It has been a while, Mastodon.
Please meet our little videogame, Out of Words, revealed at Summer Game Fest some days ago.
IT/EN/DK/FI/RO
Dev of all Trades in Århus, Denmark
Game Developer @ Out of Words
Cognitive Semiotics, Social Cognition, the Digital World & Game Studies
It has been a while, Mastodon.
Please meet our little videogame, Out of Words, revealed at Summer Game Fest some days ago.
Question the heroic approach
Oh hey turns out if I make a UE 2D shape editor, I can iterate on and make the 2D shapes I’d previously typed in manually from graph paper much better in a tiny fraction of the effort, who knew 🤔
I know the XKCD comic about automation is often right, but taking the time to make tools can also be a great idea
There's a line that keeps coming up in so many conversations I'm in these days: It feels like 2004 on the internet again. And that's a good thing, because it means all of today's incumbents won't make it to the next era of the internet. https://www.anildash.com/2024/10/15/its-2004-again/
News in brief: Games Done Quick raises over $45,000 for hurricane relief
Proceeds from the speed-running event will go towards disaster relief charity Direct Relief
https://www.gamesindustry.biz/games-done-quick-raises-over-45000-for-hurricane-relief-news-in-brief
When I get a customer raising a support question about a library I make, and the outcome is that they misunderstood something and it's not a bug, I don't often just close & move on. I very often end up making changes anyway, either to my my code or my documentation, because usually it means I should have done better to stop that being a problem in the first place
I'm surprised how it's been fairly easy to re-use in-game code for in-editor tools in UE5. I had to refactor stuff and change a few subsystems to be World rather than GameInstance (since there's no GameInstance in the editor) but other than that it's been *fairly* painless.
Here's using the same geometry code that mines out rock in-game to make a level editor. It looks a bit more drab than in game because it doesn't have nice embedded lumps & lights, we don't need that https://youtu.be/6wWpkNyY848
Ya know what? I'm gonna toot my own horn today On Here Specifically.
I have already received at least a dozen thankful comments/replies for letting people know they can slow down door closers. A lot of people have been living with irritating bangs in apartment buildings and whatnot.
And thanks to watching a YouTube video, their life is now better. I didn't sell anything to them, I just decided to share some knowledge in my own (hopefully entertaining) way.
Even hardcore audiences love DLC – when it's done right | Opinion
While many developers have turned to cosmetic items for their post-launch content plans, Shadow of the Erdtree shows us the gold standard for a major DLC expansion
https://www.gamesindustry.biz/even-hardcore-audiences-love-dlc-when-its-done-right-opinion
I hope this email finds you happy and leaves you miserable, builds you up or plucks you down.
A good reason to use colour rather than color in your code is that colour has the same number of letters as both albedo and normal so you can align your code better.
In our latest, we speak with Leo Burnett Canada's Kohl Forsberg about the new ratings system evaluating online toxicity in games
https://www.gamesindustry.biz/the-new-ratings-system-evaluating-online-toxicity-in-games
I also made a custom EQS testing pawn for SUSS so that you can easily test with candidate targets. This should really be a standard feature, I've seen quite a few people in videos having to hack their code to get the testing pawn to let them test target queries. Here's my testing pawn deciding where the best place to take a shot might be
Nothing to write home about yet, but started a small #Favro integration for #UnrealEngine during those holidays to practice Slate, Editor Customisation, System Architecture, and HTTP Requests in #UE5.
“If so-called visual, tactile, or auditory sensory cortex is actually operating using a cascade of feedback from higher levels to actively predict the unfolding sensory signals… then we should not be surprised to find extensive multimodal and cross-modal effects… even on ‘early’ sensory response.” (Clark 2011) #perception #multisensory #CrossModalEffects #PredictiveProcessing
@Craigp Use the ShadowPassSwitch node in your material so it doesn't affect the opacity mask during the shadow pass.
Gamecity Hamburg to provide €400,000 for game prototypes
https://www.gamesindustry.biz/gamecity-hamburg-to-provide-400000-for-game-prototypes