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    #16
    Originally posted by O_and_N View Post
    I tried using udk with a ps4 controler but it doesnt work.I supose a ps3 and x360 is the max.I supose there shoud be a way to make it work as the dualshock 3 and 4 are so similar.
    I used the below link method to connect the UDK to 'DualShock 3'.

    https://forums.pcsx2.net/Thread-XInp...DS2-Controller

    I am using 'DualShock 3' on Windows 7 and Windows 10 in the way of the above link.
    ( First of all, Xbox 360 controller driver must be installed in Windows 7 before installation by the above link method.
    Windows 10 does not require the Xbox 360 controller driver to be installed because the Xbox 360 controller driver is built-in by default. )


    And I guess the UDK can recognize 'DualShock 4' by the below link method.

    https://forums.pcsx2.net/Thread-DS4-To-XInput-Wrapper

    I do not have 'DualShock 4'. So I can not be sure of the above link method.
    However, since both methods access Playstation controller using 'XInput Wrapper' I think the possibility of recognizing 'DualShock 4' by the above link method is high.


    I hope you succeed. Good luck to you.
    Last edited by Keehoon Ahn; 07-04-2018, 01:23 PM.

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      #17
      Hey Keehoon Ahn I don't know if anyone has suggested this or if it's something you've been working on. I've noticed that your user interface is very cluttered and it takes up a lot of the screen.

      I think if you're making a mobile game you could make it look a lot better by getting rid of most of the UI and training the player to interact with the game without all the UI elements. Maybe a detailed tutorial or training missions could get the player to use gestures to control the game. Or maybe you could move and shrink the UI elements or combine them somehow. I'm not sure how exactly you could change the UI and still keep the game playable, but I think it would look a lot better with a simplified UI.
      Check out Himeko Sutori, the upcoming tactical RPG where you control armies of over 100 unique characters.

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        #18
        Originally posted by Nathaniel3W View Post
        Hey Keehoon Ahn I don't know if anyone has suggested this or if it's something you've been working on. I've noticed that your user interface is very cluttered and it takes up a lot of the screen.

        I think if you're making a mobile game you could make it look a lot better by getting rid of most of the UI and training the player to interact with the game without all the UI elements. Maybe a detailed tutorial or training missions could get the player to use gestures to control the game. Or maybe you could move and shrink the UI elements or combine them somehow. I'm not sure how exactly you could change the UI and still keep the game playable, but I think it would look a lot better with a simplified UI.

        Hello Nathaniel3W. ^^
        You looked carefully at the screen UI of my game. Your observing power is great.

        My game's current UI is still composed of UI for mobile touch interface.
        Therefore, My game's current UI is not suitable for a PC game. For a PC game, I think that the UI of my current game should be simplified. I agree with your opinion.

        There are a lot of things that need to be done to fix the UI for a PC game.
        So after the work to improve the motions is finished, I will modify my game UI for a PC game.

        But I think My game's current UI is very good for a mobile game.
        If you've played "Dark Souls" or "Demon's Souls", I am sure you will know that it is impossible to simplify than the current UI in MOBILE TOUCH INTERFACE.
        (And I already created a tutorial stage for my game's mobile UI.)

        So I'm going to make my game have both a UI for a PC game and a UI for a mobile game.
        And I will modify my game so that it can analyze the environment of system and select the appropriate UI automatically.

        I have more things to do for my game. @_@;;;;;
        Our life is a path of suffering.
        There is no easy thing in our life. Hahahahaha ^^;;;;;

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          #19
          Hello everyone! ^^
          I'm posting my post on this thread for a very long time. I am a little awkward and embarrassed right now. ^^;;;;;;

          Recently I have been concentrating mainly on converting the mobile version of my game to the PC version (Steam version) and my game online play (death match, battle royale) using AWS (Amazon Web Service).

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          I am glad that the PC version of my game renders characters and backgrounds much better than the mobile version of my game. *-_-*
          Perhaps the PC version can use a lot of post processing, and the PC version is supposed to be smooth with dynamic shadow processing. That's why I think the PC version looks better than the mobile version.

          And as I said before, I feel that the PC version is much better than the mobile version because it is optimized for game pad. Even if you do not have a game pad, this game also supports keyboard and mouse operations so you do not have to worry about playing this game. This is partly due to the slower development time. T_T

          The online play (death match, battle royale) with AWS is not shown in the picture. Because it is not fun to look at the source code of the server network part in the picture. ^^;;;; So I think this part should prove to be a quick game release.

          Perhaps between June and July of this year I will release my game as early access via Steam.
          And my game's online test is going to work together. Since this game has been developed by '1 person project', I did not have a chance to do an online test with a large number of people connected. So I can only publish my game as early access. I will notify about this in the future.

          Thank you for your interest in my writing. Have a nice day. ^^
          Last edited by Keehoon Ahn; 05-14-2019, 06:59 AM.

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            #20
            That is an Absolutely great decision, hope it goes well with steam, well i am sure it will, send us a link if you want a review : ).
            Some cool unreal projects you may like!


            Developer of GOTA - Survivalism Gladiatorial game Buy the game google gladiators of the arena steam https://store.steampowered.com/app/7..._Of_The_Arena/

            Download the demo Download the demo
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            Become a c++ Professional now C++ Networking Tutorial

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              #21
              Originally posted by Neongho View Post
              That is an Absolutely great decision, hope it goes well with steam, well i am sure it will, send us a link if you want a review : ).
              Thanks. I will send you a link to review my game and a gift code to get good items in my game. ^^

              I promise that I will send a gift code in my game to everyone who wrote comment on this thread before my game is released.

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                #22
                The mobile version looks nice, the main difference with the pc are the shadow map resolution. It's possible to use higher values like in the pc version?
                Provisional blog: http://cobaltudk.blogspot.com.es/
                Videos: https://www.youtube.com/user/cobaltudk
                Facebook: https://www.facebook.com/babylonprojectgame/

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                  #23
                  Business-wise: Are you close to Shipping KeehoonAhn? Why not take a look at Itch.io instead of Steam.
                  Unless you already have a Steam following obviously... Otherwise discoverability is close to non-existent.
                  Indie devs should 'strike', wait for Steam T&C (30% cut) to improve. See if pressure of EGS starts to bite...

                  Comment


                    #24
                    Originally posted by CobaltUDK View Post
                    The mobile version looks nice, the main difference with the pc are the shadow map resolution. It's possible to use higher values like in the pc version?
                    I have done a lot of hard work and experimentation to improve the light and shadow of the mobile version of my game for a long time. Although mobile UE3 uses a high-resolution shadow map, it is SURPRISINGLY similar to the above picture. @_@;;;;;

                    I suppose that mobile UE3 will forcibly limit the light build option because of the small RAM size of the mobile device. Therefore, I think that high resolution shadow map is not meaningful in mobile UE3.

                    Thanks for your interest. ^^
                    After I release my game, I will send you a gift code to get good items from my game, too.
                    Last edited by Keehoon Ahn; 05-20-2019, 02:30 AM.

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                      #25
                      Originally posted by ClavosTech View Post
                      Business-wise: Are you close to Shipping KeehoonAhn? Why not take a look at Itch.io instead of Steam.
                      Unless you already have a Steam following obviously... Otherwise discoverability is close to non-existent.
                      Indie devs should 'strike', wait for Steam T&C (30% cut) to improve. See if pressure of EGS starts to bite...
                      Steam, Itch.io, and EGS have their advantages and disadvantages.
                      Game developers and consumers know that.
                      So I want to release my game to every possible store.

                      I do not understand the need for a strike.
                      Why should consumers' choices be limited?
                      I think it is not good to control consumers' choices with a strike.

                      If Steam is expensive and uncomfortable, consumers will naturally ignore Steam.
                      If Itch.io, EGS is cheap and convenient, consumers will naturally choose Itch.io, EGS.
                      I think the natural choice of consumers is more important than the strike. ^^

                      Thanks for your opinion. ^^
                      After I release my game, I will send you a gift code to get good items from my game, too.
                      Last edited by Keehoon Ahn; 05-20-2019, 03:10 AM.

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