely similar ideas! I think the big difference is that I was more inspired by old school retro games, so I didn't want to shoot in a different direction or move diagonally. Yours being more inspired by vampire survivor you have those things and a camera that's further out. I didn't even think about vampire survivors, which is crazy cause there's so many similarities!
I like your game a lot! I think your skelly hit SFX is better than mine!
just wanted to say thanks for making your daily threads. Discord and these threads are the 2 places I look whenever I want to see how everyone’s doing. It’s hard enough building a game, taking even a little bit of time out to make a thread is time away from polishing things up.
For that, I’ll make sure that your game is one of the first I try out when I try to play through everyone’s submissions.
Thanks, I really like this guys assets, awesome looking and free! FoozleCC - itch.io