Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

dirkteucher

8
Posts
1
Following
A member registered Feb 29, 2024

Recent community posts

Yeah Unreal really hurts us on the file size huh :D ... I have managed to optimize an empty level in 4.27 down to 140mb in the past but no time here and doing that would remove almost all the good rendering features that Unreal has so I would think 400mb would be the bare minimum I would want to do for a mobile game. Unreal 5.3 just does not cater for those nice 40mb sizes you can get with Unity. As for the assets, the platform rock, mountains, spikes, bomb barrells were made in a few hours and I think most of the other content was modified from imported content for the most part.  I did the FireFX in embergen in like 20 minutes, the sound was imported. So it's a mishmash of custom built stuff and imports. I do not know what my partner built from scratch as he did the character but I would guess the water splash was something he built quickly as he knows niagara to a pretty high level and he added the toon shader post process effect which helped a lot with the art style. As for "one note" yeah 100%, we would have added more variety given more time but an hour a 2 a day is all I had, same as many others here no doubt. It's just a silly idea with an excuse to practice and learn some new stuff. My kids enjoy playing it so i'm happy with the result :D 

You're welcome, I cannot rate as my coop uploaded the game on their account , so its just a friendly comment unfortunately.  

Video preview here if anyone is wondering what it looks like but does not want that gig download to find out 


That was quite fun, i maxed out everything as i needed to know what that duck did :D  and I got 100% "everything hurts" . Nicely done. 

This one was my favourite. I would add in the ability to rotate the camera around with middle mouse or some other method and of course add a bit more variety to how you take out the tanks, have more types of enemies, have things like auto turrets. Also the tanks being dropped in to the bottom left corner kept clipping through the ground. I won round 5 after taking out a single tank as the others clipped through and hit what I assume was a killzone you have below the ground. I want to build something like this in Unreal one day. PS my submission was the "Everything hurts platformer" that i did with UglyZebraInteractive  .

aaaaaaaaaaaaarrrgghhhhh that second level !!! ... great concept 

I am not a fan of dice rolling games at all but the way it was built was really cool. I would put the skip in the same position as the dice roll so you do not have to move your mouse over all the time on PC. Or assign that action to keys or controller buttons. I was using keyboard and mouse. Lots of things that could be improved (same as always right and I say the same thing for my stuff) but it was nicely executed overall. The way the game started flowed really nicely though I did need to come out again and look at how to play as I missed the card buffs feature the first time. Maybe make those cards more visible too with a call to action. The fact that you put a how to play in was smart, I wish we had done that on ours :D 

Press tab for the menu