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Posts by slyvuh

My VR game YoFengYo has a steam page and a little trailer now, the audio does not take kindly to compression so headphones if ya got em, wishlist if you're so inclined. #VR #gamedev

1 week ago 7 2 0 0

YoFengYo has a steam page now, and a little gameplay trailer. Progress! It's a pretty unique VR game; feels a little bit like flying a kite, believe it or not. Please have a look and wishlist it.

store.steampowered.com/app/2439340/...

1 week ago 0 0 0 0
YoFengYo Wishlist Teaser
YoFengYo Wishlist Teaser YouTube video by HISSINGBELL

YoFengYo can now be wishlisted on Steam!

youtu.be/PN5pPcj2Yr8

》Ascend a towering play space alongside your FengShip
》One-of-a-kind, high precision motion controls
》Dreamy, intricate ecosystem to explore
》Laid-back, seated play

WISHLIST: store.steampowered.com/app/2439340/...

#PCVR #indiegamedev

1 week ago 5 2 0 2

yes you definitely have to do this for fbx export. and if you ever have multiple collision meshes for the same render mesh you have to suffix them like UCX_MeshName_001 etc and export all together

6 months ago 1 0 0 0
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🔥VR Forever is now LIVE🔥

133 GAMES
- Deep discounts
- New demos
- Surprise launches

store.steampowered.com/sale/VRForev...

And the awards? 👀

Check out the Awards presentation with @naysy.bsky.social on YouTube here: youtu.be/steXbI-9ufo or head to the Steam store page!

Winners 👇

7 months ago 35 18 4 4

trails look great, especially like how they clarify distance to opponents ahead of you, big yay

7 months ago 2 0 0 0

I've had issues like that as well, that's why if it's game breaking I just use GetOverlappingActors on a tick and manage my own begin/end events, but usually only for things like player where I know there's only a few in the world so I can micromanage the ticking

7 months ago 1 0 0 0

re timers, they're handy but I often just enable/disable the tick function as needed and set the actual tick interval, has to be a pretty simple actor tho

7 months ago 1 0 0 0

yeah buldings/rooms are a good way to dice that up, do you have issues with overlap events to track player across floors and rooms? or just for the physics objects?

7 months ago 1 0 1 0

when I need reliable overlaps for proximity activation I turn off overlap events and just check distance to player at some really low tick interval for ballpark proximity, then switch to manually checking for overlap at some higher tick interval. can do tick batching to make things more efficient

7 months ago 1 0 1 0
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Added level thresholds, which reject you if you don't boost through, also made a cute little boost effect

Put in tons of new features this past month including progress on multiplayer (there's a Player 2 bot in the background of this vid, yellow guy)

#VR #UnrealEngine #gamedev #indiedev

7 months ago 13 4 0 0
Video

Made a new animation system to work with unreal poseable meshes and now the "world scrubber" has a full redesign along with procedural sleep, wake, and climb animations. Sound FX work next week, along with multiplayer stuff.

#VR #UnrealEngine #gamedev #indiedev

9 months ago 19 6 0 0
Video

Put in the first special ability, speed boost, but gave it a little too much gas, actually gave me some ideas for traversing empty parts of the level (and I definitely need to revisit that annoying beacon sound, reminds me of a car door left ajar)

#VR #UnrealEngine #gamedev #indiedev

10 months ago 11 4 0 0
Video

Finally back to some shareable work after overhauling my level system yet again. Added in wall obstacles. Prelim sound pass as well, not well mixed yet but slowly growing into a healthy biophany. Should be getting videos up more often again.

#VR #UnrealEngine #gamedev #indiedev

10 months ago 9 4 0 0
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Started running into Quest 2 perf limit, had to rethink game design, which provided a lot of clarity and now I'm happier with the direction of things.

Also now have this line of sight material swap so the player doesn't lose sight of their Feng ship.

#VR #UnrealEngine #gamedev #indiedev

1 year ago 11 4 0 0

Thanks for making this, can you add me? My steam page will be going up soon, I'd like to post to the feed then

1 year ago 1 0 1 0
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it's been sound production for the last month. more familiarity with Bitwig, but unnerving to "leave" the actual game for so long.

worked on "FengCam" (ship POV) material today (still not ready to include sound in the videos quite yet)

#VR #UnrealEngine #indiegame #gamedev

1 year ago 13 4 0 0
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Myung Theme from the Yoko Kanno OST is a beautiful lullaby, I still find myself humming it all the time

1 year ago 2 0 1 0

I like the audio, scrolling social media sounding like the inside of my skull is being scraped out with a melon baller syncs up pretty good

1 year ago 1 0 0 0

I'd love to be included, I am making a game all alone

1 year ago 0 0 1 0

does seem like, though they limited its utility in questionable ways, AVP at least somewhat proved out the non-gaming aspects of "all-in-one". I imagine valve is now figuring out whether they can make it all make sense. thanks for your view, always appreciated

1 year ago 0 0 0 0

Denny, this cuts against the impression I had of your view on comfort still not allowing for >20-30 min use cases, has this changed or did I misunderstand you?

1 year ago 0 0 1 0
Video

Added the "Feng Cam" which gives you a little ship POV screen under your controls, very helpful for double-checking your Feng's alignment. Also have the new "dagger" obstacle type seen here hitting the Feng ship.

#VR #UnrealEngine #indiegame #gamedev #ScreenshotSaturday

1 year ago 12 5 0 0
Video

phew. Got my new playlist system running for building spawn patterns. This is essentially how I will do level design, with lots of procedural variation. Seems we've got ourselves a video game here...

#VR #UnrealEngine #ScreenshotSaturday #indiegame #gamedev

1 year ago 15 4 0 0

Our first Starter Pack was super popular, so we've created

'Thunderful's List of Totally Awesome Indies #2'!

go.bsky.app/QeWoy2N

Comment below if you're an indie developer or studio that hasn't yet been included in one of our packs, and we'll get you added.

Don't forget to reshare! 💖

1 year ago 69 18 49 0

hello, I'd love to be included

1 year ago 0 0 1 0
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Unreal Engine 5.5 Performance Highlights The following Highlights are taken from the Unreal Engine 5.5 Release Notes and focus primarily on real-time game performance on PC and consoles. My personal highlights have some commentary on them an...

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These awesome features and improvements will be included in my Game Optimization Course asap!

1 year ago 84 17 1 0

ah optional makes sense. Your ship designs/anims are looking great

1 year ago 2 0 0 0

Did you wind up using motion blur in some way?

1 year ago 2 0 1 0

While trying to get more organized I wound up completely reworking my procedural animation approach. So it goes. This blog post by @charlesboury.fr is a great motivator anyway.
bsky.app/profile/char...

One step closer to good enough.

#VR #UnrealEngine #gamedev #indiedev #ScreenshotSaturday

1 year ago 13 4 1 0