@Freya_Games After over 5 years in development Lorne is releasing EA in august! Lorne is an open world survival game meets tower defense.
Gather ⚔️
Build 🏰
Defend ❤️
Since we're getting closer it helps us out a LOT by wishlisting on steam❤️
https://t.co/GnlrmWfOeh
Gothic 1 Remake | Fight Like Jan Błachowicz
In Gothic 1 Remake, you can now also improve your fist-fighting, and we thought there was no better teacher for that than a former UFC Light Heavyweight Champion — Jan Błachowicz, the Legendary Polish Power!
https://t.co/9FfLdk0Sjf
During the #UE5Study & specifically in #GameplayAbilitySystem, I was checking the three function definitions:
[1] GetAbilitySystemComponentFromActorInfo()
[2] GetAbilitySystemComponentFromActorInfo_Checked()
[3] GetAbilitySystemComponentFromActorInfo_Ensured()
#IndieDev#UE5
[3] ensure:
It is similar to the `verify` family, but works with non-fatal errors. This means that if an `ensure` macro's expression evaluates as false, the Engine will inform the crash reporter, but will continue running.
[WIP]
🔸Made a custom module to snap Root particle to NearestDistanceField
🔸Also added Dithered Fadeout along the Ribbon, so it smoothly blend with surface
Made a new Ripple Transition Post Process in UE5.
Smooth wavy ripple distortion for scene transitions.
I’d be happy if this inspires someone
copy & paste here:https://t.co/OQg0pYny3d
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UE5でRipple Transitionポストプロセスマテリアルを作成。
シーン切り替え用の滑らかな波紋ディストーションエフェクト。参考になれば幸い。コピペ先は↑
#UE5
Animate UVs with adjustable wave motion. Control frequency, amplitude, and speed on both X and Y axes to create everything from subtle distortion to complex flowing patterns
#realtimeVFX#Unrealengine#gamedev#VFX
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful.
This thread is full of visual examples.
After years as an Unreal Plugin Developer, I'm thrilled to announce I've self-promoted myself to Horde Plugin Developer.
Here is the full journey, lessons learned, tips and tricks, source code, and my thoughts on what it means for studios outside Epic.
A thread 🧵
From community roots to modern RTS ambition, this is the story of Beyond All Reason, featuring the one and only Chris Taylor. Watch now!
https://t.co/6mccjco75f
Thank you @FortressSydney for making this documentary happen!
#RTS#indie#gamedev
Did you know you could swirl your UVs using a Custom Rotator and Time multiplied by 2*pi? Pair this with refraction and you get a cool portal effect!
#realtimevfx#gamedev
@krz9000 Absolutely!
In my college days, my friend gave me the 'Warcraft III' game, and that's where I saw the active/passive Gameplay Abilities for heroes, and I got really curious of how they actually work!?
Now it feels interesting to know how that's done with the #UnrealEngine GAS!
#UE5Study#GameDev is complex & then developing with something like Gameplay Ability System (GAS) in #UnrealEngine requires a detailed knowledge, clear understanding & observation in general.
While working on game I observed something about 'Gameplay Ability'.
#indiegame
🧵