I'm working on an environment for my game, a space colony that should look like NASA's Space Settlement concept from 1970s; and a room where the game shall start:
Nice work everyone! Medieval pack is looking sweet!
Meanwhile I'm working on getting some of my older experiments out to the community - made a hologram effect with some custom depth culling during Unreal 4 Beta along with some other materials that use Custom Depth so I am writing an article about it to explain how you can use it for your own effects.
This is brilliant! Excellent for work over LAN, no more git or svn ****! Any plans for more than two machines?
And what is happening when you add a new asset? Can you use only existing ones on both machines?
This plugin would sell like hot cakes! I wish you best, cheers!
Thank you for your response! It will definitely support more than 2 machines! It is just hard to demonstrate with one video and my laptop doesn't like running the editor 3 times.
About your other question for newly created assets. Currently this is not supported, but definitely something important for later features.
Currently working on a config based user interface system. Don't have much at the moment. Just rectangles rendered on the screen. Spent most of my time last night learning how to access custom config files. I'm not entirely sure that config files will be the best way going forward. Gonna look more into that part tonight.
Currently working on a config based user interface system. Don't have much at the moment. Just rectangles rendered on the screen. Spent most of my time last night learning how to access custom config files. I'm not entirely sure that config files will be the best way going forward. Gonna look more into that part tonight.
Why not use UMGs visual editor? Unless you want to store custom locations changed by the user I don't think this is a nice workflow once you get beyond the trivial interface.
Why not use UMGs visual editor? Unless you want to store custom locations changed by the user I don't think this is a nice workflow once you get beyond the trivial interface.
If it was a static interface I would use UMG. My end goal is a customizable interface. Think of it along the lines of how WoW does their UI entirely through LUA. I'm essentially going in that direction, only more towards a set of values that can be changed stylistically, instead of user interaction/functionality.
I'm working on a Zombie wave survival game. The map is modelled from "The Walking Dead" Prison. The user will start outside and the buildings will gradually be available to explore, users will only have melee at first with pick up weapons of a pistol, shotgun, rifle and a sniper rifle as waves progress. The waves get harder will increased zombie counts and with a day and night cylce harder to see with only the street and spot lights lighting up the outside area. The game will be slow paced and with zombies taking a fair few hits to kill, this should make it challenging with thinking and hiding needed to survive. Some of the features include
Traps can be set
Towers can be climbed for sniper action
day and night cycle
zombie dismemberment
If it was a static interface I would use UMG. My end goal is a customizable interface. Think of it along the lines of how WoW does their UI entirely through LUA. I'm essentially going in that direction, only more towards a set of values that can be changed stylistically, instead of user interaction/functionality.
Are your widgets still designed in UMG though? This sounds entirely possible by building the individual pieces in UMG and applying transformations that you store in the INI on load.
@maik2m: Looking good! Are you using imposters in the background (I see a couple of trees slightly left of the middle that look like flat sprites?) or is everything 3d?
Comment