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Posts by Steve Streeting

A pink wizard in some sandy caves, surrounded by coral like decorations

A pink wizard in some sandy caves, surrounded by coral like decorations

A pink wizard in some sandy caves, surrounded by coral like decorations

A pink wizard in some sandy caves, surrounded by coral like decorations

Object scattering system is starting to make open areas in MinerMancers levels feel a little more interesting 🧙‍♂️⛏️ #screenshotsaturday

1 week ago 10 1 0 0
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Squishy mushrooms

1 month ago 6 2 0 0
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WIP decorative ground object growth system for MinerMancers. Kind of an L-System, everything grows out of a single point

1 month ago 3 1 0 0
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New lobber enemy (I affectionately refer to them as my lobby boys) making poison clouds and hiding behind things, annoyingly

4 months ago 3 0 0 0
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Explosions now apply force to things!

5 months ago 3 0 0 0
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Explosions can now destroy diggable areas. Now we're mining!💥⛏️

5 months ago 5 1 1 0
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Minermancers spell work this week: physics objects and AOEs! Here’s a bouncing explosive barrel spell that’s fun to play with

Getting client prediction and smooth replication working on physics objects was fiddly but it works now.

5 months ago 3 0 0 0
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The particle systems clip against geometry as well

5 months ago 3 0 0 0
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Here’s the debug display of the spray on the server; expanding damage probes which automatically fill the space given cone angle / velocity settings. Much better than a fixed cone overlap test which wouldn’t track spray motion properly. It also clips against geometry so it doesn’t go through walls

5 months ago 4 0 1 0
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Minermancers progress this week: spray-style spells. Multiplayer predicted, and the underlying damage shapes are properly simulated to match the particle effects

5 months ago 11 2 1 0
A promotional image for SUDS Pro

A promotional image for SUDS Pro

SUDS Pro is on sale! It's my #unrealengine dialogue plugin that lets you use text files to write dialogue, direct camera cuts, character animation and more. If you prefer writing dialogue like a script, I think this is a nice way to do it.

Reposts appreciated!

www.fab.com/listings/3e3...

6 months ago 2 0 0 0
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GitHub - Nehipasta/UnrealGuidFixer: UE5 Plugin for resolving conflicting material and texture GUIDs that cause errors in Unreal builds UE5 Plugin for resolving conflicting material and texture GUIDs that cause errors in Unreal builds - Nehipasta/UnrealGuidFixer

This GUID fixer for UE saved me today. I suddenly started getting startup crashes in Game/Packaged builds in the texture streaming system, turns out that a couple of textures had ended up with the same GUID somehow. https://github.com/Nehipasta/UnrealGuidFixer

6 months ago 2 0 0 0

This mirrors advice I sometimes give to DMs for TTRPG systems. You never want to nail down every lore detail because your players will come up with things to fill the gaps, and those things will be better - either just plain better, or simply more meaningful to them personally

6 months ago 4 1 0 0
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Save 40% on Minishoot' Adventures on Steam Fly into a charming handcrafted world and go on an adventure that mixes up open exploration with crispy twin-stick shooter action. Fight your way from the shiny overworld to the deepest caves, improve your ship and overcome the dungeons' bosses to rescue your friends!

Another indie game that I’ve been really enjoying this weekend: Minishoot Adventures. Basically “what if 2D Zelda was a twin-stick shmup”. Lovely clean art, charming, rewards looking for secrets, top notch store.steampowered.com/app/1634860/Minishoot_Ad...

6 months ago 2 0 0 0
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Save 40% on Thank Goodness You're Here! on Steam Thank Goodness You're Here! is an absurd comedy slapformer set in the bizarre Northern English town of Barnsworth. As a traveling salesman, take the time to see the sights and meet the locals, who are very eager to give you a series of increasingly odd jobs…

Enjoyed playing through Thank Goodness You’re Here last night. Bonkers and slightly surreal with enough “thee’s” and “thou’s” to remind me of my late grandfather. Gotta wonder how well it translates though 😂 store.steampowered.com/app/2366980/Thank_Goodne...

6 months ago 2 0 1 0

WTF? What is wrong with these companies? Clearly they’re tired of being successful, and of their customers having a positive opinion of them, and have decided to punch themselves in the family jewels to alleviate the boredom

6 months ago 0 0 0 0

Literally all I’m asking from a software vendor as a paying customer is that you don’t punch yourself in the balls. I know everyone is doing it, but you could just…not

6 months ago 1 0 1 0

com/blog/2025/09/30/detailed-data-sharing-for-better-ai/

6 months ago 1 0 1 0
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Mission levels are still 100% dynamic of course because almost everything is mutable. But faking more complex lighting through exaggerated subsurface, numerous small fill lights etc is still my preferred route right now. Cheapo!

6 months ago 1 0 0 0

Switched our lobby level back to static lighting today. Old skool tweaking lightmap resolutions. I regret nothing, it's all we need and it runs like butter

6 months ago 3 0 1 0

I do have a console variable I can set now to enable damage numbers everywhere. That way we can try it out occasionally to see how we feel about it. But my gut says it’ll just be distracting

6 months ago 0 0 0 0

There, even if I don't use this effect for damage numbers all the time, it's better than the UMG text for the potion machine summon countdown. I made the text size, lifetime, velocity and distortion effects more configurable as well

Video: mastodon.gamedev.place/@sinbad/1152985359202937...

6 months ago 0 0 1 0
Wesley Crusher and friend wearing fake headsets in ST:TNG “The Game” while his Mum looks on in the background looking thrilled

Wesley Crusher and friend wearing fake headsets in ST:TNG “The Game” while his Mum looks on in the background looking thrilled

Quietly allowing people to assume you use LLM chatbots as well so they stop fecking talking at you about it

6 months ago 10 0 0 1

I actually have other places I can use this effect anyway, such as countdowns on potion summoning spots. I’m currently using 3D UMG widgets but these will look much better

6 months ago 0 0 1 0
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The Seven Voyages Of Steve (@sinbad@mastodon.gamedev.place) Attached: 1 video There we go, I can now enable damage numbers on any character if I want, I even integrated it via the gameplay cue system so it's all replicated nicely. Still don't think I want them on all the time, but they are quite nice (they're coloured according to damage type now too). I still think I'll save them for the practice range

I still think I'll save them for the practice rangeVideo: mastodon.gamedev.place/@sinbad/1152943697078788...

6 months ago 0 0 1 0

There we go, I can now enable damage numbers on any character if I want, I even integrated it via the gameplay cue system so it's all replicated nicely. Still don't think I want them on all the time, but they are quite nice (they're coloured according to damage type now too).

6 months ago 0 0 1 0

place/@sinbad/115293772899819701

6 months ago 0 0 1 0
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Wasn't obvious from the last clip but wheras a lot of these kinds of effects just orient the numbers once on spawn, I had to make sure they always faced the camera because you can spin our camera around a lot. Slightly awkward to do but looks betterVideo: https://mastodon.gamedev

6 months ago 0 0 1 0

I'm not planning to have damage numbers popping out of enemies, but it's very useful to be able to see damage values in testing. I had too much fun making these. Maybe I might use it in a practice range area in the real game at least

Video: mastodon.gamedev.place/@sinbad/1152936549442215...

6 months ago 2 0 1 0

3 windows is the magic number for testing since if a client can do something and another client can see it correctly (via the server player) then you're most of the way there.

6 months ago 0 0 0 0