Well... I mean, I technically made my first sale on the new shop.
Posts by DEVenestration
I did it. Y'all can stop asking me now. Grind rail part 2 is out and includes a bunch of new features
-looping tracks
-reverse direction
-rail switching
-and more
Get the v1 project files free here to start
ko-fi.com/s/a7b6dc6120
#UE5 #indiedev #gamedev
For those not in the know, I've moved over to Ko-Fi! Membership prices 40% off. For $3 you can download annotated project files & plug and play actor components made from my tutorials, and a few unlisted videos on YT as well. There's also some free stuff there too.
#ue5 #ko-fi #gamedev #indiedev
Reopening the grind rail project after a year to make a part 2. Yes it will have looping tracks, hopping between rails, manual movement and reverse direction along the spline. I'm also addicted to ragdolling manny so going to have obstacle collision tacked on as well.
#ue5 #gamedev #indiedev #hype
I've continued with the Combat Controller series, namely to change the sphere collision into a Enum to change the collision shape in the construction script for better level design. Also includes setting up custom collision objects from any mesh & how to make one in engine.
#ue5 #indiedev #gamedev
New tutorial: Flight Locomotion with some free animations to boot. Includes an 8 direction 2D blend space on the XY axis, a 1D blend for Z, plus an idle animation. Also covers a little trick to change animation before velocity is applied for smoother handling.
#ue5 #indiedev #gamedev
By popular demand (like, really constantly being asked) here's a tutorial for sliding using the movement component. Increase speed as you slide down & decrease as you go up. Launch the character off of ramps. Blend animations between states. Contour slide to slope angle.
#indiedev #gamedev #ue5
Starting a new tutorial series around combat but not the combat itself. Things like spawning/respawning, aggro, music switching, triggering cutscenes and much more integrated and controlled by one centralized actor.
#indiedev #gamedev #unrealengine
Happy Friday all. I bring you a new tutorial, this time in 1st person! A teleport to point with a takedown maneuver to ambush enemy actors. Includes holographic projection at end point, pose switching if targeting an enemy and can be used with indirect line of sight
#unrealengine #indiedev #gamedev
No, just the default add movement input function
Some slope/slide physics I've been tinkering with. #mathradical
#UE5 #gamedev #indiedev
Final draft done! Added a Fresnel material effect & static mesh to better indicate where the player will end up. Pose changes if end point will hit an enemy. Also prevents teleporting if end point can't fit the player mesh & can TP to places out of direct line of sight.
#UE5 #gamedev #indiedev
Why edit the footage for the next tutorial when I can just make the one after that? Giving the FPS players some love with a teleport to point ability with a takedown mechanic to auto strike if teleporting to an enemy actor.
#indiedev #gamedev #ue5
Could be a few issues. You may need to double check the relative offset going off of the spline and make sure that resets back to what it was. You can also try adjusting the trace to go further away from the spline so it'll have better detection when the grind reaches an end point.
Happy New Year and happy new #UE5 tutorial! Part 2 covers several ways of throwing actors using impulse, projectiles, or lerp to damage enemies and make them ragdoll when hit.
#indiedev #gamedev #UnrealEngine
This tutorial is about making a telekinetic/force grab in #UE5. It goes over grabbing actors from a distance, simulating physics with collision control and includes a free overlay for highlighting actors. The next 2 parts will handle throwing actors and characters.
#indiedev #gamedev #UnrealEngine
I tested and reviewed the 5.7 combat variant and all its actors. I even fixed a few issues along the way! There's not too much different from 5.6, but it's still covered for those who haven't seen the variant. Turns out, it's a bit janky but otherwise a good start.
#ue5 #gamedev #indiedev
Just released a new short range teleport / blink tutorial. Allows tagging to move through objects & actors with only a few traces to check for available space. The project includes an after image Niagara effect (description links to The Epic Singh who shows how to make it).
#UE5 #GameDev #IndieDev
I made a very simple #ue5 tutorial this week. A beginner friendly interaction for handling different types of keys and using them to open different doors. The full project is simplified down to a few blueprints and annotated. It's also free for anyone who goes to my Patreon.
#gamedev #indiedev
YouTube sometimes does interesting things like fail to auto-dub a video and then stop allowing me to edit it. So if you haven't seen it, I've reuploaded my last tutorial remaking the Glintblade Phalanx from #EldenRing in #UE5. Tutorial includes sword mesh and Niagara effect.
#indiedev #gamedev
Hey, you all going to release the Epstein Files or what?
Low energy. Dumb take. Keep the trash on Twitter.
I made a few tutorials on dashing, but they've all been in straight lines. Now here's one where you can dodge around an actor, keep facing the actor, rotate the camera with the movement and control how far you want to move around the target! Trigger warning: calculus.
#ue5 #gamedev #indiedev
I remember having issues early on learning #UE5 with level select tutorials not unloading stream levels or only working with world partition. I made a tutorial for a blueprint that can use both. It also includes a means for the player to unlock levels as they go. Also, widgets!
#gamedev #indiedev
Hopefully this will be the start of a new tutorial series. I went through remaking a few jump mechanics in #ue5 from Warframe, Mario64 and Jak & Dexter.
#gamedev #indiedev
Really like the Sly Cooper style of landing on railings
I'm thinking about putting together a new #ue5 tutorial series where I recreate a compilation of popular game mechanics from over the years in #unrealengine.
What are some of your favorite dash mechanics you've seen in 3rd person #videogames?
#gamedev #gaming #programming
Really need to get working on thumbnail work, but hey, at least the tutorial series is done. Heavily inspired by Kingdom Hearts this covers almost everything you would need for a lock on system. This is the last part, targeting actors with multiple target points.
#gamedev #indiedev #UnrealEngine5
I don't think most people are going to focus on the bricks. You could also mix things up with materials and lighting if you wanted to.