• UE4 Development
    5,000 replies, posted
[QUOTE=NitronikALT;49453870]What exactly are you two working on?[/QUOTE] I've been working on a stealth shooter game, I haven't had much progress recently and this is the last decent video I uploaded (excuse the potato quality) [media]http://www.youtube.com/watch?v=Osxm8lzAafU[/media]
Starting work on HUD/Menu stuff, still super early work in progress, any suggestions/criticisms are hugely welcomed. [video=youtube;VGJhjaPC7Hw]http://www.youtube.com/watch?v=VGJhjaPC7Hw&feature=youtu.be[/video]
[QUOTE=hippowombat;49454357]Starting work on HUD/Menu stuff, still super early work in progress, any suggestions/criticisms are hugely welcomed. [video=youtube;VGJhjaPC7Hw]http://www.youtube.com/watch?v=VGJhjaPC7Hw&feature=youtu.be[/video][/QUOTE] IDK if this font fits your theme or something, but I don't think it looks good :S
[QUOTE=NitronikALT;49453870]What exactly are you two working on?[/QUOTE] Well, I have been working on the open world game, where everything is dynamic, like weather, seasons, foliage, NPCs, economy and etc. The idea was to make it as RPG, where each new game is unique (placement of objects and towns, names). I know that I cannot make HQ models and even with a huge team it would take so much time, so the plan was to use low poly art style similar to [url]https://www.kickstarter.com/projects/ldi/little-devil-inside[/url] and [url]http://waytothewoods.tumblr.com[/url] In order to make it real (since open world games are harder to make) I have been learning how other open world games work (TES, Fallout, Witcher) and recreating their workflow. My channel is full of the previews [url]http://www.youtube.com/user/NicolasV2011/videos[/url] (some stuff is private).
i am in love with unreal. currently working on an Extreme Football Throwdown-inspired game! [t]http://i.imgur.com/IWtM2rr.jpg[/t] [t]http://i.imgur.com/C4dZuCM.jpg[/t] [t]http://i.imgur.com/juCBcNs.jpg[/t] [t]http://i.imgur.com/ggmuiPy.jpg[/t]
[QUOTE=hippowombat;49454357]Starting work on HUD/Menu stuff, still super early work in progress, any suggestions/criticisms are hugely welcomed. [video=youtube;VGJhjaPC7Hw]http://www.youtube.com/watch?v=VGJhjaPC7Hw&feature=youtu.be[/video][/QUOTE] It looks like you're going for more of a horror theme but the HUD looks a little too blocky with it being square and simple progress bars. The actual main menu doesn't look bad though.
[QUOTE=Nicolas;49454648]Well, I have been working on the open world game, where everything is dynamic, like weather, seasons, foliage, NPCs, economy and etc. The idea was to make it as RPG, where each new game is unique (placement of objects and towns, names). I know that I cannot make HQ models and even with a huge team it would take so much time, so the plan was to use low poly art style similar to [url]https://www.kickstarter.com/projects/ldi/little-devil-inside[/url] and [url]http://waytothewoods.tumblr.com[/url] In order to make it real (since open world games are harder to make) I have been learning how other open world games work (TES, Fallout, Witcher) and recreating their workflow. My channel is full of the previews [url]http://www.youtube.com/user/NicolasV2011/videos[/url] (some stuff is private).[/QUOTE] Low-Poly art is something I'd love to try. Unfortunately I can't make any commitments because of Uni work but if you're still struggling come the summer, I may try and help out! I like your idea too!
[QUOTE=johnnyaka;49454555]IDK if this font fits your theme or something, but I don't think it looks good :S[/QUOTE] [QUOTE=Alex_grist;49455802]It looks like you're going for more of a horror theme but the HUD looks a little too blocky with it being square and simple progress bars. The actual main menu doesn't look bad though.[/QUOTE] I need to re-do the main menu, it turned out more horror-y than I intended. Thanks for the feedback, both of you!
Also, update on toon-game world design stuff [img]http://i.imgur.com/awJaLC9.png[/img]
You should disable the lighting on the grass, at the moment its far to noisy for the simplicity of the texture..
[QUOTE=Shirky;49459518]You should disable the lighting on the grass, at the moment its far to noisy for the simplicity of the texture..[/QUOTE] [img]http://i.imgur.com/u1Exl9q.png[/img] Like so?
Looks nice!
Has pivot vertex snapping simply stopped working for anyone else? Or am I experiencing some sort of weird bug? Since 4.8 (I'm on 4.10.1 now, same thing happened in 4.9) I've not been able to hold MMB + V to snap my pivot to a vertex of a mesh. The only way to get around it is to bind a key to globally turn on vertex snapping which is buggy as hell and a huge pain to work with.
tanks and some explosion fx i've made [video=youtube;fNYrCRuO_dM]http://www.youtube.com/watch?v=fNYrCRuO_dM[/video] [vid]http://puu.sh/mndKB/4c7c2c2ce4.webm[/vid]
That crawling animation is pretty great
[QUOTE=simkas;49479067]That crawling animation is pretty great[/QUOTE] Truly next gen Speaking of animations, I always hate how when a player is killed they just turn into a lifeless ragdoll I want to experiment with death animations. Basically play an animation on death and then phase into a ragdoll state, like some of the deaths in Team Fortress 2
Let me know if I'm posting too much crap. Working on underwater stuff. [IMG]https://trello-attachments.s3.amazonaws.com/5618218971007f24b6b31b5d/512x288/2613ed2b2b74a8129c1c688cdc56f9eb/waterfog.gif[/IMG]
[QUOTE=NitronikALT;49479226]Truly next gen Speaking of animations, I always hate how when a player is killed they just turns into a lifeless ragdoll I want to experiment with death animations. Basically play an animation on death and then phase into a ragdoll state, like some of the deaths in Team Fortress 2[/QUOTE] I've done that, you just get the length of the death animation and set a ragdoll to trigger halfway through.It works pretty good until he dies next to a wall and it spazzes out. You can just do some traces backwards though to solve that.
Anyone done the UE4 gamejam before? I'm tempted to try it, it'd only be a 3 day tear so it wouldn't take away from my other dev obligations for too terribly long.
It's totally feasible. A couple friends and I made these for 2-day game jams. We knew barely anything about UE4 going into the first one, and only a little more going into the second, so someone experienced could obviously do something a lot more impressive. [media]https://www.youtube.com/watch?v=Mto3u8AYs10[/media][media]https://www.youtube.com/watch?v=NbZuHW4YD58[/media]
Improved the Time of Day / Weather system for Tempest! Took a lot of tinkering, still a little rough around the edges but I'm pretty proud of it! [t]http://puu.sh/mpe02/7620474cdd.jpg[/t][t]http://puu.sh/mpe1J/242fd38958.jpg[/t] [t]http://puu.sh/mpe3j/f1c61c3e14.jpg[/t][t]http://puu.sh/mpe4i/6eb12bdb4e.jpg[/t] It's also set relative to where you are, so if you sail to the far north or south, you'll end up in a perpetual dawn / twilight. Sailing east or west will change the time of day too, so if someone is on an island in the far east, it might be night while someone to the west will be in the sun!
Ported [URL]https://www.shadertoy.com/view/Md2GDw[/URL] over UE4, just for fun watch in 360p [media]https://www.youtube.com/watch?v=WbdS7beog24[/media] Gonna try to combine it with [URL]https://www.shadertoy.com/view/4dtGzl[/URL]
Sorry for second post... Tested another glitch shader, this time by Berkin [URL]https://facepunch.com/showthread.php?p=49439642#post49439642[/URL] [media]https://www.youtube.com/watch?v=FvwFnk09XDs[/media] [b]NEW:[/b] I have packed and uploaded the game for anyone who wants to see it in action [url]https://drive.google.com/file/d/0B9WV_C-NXDzcbm14aXVibTN3ZFU/view[/url]
-Snip- More work on HUD stuff for my side project, trying out a different layout, so far I have the temperature gauge in the corner that changes color depending how warm/cold it is outside, a health bar that follows the player, and the day counter, all of which will be faded out when they're not needed, but can be viewed when the camera is zoomed all the way in. The player is also silhouetted through solid objects that obstruct the camera view of the character. Still a lot of work to do, but it's coming along. [video=youtube;z0JKaeSghCg]http://www.youtube.com/watch?v=z0JKaeSghCg[/video]
We recently demoed our game BLISTER at an event in London, crunched like mad to get this level somewhat usable. I'll make a video of the gameplay soon I think. [t]https://dl.dropboxusercontent.com/u/5210835/Blister/BaronHideout/HighresScreenshot00012.png[/t][t]https://dl.dropboxusercontent.com/u/5210835/Blister/BaronHideout/HighresScreenshot00013.png[/t] [t]https://dl.dropboxusercontent.com/u/5210835/Blister/BaronHideout/HighresScreenshot00014.png[/t][t]https://dl.dropboxusercontent.com/u/5210835/Blister/BaronHideout/HighresScreenshot00016.png[/t]
hey that looks really good
Are you guys taking part in the UE4 game jam?
It's what, 3 days? I participated in the Epic Megajam that was a whole week long and even that wasn't long enough to get something decent. I may give it a try anyway depending on the theme. It's also through my birthday weekend so, maybe I won't have time.
I'm trying to create a water shader with some shoreline behavior. The overall effect I'm trying to pull off can be seen in this video: [video]https://youtu.be/wOtiMtZxrrc?t=26s[/video] at 26 seconds in, as the water comes up on the shore, you can see a thin line (not the foam hitting the shore, I already have that accomplished) coming towards the shore. I'm working on a stylized game, using cel shading and I rely on emission more than specularity for certain dynamic lighting pieces. I already have the foam hitting the shore, by masking in a foam texture to the diffuse and emissive color channels, using the depth-fade function as the alpha. But I to get the smaller, thinner waves, I think I'll need to use some form of subtractive depth fade to add in the thin lines, so that they align with the shore. What I think I need to do is set the fade depth further out than the reach of the foam, but somehow mask the area between the shore and the edge of the depth fade, so that only a thin line of it is rendered. Is this possible? And if so, how would I do this? Here's what I have so far, and what I'm shooting for: [img]http://i.imgur.com/uaZxp8I.jpg[/img]
[QUOTE=hippowombat;49517232]I'm trying to create a water shader with some shoreline behavior.[/QUOTE] I would recommend using spline meshes, a wave material, and simply creating an outline of the shore. I think this method is used in the Stylized Rendering example in the marketplace.
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