Interesting - generally looked good, played smooth - but felt a bit simple/empty
Could be tempting to have some more types of enemies, and varied AI
A little more complexity in level design, with spaces to take cover, and more objects to kick could work well too
chozabu
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Yep! There are instructions here: https://docs.unrealengine.com/en-US/Programming/Development/BuildingUnrealEngine...
check the preq page linked at the top (downloading unreal engine from source) - only difference will be the repo to get.
Also recommend using VS2019
Yes, setting substepping to a fairly small value will help - but using 0lentos fixed timestepping should result in "perfection"
The branch should be easy to build (no extra steps beyond building regular ue4 source).
I'm hoping to tidy things up a bit, and see if I can get this stuff merged back into master - but would not bet on that happening any time soon, if atall.
Hey!
We chatted a little on twitch Just want to share: https://github.com/chozabu/UnrealEngine/tree/4.22-Physics
This is a branch which has an option for fixed timesteps - to give much more deterministic physics.
Though, I cant take credit - the work is by 0lento, my linked branch above just adds support for skeletal mesh interpolation (Which I don't think is relevant to your game)
Thanks :)
I've not actually played Katamari Damacy! Though have played some similar games.
Worth mentioning, I made the "gold bag" model in the jam, and the springs/controls/everything to do with the "player" - but the forest is "broad leaf forest" from the marketplace, the troll model is from infinity blade. There is a full list of packages used in the jam submission.
I've also made a similar fluid-like pawn a couple of years ago when first encountering UE4, and custom coded similar things in C++, Actionscript and VB6 - so that part was quick to setup.
The UI (small though it is), main objective, testing, sound design and some other bits I am less familiar with is where much of the time went.
Also, arguing with myself for a day or two over what to start working on (then switching from a single gold bag to a swarm, nearly going for a "snake" like setup)
Good point, I should have put in a quit button! I am perhaps too familar with alt+f4 to close apps, and perhaps unfairly expect others to be so too,
I'm not sure what you mean by objects that block the players view? Did a rock get placed infront of the camera? or do you mean the sunset, or something else?
Thanks for the feedback!
Glad it works. Unsure what the issue was, migrated to a new project.
In first person, the character has no head... but looking up does let you see the inside of his neck. Willfix.
dark <-> white transasitions - agree, will try and make this smoother or more of a feature depending on the situation.
Thanks!
Suspect it is a mistake, link is a typo, or expired and it should not have.
Think this is the correct link? https://discord.gg/hs37bev
found at: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/...
Hi,
Just picked up https://itch.io/b/149/a-good-bundle - and on that page the supported platforms are listed below each game
However, looking at my purchases page - no such luck.
Can we have a platform-filter on the purchases page at least? if not sitewide?