#this dev is so unreal
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[Coding Diaries] Using Nodes to Apply Jump Impulse
With the recent runtime fee Unity has imposed on their new pricing scheme, a lot of independent and professional developers are jumping ship due to future issues they foresee regarding the market of their games.
After much deliberation and self-debating, as well as looking up other devs' opinions on the matter, I decided to switch to Unreal to develop my first game for my portfolio.
I thought the transition would essentially mean starting from scratch, thus my hesitation, but I found myself becoming familiar with concepts easier than expected due to my previous learning experiences in Unity. I already knew terms like components, nodes, and object-oriented programming. This helped me focus more on how Unreal's logic behaved when it came to making things move and operate in the gamespace.
My experiences from other disciplines helped shape my workflow in Unreal as well: especially the concept of non-linear editing and establishing variables, so the behavior still works even when certain values change.
Case in point: making the cube, in the image above, jump. A Udemy course tasked me with making it happen through Blueprint, a built-in node system in Unreal. It taught me the basics of Events, getting components, the different switches, and adding values.
Using these basic concepts and a little Googling, this was the node system I established for the cube jump, using the Impulse node to operate it.




There is truth in the benefits of learning holistically, as there are concepts that will carry over to different disciplines and will help ease your brain towards taking in the new information, making the learning process more streamlined. Here's to taking further steps into making my own game!
UPDATE:
https://imgur.com/a/BRhuiRJ
The behavior of the Jump Impulse on each cube is different because of the Blueprint composition of each one. The one on the left has extra nodes that transform the mass value to a vector value, then extract the z, and finally apply that z value into the Input. This makes the cube jump a lot more and launches it into the air.
The one on the right has less nodes, only activating the Velocity Change on the Impulse node and entering a value to the z axis. This results in smaller, “more realistic” jumps. Right now I still don't know why this is the case, when they are basically the same value with extra steps.The only big change I'm seeing that could affect these behaviors is the node that translates the mass into a vector. Because even when the velocity change is off, the cube on the right jumps in the same manner.
~~~Okay let me try to break this down... The tutorial said that the Impulse has its own equation of Mass * Velocity Change, but even with the Vel Change unchecked and the numbers manually typed into the Z axis of the Impulse data pin, it was still different from the left cube. So something must have changed in the data of the various nodes I used on the left.
Even if I never find the answer, I guess this has been a hard lesson to always look for optimized, shorter ways to achieve what you want in the game. Also, a lesson to make the game lighter. Hooboy!
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If it turns out that the oblivion remake is real, I’ve got something to say to the devs that I hope they see.
A good amount of the bugs and general jankiness in the game are what give oblivion its charm. You’ve gotta keep at least some of them in. Code them in yourselves, if you must.
#the other charming thing about oblivion is martin septim#lemme give him a smooch devs plz#also plz hire me i know my way around maya and blender and unreal#i need money so that i can pay for the oblivion remake#oblivion
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I FOUND A EPIC GAMES DEV JACKET AT A THRIFT STORE, WHAT THE FUCKKK?!?
#fornite#unreal engine#epic games#games#game dev#video games#gaming#gamedev#game development#battle jacket#jackets#patches#patch jacket#i’m so lucky#oh my god
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azuma post of the day. on my hands and knees crying screaming throwing up begging people to stop throwing rf5 under the bus to uplift goa so far because i have seen so much of it already.
i will not deny rf5 is clunky and i have talked about this many a time by now but i need — and cannot stress the need enough — people to start looking at rf5’s situation with a bit more understanding from the development end. like…
it was the first new game in the series in what was, by its time of release, 9 years
the series had been longtime presumed dead before 4 Special came out in 2019
it was in development during the middle of COVID 2020
it was developed using an engine the team did not have much experience with
the series had not been on console since the Wii & so 5 was designed based off the most successful handheld game because it was their most recent & most popular reference for game structuring
do i wish 5 had done some things differently or had more padding to it in some areas? oh, absolutely. but like…. the state of the team, the world, & the series itself need to be acknowledged before constantly throwing it under the bus. like no shit GoA looks better, it’s being developed on a different engine that its team is likely more familiar with with presumably far more budget available because of 3/4S + 5’s overall commercial success. & because of 5, they know what worked and what didn’t work when bringing the series back to console so they were able to move forward with experimenting and referencing the series’ past console games (particularly Oceans) instead of just what game was the most popular (4).
guardians of azuma as we’ve seen it so far can only exist in this form because of 5, both where it stumbled and succeeded, and i wish people acknowledged the circumstances behind their development periods as being vastly different so putting 5 down to uplift goa up isn’t exactly fair.
#am i overly defensive of 5? maybe a little! but it does frustrate me seeing people shit on it while either#not knowing or ignoring the specific circumstances behind its clunkiness. same reason i got so mad at ppl comparing it to 4#like you cannot compare the game that was made at the rune factory high point with the game that marked the return of a once dead series.#it’s not fair bc the circumstances and dev periods & points were entirely different!#bri.txt#speaking of the engine thing btw i wonder if any of the silent hope team worked on goa since theyre both unreal
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I brought all my shit into the kitchen, pet my cat, she came to cuddle in the kitchen, forgot I was hungry during the cuddling, so I don't know how long I've been sitting here forgetting I'm hungry until now
#dev rambles like a lunatic#mind you i have everything set out i just got completely sidetracked with the cat#nearly fell asleep bro this is unreal#i need to cook now but hey#enjoy this life update gang#oh yeah and shes so fucking heavy idk how or why but she is
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a few in-editor screenshots of my final uni project! don't mind the HDRI it's not visible in-game since we're going for a 3/4 camera view :) we still have a long way to go, but we're getting there!
(we might put it on itch.io if the entire team is okay, but it'll only be in french, unfortunately)
#unreal engine#unreal engine 5#UE#UE5#game dev#game development#3d#3d art#game#game artist#environment art#edit im adding the game's name as a tag so that i can go back to it heehee#le grand gouter d'hortensia#le grand goûter d'hortensia#gilbert
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Some more progress gifs for posterity. Overhauled this character controller for the 18th time and while still working out some kinks, it's a little more easy to handle than physics-based flight. Just put in some dive/climb speed changes and returning to a flat pitch when idle. Still need to figure out how to get the camera to work how I want.
Bonus outtakes from attempting to figure out the camera controls.
#wip#unreal#project return#it looks so ridiculous but i'm so desensitized to it i'm like yay it works it looks so good!! while the person just hangs there TT-TT#game dev#NOT a dev diary it's a JOURNAL. for fucking around#umber types
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awesome who's lila moment
#ikildaman shut the fuck up#wiki walking#i should probably do anything other than getting lost in wiki pages#but this isnt exactly something i do often and i kinda enjoy reading abt stuff i just Know i will not internalise. in the hopes that i migh#infohazard#< i guess?!#i wonder how much the who's lila dev researched of this concept and how much was just shit he dreamt up#cuz i can understand ppl forming an understanding of a concept without actually being able to find other ppls studies/theories abt it#and i specifically dont remember this word popping up in dat game Or in flawpeacocks video about the game#maybe because theres an element of IT *DOES* COME TRUE to this word#and like flawpeacock isnt trying to unreality his audience it Is a viddy game at the end of the day#but at the same time the statement of Who's Lila is kindof true! so long as i remember Lila she exists!#fuck i should rewatch that video
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HEY FOLKS!!!! Guess who's been given recourses on programming?? THATS RIGHT! This bitch! So!! When I start on it I may give live updates ^^ Speaking of, I have a question >:3
#Programming#Game development#Game dev#Starter game dev#beginner game dev#IM SO HYPED TO START!! I do need to rest first but still#Oh! And Unreal may make a more polished game
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Fellow game devs who are fleeing Unity, what are your thoughts on Godot vs Unreal for making 2D games? I know Unreal is pretty over-powered for most 2D development, but given I'm used to Unity, how is Godot feature-wise? Are there any features it's noticeably lacking?
#basically my question is whether the added annoyance of unreal is worth it#because i can code in c++ well enough but csharp and python are my languages of choice#so i am not loving this unity change!#especially given how much time i've poured into learning how to use it effectively#i have libraries that i reuse in my games!!#argh#idk i will obviously be looking into this more on my own but any insight would be lovely#also apologies for the tag spam -- i'd like this to reach other devs and idk what the common tags are on here#game development#game dev#indie dev#unity#unreal#godot#unity engine
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What are we thinking
#game dev :)#I love drawing eyelashes so much it is unreal#To the point that I worry they're gratuitous#😅
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There’s this dichotomy in Inferno where Virgil or Dante explains that the people in hell have no remorse and that’s precisely why they’re in hell because of you feel remorse, you can repent and be saved by the light of salvation. So to me with so much repetition in the album between dark and light, “so much of our life is discovered through the dark” “like I’ve lived my whole life before the first light” “true colors shine in darkness and in secrecy” even in Francesca towards the end when he just repeats over and over again “heaven means nothing to me now,” it’s almost a rebuttal of the whole idea of having to be saved by light or salvation. He’s saying look at us we’re in darkness fumbling around trying to figure it all out and that’s what makes us human. It’s who we are and it’s why we live our whole lives before the first light, because there is beauty in all the mistakes we make more so in the strive for perfection.
#thoughts musings#I can’t even explain how much I enjoy this album#unreal unearth#I also thought that it’s interesting in the inferno how everyone is always crying but they’re not supposed to have any feelings of remorse#so why do they cry?#dante’s inferno#inferno#divine comedy#hozier#andrew hozier byrne#dev speaks
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i've determined i will probs never play minecraft again bc the sheer amount of content, while amazing, also is overwhelming to the highest degree but gameplay videos are highly enjoyable. also since finding creativerse it just hits better and terraria is like my happy (moddable) medium.
#plus since they introduced columns npcs block rotation AND painting i have been OBSESSED#like don't get me wrong Minecraft is a lot of fun but there's just SO MUCH#Terraria can be a bit overwhelming at times too especially bc i like it modded but even then i feel like there's less to it#maybe just a bit more emphasis on mob farming#ngl the devs hope to bring mods to creativerse but idk how plausible that is but is2g if they make it a reality i'll lose my shit#it's basically all that i feel is missing#the style/textures are wonderful and the variety of blocks/decor you can craft is unreal#plus being able to tame 99% of mobs is just???? chef's kiss#don't get me started on how they have wiring instead of redstone which means you don't need an acre to set up machines and TELEPORTERS#also similarly to Terraria you can transfer resources from one world to another??? you just have to unlock and craft the chest#there's also the fact that once you get the right npcs almost everything is renewable without having to terraform#one of them even multiplies the drops you get from tamed creatures#i would like to see more customization for the base character model but dressing my character like a witchy green chicken has been hilarious#in short all of them are amazing but creativerse just appeals to me most#oh! going back to the modding thing if they did introduce it i think with the right people the game could become a 3d terraria#which is a DREAM to me#though Terraria was on a whole other level with the bosses/random events#like the mechanical bosses stressed me the fuck out and wof when i was beginning#i don't think i even ever made it to plantera on my last long run roflmao or any of them tbh#blood moon and goblin invasion was always fun and good for money#hadn't quite figured out the stairs situation though so npcs could traverse up AND down but it's fine#Falling Apart And Coming Together
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Meet The Party: Mason
Full Name: Marcus Nicholas Mason Class: Survivalist Age: 34 Pronouns: He / Him Faction: None Biographical Summary: Mason started life with a passion for nature and a love for animals, a passion that was slowly ground down by a society that only valued state-sponsored violence as strength and punished all else as weakness. At least, that's his story. It's within the realm of possibility that his schoolyard classmates teased him for having initials that were a pun on a popular candy and he never got over it. Regardless of the reason, Mason has been alternately living off the land and working in the park services for the last decade, to protect the natural world from being too severely exploited. The latest round of sabre-rattling by various nation states and aspiring global dictators has lead to mass industrialization of the type that bodes ill for natural ecosystems, which is cause enough for Mason to pick fights with so-called civilization; running into the Hero and finding an ally of convenience is a bonus for both of them.
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youtube
Providing your prescribed Sunday dose of geekery :>
#when fandom produces actual insightful content#love the bit on tracker culture esp#dx is so vidya#so late 90s early 00s so unreal so nerdy but also so food for thought i love itttttt#simon zinzovski#tracker music#game dev#ion storm#deus ex#Youtube#ps it is not the best game of all time but it is a beast
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Hi I'm back again. This time with a quest to figure out how to get the camera to nicely move back to the front of the character when you're not steering it. I wanted to make a few gifs to show my process!
First figuring out how to actually get the camera to reset in the right direction.
Getting it to do so smoothly!
Starting the lerp on a delay, and having it actually update the camera so you can interrupt the lerp any time without it jumping horribly.
Experimenting with different easing methods so it's snappy but not too snappy, yknow?
And finally some extra pizzazz, I wanted it to get snappier the longer you're idle for, so you can reasonably control the character from the camera POV without needing to use the camera constantly. Tadah!
BONUS outtakes
#unreal#project return#wip#game dev#hopefully i'll look back at these in a few weeks/months/years and be like ah how i struggled with basic concepts#i am NOT a born programmer. it may not look like it but i like ART#but the feeling of achieving small steps and learning to break down all my debugging/variations/goals into small step by step chunks has#truthfully rewired my brain. hopefully for the better. wild how long term projects make you better at working on long term projects#there is so so so much that is left to make. i'm not going to pretend to be some prodigious solo developer i'm just making this to see#if i can. and so far i'm learning enough to enjoy what's ahead. so far. pray for me#okay enough proselytizing in the tags goodbye#umber types
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