Thanks man
but I'm quite busy with other stuff nowadays, so I can't really work on anything else
If you're talking about dedicated servers then no. This game was primarily made for P2P.
If you start a game normally, it will create a session, but the problem is that routers will block the port. So, you'll only be able to play it on LAN.
But if you use Steam, it will allow you to host a public game.
Hey!
I've made a plugin for Unreal Engine that fetches monitor's information and makes an array of all possible screen resolutions based on the aspect ratio.
This plugin is primarily intended for Vulkan, as Get Screen Resolutions have not been implemented.
Link: Vulkan Resolution Helper
This plugin fetches monitor information and determines all potential resolutions based on the monitor's aspect ratio. This plugin can be used with all RHIs but is primarily intended for Vulkan, as screen resolutions cannot be obtained while using the Vulkan RHI.
This plugin was developed for UE4 4.26.2 and has been tested on versions 4.27 and 5.2.
The Year 9 is a psychological horror game inspired by the The Exit 8
Observe the room carefully and report any anomalies to reach the 9th year.
There are a total of 40 anomalies that will be randomly chosen.
You need to observe the room and find any anomalies. It's possible that there may not be any.
Each right answer will increment the year.
A wrong answer will reset you to the 1st year.
PropHunt now available for Linux. YAY! ヽ〳 ՞ ᗜ ՞ 〵ง
Major thanks to UberPolice for Requesting & Testing.
PropHunt is a multiplayer game where there are two teams: Hunters and Props. Props will hide from hunters, while hunters will find them. Props have to survive for 6 minutes by becoming various objects on the map and blending in with them.
The game is built on Unreal Engine using a combination of both blueprints and C++.
Assets in the game are mostly from the marketplace that have been modified in Blender, and some are my own.
I got to know you through cozy spring jam. Enkindle was a short & sweet experience, and made me want to try out other games you've made.
What captivated me was the story writing and the characters, and maybe the vagueness of what happened after the ending.
I think for most people who don't know about you or your games, try Robbo Otto because it sticks out more... and most likely because of its initial popularity, it appears at the top when searching or filtering.
Thank you for playing!
It was a bit of a pain to recreate but I did enjoyed it when it worked.
2nd level's performance was an issue I noticed in the editor as well. There was just too much to render there.
As for the bug, if you are talking about the portal, It is supposed to be locked though and not simulate any physics. I am not sure how it still enables movement when i explicitly disable it, I apologize for that.
Nice shooter, but it did feel a bit bland.
Visually it was okay, It could've been better. Music was bumpin tho.
Shooting was satisfactory for some weapons while for the others, it lacked that certain power.
Upgrades actually felt like they did something although I didn't like that you need to empty your current gun to move onto the next. A weapon switch option like many others shooters would have been okay or have all the weapons laid out in the starting zone and let the player pick whichever they want.
Ai bots were just some obstacles tbh. They would move towards you but that it. They wouldn't shoot from far away (or shoot at all) which made the game very easy.
A very good take on the theme. Definitely one of the most underrated games in this jam, Nice Work.
The artsyle and music were pretty great, Music actually played a major role as everything was timed to the music.
I did run into some problems though, Mostly just me getting stuck between objects in "white blood cell" stage and "Frog" stage or wouldn't be able to land properly in the "Frog" Stage, causing me to be stuck on the platform until the black void consumed me.
I also noticed that the fail state "Lose when >= 10 cancer cells" never triggered.
Next problem is that the game is very frame rate dependent. Movement, Arrow speed, Jump Velocity and the black void's movement speed increased with increase in frame rate.
Concept seems fine. The artstyle and the music was nice but the game had major flaws.
1) AI had a difficult time hitting me or even spotting me. I could go in front of them and they wouldn't do anything sometimes.
2) The AI would also not realize they are taking damage.
3) You can also skip all the enemies and go straight to the gate, which defeats the purpose of exploring and eventually fighting the enemies. (would've been better if you had to pull a lever to open the gate)
4) The game would also freeze upon destroying boxes or barrels for the first time. The download version recovers but the browser version freezes and eventually crashes
Also noticed something. Hitting 1 enemy would cause all the others to glow up as well, as if they were also taking damage
Nice!
Reminded me of Hamster ball.
Mechanics were pretty solid. I liked that the game gave hints upon failure. Also liked how different scales would give you different abilities. Checkpoints as well (Thank you)
I would have appreciated a Frame rate lock though. I know Vsync is on, but I prefer an actual user adjustable lock.
Levels lacked Colors and Brightness, Everything was just gray and dark.
Puzzles were super easy to figure out (for a platformer, that's fine).
Still, A polished game that just works
Nice work!
Good message, nice visuals and really calming music. Jumping was delayed though, which was something I had to get used to.
There were some visual issues, the background wasn't seamless, you could see the cutoff of some trees. White lines would appear on movement and it was hard to distinguish what part you could jump towards and stand on.
I did run into some gameplay issues as well
1) I could repeat dialogue with one of the NPCs over and over again.
2) My game bugged out twice, where I collected all garbage but the game wouldn't let me progress (Apparently going into caves reset your progress)
3) After doing the whole run and talking to the garbage collector, I didn't know what to do. I kept circling around the whole map but nothing happened.
Idea is pretty simple but I loved it. pacing is a bit slower at first but becomes better overtime. It's better to buy the demand boost and speed boost as you start out, it makes the whole process way easier.
Overrider just makes your job super easy.
It was fun but it did get quite laggy after a while, especially in the 3rd zone (using firefox).
Art style was nice, although the back ground was very low res.
The starting speed is way too fast, and you can sprint by pressing shift, which didn't make any sense because it becomes unbearably fast.
Either make the character slow and allow sprinting or leave the speed as is and allow a slow down by pressing shift.
This is my best
Nice!
Would've been better if there were more levels. I am a fan of old school graphics and Godot gives off the same vibe as the old renderware engine. Music was nice too, but it made me wanna go faster rather than strategically slower.
Also, the ai just drives off the road, which I found quite funny.