Perception of Progression
19:26
4 ай бұрын
Dragon's Dogma 2 Clip
7:26
5 ай бұрын
Structuring Travel in RPGs
21:08
5 ай бұрын
Multiplayer Sync in Unreal
11:03
5 ай бұрын
Unreal Multiplayer Quick Explainer
13:51
Writing Visual Novels
14:19
6 ай бұрын
What are Gerstner Waves?
9:17
6 ай бұрын
Player-Generated Content in MMOs
33:52
What the Heck is Composition?
22:09
What's a UV Map? Basic Tutorial
9:58
The Invincible Editing Techniques
27:29
Bouncing Off Blender (And Not)
19:54
Magic Systems!
15:07
8 ай бұрын
Oil Processing in Stormworks
16:23
Stormworks Full Rocket Example
16:10
Stormworks Rocketry and Space
13:14
Switching Engines
12:38
11 ай бұрын
Stop Using Unity?
6:47
11 ай бұрын
Ensembles #3: Adding Flavor
12:39
11 ай бұрын
Ensembles #2: Creation
17:16
11 ай бұрын
Ensembles #1: Overview
10:58
11 ай бұрын
Survival Sci Fi and Using Concepts
18:18
Пікірлер
@ASTRAEUS556
@ASTRAEUS556 7 күн бұрын
Awesome video. Straight forward, thank you.
@danlin3d
@danlin3d 7 күн бұрын
Amazing, sitting here in 2024,9 years later, and this is the solution.
@gudakoccc2596
@gudakoccc2596 8 күн бұрын
Thanks! Your Great Tutorials! subscriber+1
@SinclairLocke
@SinclairLocke 11 күн бұрын
Reminds me of the geniality of the "Dark Knight" opening. You're never shown the same thing happening twice. It's not needed.
@microwave2420
@microwave2420 12 күн бұрын
to figure out the height of a particular point of wave you'd need to probably implement some sort of FFT algorithm or at least a DFT system (which btw is a great way to sum up all the waves for all their phases at each point) and then sample the height displacement for that vertex in the time domain
@CraigPerko
@CraigPerko 11 күн бұрын
Yeah, if you want to go backwards it's a bit harder.
@fortnitesexman
@fortnitesexman 17 күн бұрын
this is pretty much the fundamental problem with making dnd digital it will be impossible to have your characters act in character, accounting for everything someone could do to simply go up a slightly tall ledge, etc etc and the game isn't even good besides these issues 💀
@HarjotSinghNirman-l2p
@HarjotSinghNirman-l2p 18 күн бұрын
I download one assest it is downloaded but it is mentor that Licensed for Use Only with Unreal Engine-based Products but Is this can I use free assest in my game and upload that game outside engine like google play store please answer
@CraigPerko
@CraigPerko 17 күн бұрын
Yes. Your Unreal Engine game is an Unreal-Engine-based product. There are edge cases if you're trying to distribute an uncompiled project file, but you can always distribute the compiled game.
@dagan_origin
@dagan_origin 21 күн бұрын
the show off is very true...
@Flav0rful
@Flav0rful 25 күн бұрын
Extremely helpful and simple system. The one I was using before was needlessly complex. This made it infinitely easier to do what I wanted to, thank you.
@akleshdahal1506
@akleshdahal1506 25 күн бұрын
Hi, can you tell me how we can implement it in 2D open world kind of game ?
@CraigPerko
@CraigPerko 25 күн бұрын
The problem IMO is the short range of vision on top-down 2D games. You really can't see very far, so the use of road tiles and biome edges is absolutely critical.
@smam2669
@smam2669 26 күн бұрын
I have never related more to anything than that comment about the wikipedia article. What is the point of writing an article that is supposed to give information in a way where people can't get information from it?
@metarapi
@metarapi 29 күн бұрын
I feel that entire Star Trek DS9 is what you're describing here.
@WAFFENFABRIK
@WAFFENFABRIK Ай бұрын
These videos are a goldmine
@kirashexenwerkstatt8289
@kirashexenwerkstatt8289 Ай бұрын
Thank you for making that video! It helps me so much <3
@FPChris
@FPChris Ай бұрын
I would love to see a tutorial using this on a VR fullbody character. The VR community is hurting for a GOOD Unreal solution. I'm guessing you could put a sphere in each hand of a third person character to work out the blueprints then later replace the spheres with the VR controller locations ?
@CraigPerko
@CraigPerko Ай бұрын
It sounds like it's just a typical IK setup. Just create a Vector3 variable for each hand and set it each frame from the controllers, then use that to do IK.
@Novarcharesk
@Novarcharesk Ай бұрын
One good thing to add could be that for 3rd person games that need this text to appear as you've made it, and then to disappear and return the input mode to game only.
@juamibenito2558
@juamibenito2558 Ай бұрын
loving all these writing videos! ive been trying to incorporate your outer wilds exploration techniques video ideas into a citizen sleeper/disco elysium esque resource management/skill check narrative-based game where the player might see a screen with a dropslot for any item the player might want to submit, they put in the obvious solution and move on, but they are still allowed to backtrack to that screen, and following exploration techinques, that dropslot actually does accept a secret 2nd solution item which opens up an entire hidden region of the game, would you have any first impressions and thoughts on how to go about applying exploration techniques from a realtime exploration game into a more visual novel kind of narrative game? hahaha
@CraigPerko
@CraigPerko Ай бұрын
The problem is that the way people interact with the game is completely different. In an open 3D environment, the players can notice something, look at it, walk over to it, judge it in relationship to everything around it - all automatically. A VN has to use different techniques to have the same impact, and I don't think I've ever seen one that does that.
@juamibenito2558
@juamibenito2558 Ай бұрын
@@CraigPerko oooo that sounds exciting to figure out whether it's viable or not at least hahaha, i imagine players wouldn't want to try every possible combination of item submittals to find the secret, tho good players can pick up the subtler clues to figure it out early, but yea thanks for pointing out the specifics that open 3d has for automatically interacting with level entities intuitively, ill prolly just make a 3d visual novel walking simulator if i cant figure it out but at least the discovering portion will be enjoyable hahaha
@CraigPerko
@CraigPerko Ай бұрын
@@juamibenito2558 Keep at it!
@nhasirduck3500
@nhasirduck3500 Ай бұрын
as someone who has mostly focused on art rather than writing this is a huge help for me
@niakitten2937
@niakitten2937 Ай бұрын
So, just stumbled upon this and while it's maybe not the best it looks freaking cool.
@samontiveros1539
@samontiveros1539 Ай бұрын
This is so helpful! I'm working on a game based sround old biplanes, and I was trying to think up a way for players to travel without running out of fuel, crashing, etc. It never occurred to me to just use a world map to travel between smaller, malped out areas where action occurs.
@sumgue4964
@sumgue4964 Ай бұрын
Great video. Made the gears turn quite a bit and they still are after it ended. Thanks for the food for thought
@cristianleoni6852
@cristianleoni6852 Ай бұрын
Despite having the possibility for creating interesting situations I believe this approach might be too adversarial for player character, especially when repeated over the course of the game. As such I believe this falls more into the operational side of storytelling rather than strategical level
@IdeoHazamaFan3000
@IdeoHazamaFan3000 Ай бұрын
Your videos are very underrated
@yamiprincess
@yamiprincess Ай бұрын
Is it safe to save TMaps instead of TArrays?
@nutcrackr
@nutcrackr Ай бұрын
Hey thanks for this video. I was using the buoyancy system to tell the player when they enter/exit water but noticed it was working properly only about 80% of the time which led to me adding in all this nonsense code to handle the other 20%. Was ready to give up until I stumbled across this video and decided to make something to suit my needs. Made a single particle, updated it based on wave height, then I made a custom blueprint particle and added functionality to get wave height / relative height / set water component / change update frequency, plus event dispatchers for entering and exiting water. Unlike the buoyancy system, it can be attached to other scene components (e.g. meshes / cameras), and was surprised to find it always works and doesn't go "silent". The official buoyancy system seems to only work if it is close to the water, which is annoying but wouldn't be the end of the world if it actually worked properly in terms of leaving / entering water. Anyway I have it working as required now, with one on my first person camera, another on my third person camera, and I know exactly when any of them enters or leaves the surface for my transitions. In the future I may consider building a proper buoyancy system (cuboids) that doesn't turn off when objects start underwater. Since I'm only using a few particles now, it runs fine, but I'm not sure how well it will scale to 8 particles across hundreds of objects though, but at least now I have a some control over it and can tweak it to improve performance.
@hyperacid8801
@hyperacid8801 Ай бұрын
Still to this day a great tutorial. Thanks!
@TheBigYC
@TheBigYC 2 ай бұрын
What I realize is that my biggest problem with most game I don't end up fully enjoying is this transition from one "chunk" to another. It's a thought act to balance on some games because there is also more things involved, like complex narrative, but getting the right flow between "chunks" should always be top priority.
@sis_sos
@sis_sos 2 ай бұрын
octTree
@_purplewinter_
@_purplewinter_ 2 ай бұрын
Lovely to see a new video of yours!🎉
@OlgaChvikova
@OlgaChvikova 2 ай бұрын
great thoughts, agree with you, but you helped me to formulate this! thank you
@huntingghosts
@huntingghosts 2 ай бұрын
dude, your mood here is unbearable;) to be honest i don't remember that sequence, so i probably didn't have so much issues with it
@AndrzejGieraltCreative
@AndrzejGieraltCreative 2 ай бұрын
Also you cant simply arrange things according to intrigue, you must first arrange them acccording to verisimilitude. For example if something is placed for intrigue or to fill space but it might not make sense anyone would build it there or as another example, leave a visible dubgeon unlooted, we cannot allow for that kind of design.
@AndrzejGieraltCreative
@AndrzejGieraltCreative 2 ай бұрын
How would you say fallout new vegas differs from skyrim in this domain?
@seanmenzies1986
@seanmenzies1986 2 ай бұрын
This didn't directly help me with my specific issue but it got me there. I've been puzzling how to exit control rig logic without snapping and I saw you had some float plugged into the aim node weights then it clicked that you can simply feed an alpha into the rig and multiply it by whatever weight you want and lerp back to your bone transform. Anyway, you have an excellent way of explaining so keep on keeping on :)
@lee1davis1
@lee1davis1 2 ай бұрын
I thought I had saving figured out until I watched this. I never thought about connecting script references during loading. Thanks for the heads up.
@BenHitbox
@BenHitbox 2 ай бұрын
Do you know if this possible in a networked setting? Can this be done on a server?
@CraigPerko
@CraigPerko 2 ай бұрын
Not synced, due to a bug in their timing code. You'll have to find another plugin, fix theirs, or roll your own
@BenHitbox
@BenHitbox 2 ай бұрын
@@CraigPerko The thing I'm having a problem with is getting the Exporting the Particle Data on the Server. The Server version of the Event Receive Particle Data never triggers, presumably because there isn't any data to send. On Client, this setup is working
@CraigPerko
@CraigPerko 2 ай бұрын
​@@BenHitbox Even if it did work, it wouldn't be synced up at all with the client data.
@BenHitbox
@BenHitbox 2 ай бұрын
@@CraigPerko Probably, I was curious to use some of the Clock Sync methods to get things as close as possible.
@CraigPerko
@CraigPerko 2 ай бұрын
@@BenHitbox Unfortunately, the default plugin ignores any attempt to adjust the time.
@phineasfacingforward3460
@phineasfacingforward3460 2 ай бұрын
Very interesting, thank you!
@Sluggernaut
@Sluggernaut 2 ай бұрын
Did you get past this? There is a pretty fundamental misunderstanding here with what an Actor is, adding multiple meshes to an actor and more. Hope you're doing better getting used to Unreal Engine
@xjuliussx
@xjuliussx 2 ай бұрын
i think i invested 1 month equivalent of hours to search and mark the assets that i would need as a hobbyist.
@borb5353
@borb5353 2 ай бұрын
this can be turned into a program/algorythm i can imagine. procedurally generated worlds dont have to be boring and random and directionless. using these lanes you can plant different teachings and lessons about your game along the nodes, not just different gameplay, that build upon each other like in a handcrafted experience. imagine a world that feels handcrafted but isnt and just has handcrafted-grade theory programmed into the world generation. there is no looking up secrets and tricks on the wiki because every world is unique and truly personal that you have to explore completely by yourself
@maalikserebryakov
@maalikserebryakov 2 ай бұрын
So you want ai devs lol
@CrashOverStore
@CrashOverStore 2 ай бұрын
You can also use the asset I have developed. It is in ue marketplace called "advanced typewriter effect". The demo showcase is in my yt channel :)
@peachlingg
@peachlingg 2 ай бұрын
LiS is the game that introduced me to the amazing world of the story-rich/choices matter genre. I recently decided I would try making some (much smaller) games. I am so deeply enjoying this series and listening to your thoughts. Thank you so much for the time and effort you put into this series <3 Grateful to learn many lessons from you.
@dusknone
@dusknone 2 ай бұрын
the cops outside lol
@JasonWall-nx7dv
@JasonWall-nx7dv 3 ай бұрын
Hey i know this is unrelated but it be cool if you started making stormworks videos again with all the new mechanics out
@CraigPerko
@CraigPerko 3 ай бұрын
Sorry, that seems unlikely! But I hope you enjoy playing it!
@TheMetaEducator
@TheMetaEducator 3 ай бұрын
nice vid man!
@itsmakar2412
@itsmakar2412 3 ай бұрын
3:44 is they removed this? In 1.11.0 gearboxes can't be overloaded
@CraigPerko
@CraigPerko 3 ай бұрын
Probably, this is years old.
@cjaychristiansen9466
@cjaychristiansen9466 3 ай бұрын
Now I just need a little advanced ply
@matejamilenkovic5584
@matejamilenkovic5584 3 ай бұрын
i spaced them out by 1 block and it did not work lol
@CraigPerko
@CraigPerko 3 ай бұрын
This is an ancient tutorial, presumably things have changed.
@Sleepingcrusader
@Sleepingcrusader 3 ай бұрын
You've opened my eyes to the fact that I can remove the text box and have the players forcus on the visuals instead.
@philbertius
@philbertius 3 ай бұрын
This was already VERY helpful! I can already imagine a number of ways of constraining dynamics, e.g. late game, player chooses the dungeon but each dungeon requires a specific party. Or having characters dip in and out of the main story for plot reasons (though that can present other challenges.)