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    Really awesome stuff going on!
    @Piroman cool character lookinf forward to see more progress
    Character Artist @Ninja Theory

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      Anomaly 1729 by: Anvil Drop

      We here @AnvilDrop have been working on our inaugural project, Anomaly 1729. http://www.anvildrop.com
      http://www.anomaly1729.com Below is a video of pre-alpha gameplay.

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        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:
        Attached Files
        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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          Creating a collaborative level editing plugin called MultiEdit. So you can create levels together at real-time on different machines.

          Video of first version:


          Edit: Check out this thread !
          Last edited by YannickLange; 11-02-2014, 05:48 AM. Reason: Video direct in post instead of url

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            Originally posted by Tom Looman View Post
            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.

            [ATTACH=CONFIG]11619[/ATTACH]

            Tutorial will be out soon!

            Edit: It's out! http://www.tomlooman.com/the-many-us...h-in-unreal-4/
            hey i have a question about this.
            the material for the right most character.
            http://i2.wp.com/www.tomlooman.com/w...size=701%2C324

            it also shows up in this video, but its not showcased.
            https://www.youtube.com/watch?v=TKqL...O1WwKFq-5Pvj0Q

            it intrigues me, i would like to know more about whats going on there if you could find it in your spare time to aware me.

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              @YannickLange

              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!

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                @dzodzu

                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.

                You can follow this thread (https://forums.unrealengine.com/show...Editing-Plugin) if you are interested. I am open for any kind of feedback, suggestions for new features, discussions and questions.

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                  I'm working on a 2D game. Hopefully i wish to finish it before christmas

                  Gif:
                  http://gfycat.com/PreciousGiganticFlee
                  Angry Ginger Santa - 2D Physics Game, UMG, Blueprints only, Android

                  CPP Dialogue System with logic in blueprints
                  Particles Propagation, Blueprint only

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                    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.

                    Twitter: @InfectedFPS
                    Twitch: InfectedFPS (Occasionally stream some work)

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                      Originally posted by Infected View Post
                      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.
                      Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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                        Originally posted by Tom Looman View Post
                        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.
                        Last edited by InfectedFPS; 10-30-2014, 12:12 PM.
                        Twitter: @InfectedFPS
                        Twitch: InfectedFPS (Occasionally stream some work)

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                          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



                          Screenshot of progress will follow shortly
                          Last edited by LI0nhart; 10-31-2014, 12:11 PM.

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                            Working on a big open natural enviroment scene.
                            Click image for larger version

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                            Comment


                              Originally posted by Craig Smarkus View Post
                              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?
                              Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

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                                Evil Ginger Santa is waiting to burn your presents.

                                Angry Ginger Santa - 2D Physics Game, UMG, Blueprints only, Android

                                CPP Dialogue System with logic in blueprints
                                Particles Propagation, Blueprint only

                                Comment

                                Working...
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