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Unlocking items in a game can be very rewarding. A solid purchasing system will help a lot!
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#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#ue5#online fighter#fighter game#making a fighting game#how to make a fighting game#fighting series#shop#store#unreal store#unreal shop#fab#unreal engine marketplace#unreal marketplace#epic marketplace#in-game store#in-game shop#game shop#game store#currency#money
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https://www.unrealengine.com/marketplace/en-US/product/caterpillars Caterpillars. This product contains 100 4k Caterpillars images for games, films and virtual productions. Also 50% off in our others products until June 20, 2024. https://www.unrealengine.com/marketplace/en-US/profile/3D+Virtualand Hurry up!
#unreal engine#blueprints#paragon#unreal engine marketplace#unreal engine 5#unreal animation#unreal#unreal tournament
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Dynamic Material System (DMS)
[Show Off] Hello everyone! We are excited to highlight our Unreal Engine project: Dynamic Material System (DMS), now available at an amazing 50% OFF!
With DMS, you can enable dynamic material and effect customization in real-time.
Special Offer: 50% OFF!
Get it now on Fab Marketplace with 50% OFF: https://www.fab.com/listings/f91a9e86-4f63-47fe-a27c-05a6605562ec
Watch the trailer: https://www.youtube.com/watch?v=DXKmVxiXFvY
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I might suck at dodging, but at least the cone of death works
#game dev#unreal engine#ik i could have used cubes as placeholders#but using a free creature pack from the marketplace is more fun#and gives me an opportunity to learn how animations work in unreal
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Here's a collection of sites where you can get sound effects and ambience for your projects!
https://freesound.org/ Freesound is a great resource for royalty free and copyright free sounds. Each sound comes with a creative commons license, some of which require credit, so make sure to check those!
https://www.sounds-resource.com/ Sounds resource is an archive of sounds from various video games and PC games, so while they can't be used for anything commercial, you may be able to use them for things like videos or fan games.
https://www.humblebundle.com/software Humble bundle regularly hosts fundraiser bundles of software and game design assets, including sound effects and ambience. You can also put money from your purchase forward the bundles charity. Sadly, humble bundle also puts out bundles of AI books, though, so it's up to you if you think the good outweighs the bad here.
Unreal Marketplace If your project is an Unreal Engine 4/5 game, check out what the Unreal marketplace has to offer! They offer both free and paid sound effect packs for your games. Some you can download as wav files without Unreal Engine installed, as well!
https://pixabay.com/sound-effects/ Another nice resource of free and royalty free sound effects! Attribution is not required, but appreciated!
https://www.youtube.com/ Youtube can be a great place to find copyright free/royalty free sounds too! To get the sounds form the videos, you can use a tool such as mediahuman's youtube-to-mp3 converter.
https://www.gamedevmarket.net/category/audio/sound-fx A paid store where you can find all sorts of sounds and ambience for your video game projects! Humble bundle seems to do bundles with them pretty often so you may want to look into that to save some money here, too.
https://sonniss.com/gameaudiogdc An archive of free and copyright free sound effect packs from the Game Developers Conference! A new pack seems to be added every year, too. :)
https://getsoundly.com/ Soundly is a program more than website, but I have tried it myself and you can get free sound effects from it, and you can get additional sounds if you pay for the pro version as well.
https://www.boomlibrary.com/ While this sound effect site is primarily a paid one, you can get a free monthly bundle of sound effects if you subscribe to their mailing list!
https://blipsounds.com/community-library/ Another great library of free sounds from the Blip Studios community!
https://www.zapsplat.com/ They require you to make an account before downloading anything, but this is another site with lots of free sound effects for your projects!
Itch Io Itch Io is another great resource for both free and paid sound effects!
#Krissies site lists#sound effects#sfx#ambient#ambience#boom library#audio#blip sounds#zap splat#game dev market#game design#game dev#video creation#youtube
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so I've been learning how to animate in Unreal Engine for work. I found a pack of free animal assets available in the marketplace and thought they'd be fun to practice with so I slapped a good ol' wolf in my project.
When you download characters from the Unreal marketplace, they generally come with a skeletal mesh (a digital model bound to an internal skeleton but no controls) and some pre-made animations that can be loaded onto it so that you can use the character in your game without having to animate it yourself. I downloaded the wolf for the purpose of learning to make a control rig (so taking that skeleton and adding controllers to easily drive it for animation, like a puppet), so I wasn't planning on actually using any of the default animations, but I decided to take a look at some of them anyways just for funsies and HAHA WOW THEY WERE BUTT-UGLY so I took it upon myself to remake some once I got my control rig up and running whoop
honestly i don't even consider these all that polished but compared to those default options? yeah good enough lol
#my art#animation#the default walk isn't tooooo awful; mostly just stiff and awkward#but wHAT IN THE EVER-LOVIN' FLIP DIGGITY IS THAT DEFAULT RUN HELP--#also sorry for all that motion blur in the legs; haven't figured out how to disable that yet :P#not super thrilled with the way his haunches deform either but to change that i'd have to go in and edit the weight painting#and i really don't feel like doing that lol
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A Pencil and Paper
On September 12th, 2023. Unity announced that it would be adding a "per-install" fee towards developers. [X]
There have already been many indie developers that have already spoken out against it, so I will amplify their voices here:
Inner Sloth, developers of Among Us: [X]
Aggro Crab, developers of Another Crab's Treasure: [X]
However, there's been some interesting takes on where developers are going from here. And the top contenders seem to be two vastly different engines: Godot and Unreal Engine.
Godot, an open source, yet still fledgling game engine.
Unreal Engine, an engine that's been one of the heaviest hitting professional engines for literal decades.
It reminds me of a parallel situation: People fucking off of Autodesk Maya to use literally anything else, people fucking off of Adobe to use literally anything else. Except not everyone can afford to just switch to something else, due to logistical reasons, or that they're entire franchise has been using this engine/software/tool for literal years, and they can't afford to relearn something new.
And to those that switch, there's a siren waiting for those sailing through new waters: Unreal Engine is literally owned by Epic Games, who also own Artstation, who literally ostracized their entire userbase in support of AI art. [X] You're telling me THAT'S one of the main alternatives to Unity? You don't think Epic Games given enough time and greed will pull this same kind of shit or worse once you've built your entire business model upon being dependent of their product?
The internet simultaneously has an entire archive of history, yet the collective memory of a goldfish.
The Unfortunate reality is that it IS one of the main alternatives.
Adobe's main alternatives for digital art has been Clip Studio Paint and Paint Tool SAI, both great software for digital painting, and yet parallel's this same situation. CSP was supposed to be the herald of a new standard, yet fell hard from grace when CELSYS decided to adopt the same dreaded subscription model as Adobe once so many digital artists latched on and became dependent on it. [X] While Paint Tool SAI's lone developer has been rather struggling due to SAI's wide spread userbase being mostly pirates. [X]
At the same time, for 3D Art, the many many other 3D Software packages are also hilariously expensive, with many also requiring subscription models now... EXCEPT for Blender. But blender still isn't considered the industry standard. And yet it's one of the few 3D software I still have installed.
History tends to rhyme, so most likely, Godot will never become an industry standard game engine. But if it has enough people behind it, it can and will be the Blender option for Game Development, with a rich library and marketplace of user-made add-ons and plugins. Open Source, and free.
There is something to be said, however. The Tools DO matter, as much as we hate to admit it, good tools DO matter, ACCESS to good tools matter, the affordability of good tools matter, being able to use the RIGHT tool for an art piece matters, being able to use the most comfortable tool for the artist matters.
That's why Unity's new business model, hell even UNREAL ENGINE'S business model is an insult to game development as an art. John Riccitiello and Tim Sweeney have said to the game industry, "I make the pencil you use, so I get a cut of what you make from it, even if you've already paid to use it."
Fuck off with that shit. Motherfucking RPG Maker had a better business model.
It wouldn't be such a huge issue if it didn't matter. After all, you can make art with just a pencil and paper, but a pencil and paper alone is only a mere FRACTION of the tools we have used to make the raw, unfathomable library of art in the history of art itself.
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WOWZA WOWWIE I DID A GOOD REMASTER
YO! Whats up dawg? Nothing much.
Other day I uploaded an update for the Unreal Engine 5 version of one my favorite Asset packs. Originally released in 2021, I thought it was time for an update.
You can catch the details here
youtube
Basically, Mike has given a greater level of fidelity, more details, improved textures. New Props and even a whole new skeleton of which features 40 animations!
THATS A LOT OF ANIMATIONS! (The most I've ever done for a single asset pack)
And now hes running on Materials 3.1
The latest version of my material system, featuring hue shifting lights!
A change I've been wanting to add for a long time until I had an epiphany during THIS LIVE STREAM!
For previous owners of the Robot Pack 2, they'll recieve the update for free! Check it out on the Unreal Engine Marketplace! (my favorite material version are the prismatic ones in the back, and the cool pink and blue one upfront)
And on Sketchfab!
HE HE! COOL ROBOBOT!
#art#artist#ue4#ue5#animation#gamedev#b3d#wip#3d#blender#prismatic#animated#rigged#blender 3d#animator#modeler#robot#scifi art#textured#pbr#real time#render#Youtube
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how to save Quixel Megascans freebies before Fab
edit: the original instruction may be useless now or only partially useful. What to do now:
1. Claim assets here on FAB:
https://www.fab.com/megascans-free
2. then you'll have to check what is owned or not. It seems like everything is claimed with one button click by the first link/image, but double check later on assets that you really like.
Also, the Megascans are free to claim for Unity users as well now.
--- original instruction (before Fab launched): so, Fab is the new upcoming marketplace for multiple websites. Because of it, free (for unreal engine users) Megascans in Quixel should be purchased to be used later. Here's a quick way to add all 18000+ assets without downloading them:
You'll probably need to run it MULTIPLE times and from incognito window. For me I got error on login from not-incognito. You can also get "forbidden" error after running the script multiple times, but it will be ok again if you use Quixel Bridge in Unreal engine and click for example to open your account page.
I had to run the script total maybe 8 times, on 1st run it only saved 3000 assets and was getting stuck on each next page for a bit. Then I got "forbidden 403" error, and had to run 2 more times for last few assets.
It seems to have worked now. Otherwise you'll only have assets you already used in the "purchased" tab.
To check if you got them all, go here:
https://quixel.com/megascans/home
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Rising Earth Boss Template (CR +2)
A template for bosses with earth-themed supernatural powers, based around levitating the ground under PCs.

Artwork by 3D Virtualand on Unreal Engine Marketplace.
I originally created this template to give to an Earth Yai Oni, but it would work well for any earth-themed enemy, especially if your PCs can fly and you don't want their flight to totally neuter the enemy.
Rising Earth Boss
Rising earth boss is an inherited template that can be applied to any creature with at least 8 hit dice.
Challenge Rating: Same as the base creature +2.
Spell-like Abilities: A rising earth boss gains the ability to cast stoneskin (self only) once per day as a spell-like ability, with a caster level equal to 1/4 its hit dice. It can cast this spell-like ability as a swift action instead of a standard action, and does not provoke attacks of opportunity for doing so.
Special Attacks: A rising earth boss gains the following special abilities:
Raise Footing (Su) When attacked by an opponent within long range that is standing on or flying above natural earth or stone, a rising earth boss can spend an attack of opportunity after the attack resolves to levitate a 15 ft. cube of ground beneath that target into the air. If the target is standing on the ground, the ground it is standing on rises in the air up to 5 ft. per 2 hit dice. The target must succeed on a Reflex save (DC 10 + 1/2 of HD + Charisma mod) or fall prone. If the target is flying, the ground below it rises to the target's height plus another 10 ft., slamming into the target from below; it can raise the ground a maximum of 10 ft. per hit die when levitating the ground in this way. If this is sufficient for the ground to hit the target, the target must succeed on a Reflex save (DC 10 + 1/2 of HD + Charisma mod) or take bludgeoning damage equivalent to half the falling damage it would take if it fell to the ground from that height, and fall prone. A flying target that succeeds on its Reflex save must spend a move action to move in a direction of its choice that moves it out of the way of the rising ground (including possibly upwards). A target automatically fails its Reflex save if it cannot move this distance or doesn't have a move action (for example, if it's not the target's turn, or if it already used its move action). If other creatures are in the path of the ground as it levitates up, they are also affected as targets. If the rising earth boss has at least 15 hit dice, and the levitated ground moves far enough to reach a ceiling, the rising earth boss can use this rising ground to slam a target into the ceiling. If it does so, the target takes bludgeoning damage equal to half the falling damage the target would take based on the distance it rose, and the levitated ground crumbles into pieces, causing the target to immediately fall to the ground. A flying creature can make a DC 25 Fly check to avoid falling after this collision. If the rising earth boss has less than 15 hit dice, the levitated ground instead stops just before the target reaches the ceiling. Ground that is levitated in this way remains in the air until the rising earth boss dismisses the effect, moves out of long range of the levitated ground, or loses consciousness. A rising earth boss can dismiss the levitation of some or all of the ground it is levitating as a standard action (causing creatures standing on it to fall). Raise Own Footing (Su) As a move action, a rising earth boss can raise a 15 ft. cube of natural earth or stone into the air, to a maximum height of 10 ft. per hit die. This cube of earth or stone must be one that the rising earth boss is standing on, burrowing in, or flying above. If another creature is in the path of the effect, it is affected as though targeted by the rising earth boss's Raise Footing ability. Ground that is levitated in this way remains in the air until the rising earth boss dismisses the effect, moves out of long range of the levitated ground, or loses consciousness. A rising earth boss can dismiss the levitation of some or all of the ground it is levitating as a standard action (causing creatures standing on it to fall).
Special Qualities: A rising earth boss gains the following special quality:
Combat Apexes (Ex) A rising earth boss may make a number of additional attacks of opportunity per round equal to 1/8 of its hit dice, but can only use these additional attacks of opportunity to use its Raise Footing ability. A rising earth boss may also make attacks of opportunity while flat-footed.
Feats: If a rising earth boss has Combat Reflexes, it loses that feat, and instead gains Toughness as a bonus feat. If it already has Toughness, it gains an additional Toughness feat which stacks with its existing Toughness feat.
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Indie Game Development Tools for Beginners
Intro:
Hey there, fellow gaming enthusiasts! It's your friendly neighborhood game developer, Techy Saad, here to guide you through the exciting world of indie game development. Whether you're a seasoned programmer looking to dive into game design or a complete beginner eager to bring your creative visions to life, this post is for you. Today, we'll be exploring some of the best tools and resources tailored for beginners venturing into the realm of indie game development. So, grab your coffee, fire up your imagination, and let's get started!
Welcome to the Indie Game Development Scene:
Starting a game development business is a thrilling experience that offers a plethora of creative opportunities, challenges, and tools. If you are just starting out, you will need to arm yourself with the necessary resources to see your game ideas through to completion. Luckily, the indie game development community has a wealth of easily navigable tools and resources to assist you in getting started.
Game Engines: The Heartbeat of Your Game
Game engines are the building blocks upon which you can construct your entire game. If you are just starting out, it is important to choose a user-friendly game engine so that you can minimize the learning curve and concentrate on letting your creativity run wild. Unity and Unreal Engine are two of the most well-liked options among independent developers because of their feature-rich features, wealth of documentation, and active communities.
Unity:
Unity is well-known for being user-friendly and adaptable, making it a great option for novices who want to start making games. Its user-friendly interface and extensive tutorials allow you to quickly prototype and create 2D or 3D games without any prior programming knowledge.
Unreal Engine:
Unreal Engine, a well-known tool for game development, is so good that even a novice can create engaging games with its Blueprint visual scripting system. Its marketplace also has a ton of assets and plugins that can help you make better games.
Visual Assets: Bringing Your Game to Life
While gameplay mechanics are important, visually appealing content is just as important for drawing players in and making them feel like they are in the game. If you are just starting out, using pre-made assets and graphic tools can help you produce games faster without sacrificing quality.
Blender:
As a free and open-source 3D creation suite, Blender is an invaluable tool for indie developers seeking to create stunning 3D models, animations, and visual effects for their games. With its user-friendly interface and extensive community tutorials, Blender is a must-have for beginners delving into 3D game development.
Read Full Article by Clicking Below:
Read Full:
#3d game development company#techysaad#writer on tumblr#video games#video gaming#programmer#coder#unity#unreal engine#blender#blog#technology#game design#game developers#game dev blogs
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Winning matches, swapping palettes, and more is done in the GameMode. Let’s improve it further!
youtube
#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#ue5#unreal engine#unreal fighter#unreal engine 4#unreal engine 5#unreal engine fighter#how to make a fighting game#fightinggame#3d fighter#the fighter#fighting game#fighting#game#games#unreal fighting game#template#marketplace#how to#how#to
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This product contains 60 16:9 Widescreen Landscape Backgrounds 2 images for games, films and virtual productions. https://www.unrealengine.com/marketplace/en-US/product/landscape-backgrounds-2
#unreal engine#blueprints#unreal engine marketplace#unreal animation#unreal engine 5#unreal tournament#unreal
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🚀 Unreal Engine 5 | Marketplace Materials Pack: WireframeMaterialFx 🚀
[Show Off] Hello everyone! We are thrilled to announce the launch of our Unreal Engine project: WireframeMaterialFx! 🎉
👉 Check it out on Fab Marketplace: https://www.fab.com/listings/62770886-bb0d-4160-88a6-bbee12d26d27
🔹 42+ wireframe materials and instances 🔹 6+ material functions 🔹 5+ Blueprints 🔹 1+ demo map
Our pack offers a variety of effects, including Dissolve, Vertex Paint, Vertex Move, Disintegration, and much more. Highly customizable to meet your creative needs!
🎥 Watch the trailer: https://www.youtube.com/watch?v=ur8dv5kSUpE
#UnrealEngine #GameDev #WireframeMaterialFx #VFX #FabMarketplace #UE5 #Gaming
youtube
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The Festival - Developer Log 2, 1/03/2024
Hello! It’s been an eventful two months since I last checked in, but I am happy to say that I have made an incredible amount of progress.
As I mentioned in the last devlog, I had two major milestones I needed to complete by the end of the Fall 2023 semester. Those were the script for the game’s pilot quest (codenamed “Hemmingward”), and the second was a prototype environment of the titular festival fairgrounds (pictured above). Today, I will go into more detail on both of these.
Hemmingward
In pursuit of a secret recipe, Nishma is roped into solving a decade-old mystery, and putting a village’s trauma to rest.
This quest starts with Nishma and Gil entering the titular village of Hemmingward, an isolated hamlet tucked away in the woods. Nishma wants to learn the secrets behind their fabled Mandrake Meat, a vegetarian meat-like dish that is incredibly difficult to produce. However, the duo run into a foreign businessman, Helvan Dynicus, who is trying to buy the recipe off the villagers for himself – without much success. Once Nishma and Gil get to talk with the village elders themselves, they learn that the villagers suspect this businessman is actually a former government officer who rounded up all the village men for conscription some fifteen years ago. The elders – Margot, Camaltha, and Eurydice - ask Nishma to confirm their suspicions, and the player can choose to accept or refuse this quest.
I first started work on this quest in early April 2023, beginning a preliminary script in the form of a Twine game in May. However, despite my early progress, I wound up getting bogged down trying to write tons of branching dialogue. I was biting off more than I could chew, and it wasn’t until the beginning of last December that I finally finished a first draft for the quest. Even then, the first third of this quest underwent no less than three rewrites, and the draft sits at roughly 80 pages of dialogue. Writing this first draft was a messy process, but I finally got it done.
With this completed, I can move on to translating the script into a real playable demo. That’s going to be the overarching goal for Spring 2024, and I’ll unpack more of what that entails in a minute. But first, I want to talk about my second milestone.
The Festival Fairgrounds
I made the above image as my final for a class on creating environments in Unreal Engine 5. While I originally conceived of this project as a means of creating an image that could be used for the poster for the game, the assignment guidelines stated that the end result must be explorable by a player. For that reason, I took a shot at fleshing out what the titular festival would look like.
In my vision for the game, the fairgrounds would serve as the last level of the game, where the player’s choices on how to organize the festival would come to fruition, and Nishma would have to run around and complete a series of miniquests centered on keeping the festival running as things get hectic. Most of the chaos will be based on the regular hustle and bustle of your average festival, though some events may be dependent on choices the player made before.
I produced a litany of 3D models for this scene, from the colorful tents to the stone walls to the cathedral in the distance, all the way to the junk that litters the ground. What’s more, I was able to incorporate an asset pack for a dialogue system I got off the Unreal Marketplace (The Defender: Animated Dialogue System Pack by Game Dev Voyager), and even animate Nishma so that a player can navigate the environment as her. You can view a demo of Nishma wandering the scene below:
youtube
This took a lot of work the past two months along with the script for the Hemmingward quest, but I am damn proud of the work I put into both. This new year comes with many challenges to overcome, but I can rest a little easier knowing I finished the previous term strong with these two milestones.
Next Steps
For the Spring 2024 term, I will be translating the Hemmingward script into a fully playable quest. It will not have the fully branching dialogue I wanted for this iteration, but it will contain multiple endings as Nishma and the player must decide on a resolution for the villagers’ grievances.
For the beginning of the next semester, two things I need to have in hand are:
1.) a shopping list of every asset and mechanic I plan on incorporating into this demo quest, and
2.) a write-up of all the different characters involved.
For my next developer logs (dates TBD), I will post more about the game’s cast, starting with Nishma Mauranyan, along with the world she inhabits.
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Blog Post 2 – Setting Up the Landscape, Trees, and Water
After planning the scene for Place of Mind, I began shaping the landscape in Unreal Engine using the sculpt tool. I created small hills around the edges to frame the scene and left a flat area in the center for the lake and temple.
Next, I added trees to bring the environment to life. I used a mix of natural tree models and placed them in a way that surrounded the scene while keeping the center open. The trees helped break up the space and added colour and depth to the overall look.
For the middle of the scene, I created a lake using Unreal's water system and added reflective materials to give it a calm and peaceful surface. The lake became the main visual anchor for the environment.
To support the idea of a quiet, hidden retreat, I brought in a temple asset from the FAB library. It fit nicely into the scene and gave structure and meaning to the center of the landscape. The temple added to the overall mood I was aiming for a quiet space for thought or meditation.
This my render out of the scene:

Refrences
Epic Games (n.d.) Unreal Engine Marketplace. Available at: https://www.unrealengine.com/marketplace
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