What Are You Working On? Community Screenshots & Videos

Did you ever play the game marble madness? If not you should look it up it was for the nintendo, it was a great and hard game.

im begginer, and i was started a map fro zombie defensing game, my friend is developenint it :stuck_out_tongue:

I haven’t played that game since I was a kid but I remember always getting incredibly frustrated, lol. We may include some similar types of challenges within the game.

D.G.U - Our New Game : Work in Progress :smiley:

D.G.U - Game Trailer :

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**Please support us and vote for us on Steam Greenlight - **://steamcommunity/sharedfiles/filedetails/?id=382664056

Unreal Engine 4 Dev Video #17: Added Path Distance based Grid Mapping:

Added Path Distance based Grid Mapping for movement (similar to XCOM). Blue ones shows nearby grids, Yellow shows distant, yet accessible grids, and going even farther deactivates the grids.

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I created some new destructible asteroids for my space game.

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Small lighting test for my game:

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Currently my company NeoSpawn Games is working on a fighting game aimed for PC/PS4/XboxOne and so far been using stable releases but I have been learning how to build from source so if need be we can tweak stuff. We are currently working on a demo reel to show around but I can post a couple pics. I made a thread a while ago but since then the name has changed and three of the characters have been removed but it hasn’t changed the game or the mechanics at all. Currently looking in to trying to find a way to make the blood from the particle emitters lang on the characters and ground. Right now I am building the 4.6.1.0 build with Substance in it so I can see if that will help a bit since the prototyping characters we are using with Mixamo Fuse uses Substance for the textures. Although even with out Substance Plugin they look . I am just wondering if I could make them look better. Also using textures from GameTextures and they are an amazing resource for people. Also decided to put up one that’s a little old but is of a fight between to of the fighters we have prototyped and rigged Acionna and . Trying to get the blood to time right atm. Right now it’s rather random.

:///fEidCRW.

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Hop ! A quick test with speedtree and the new foliage shader (4.7 Preview4).

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Hello there! We tried to make prototype of the game for one week. we go :slight_smile:

Start screen

You start at the pier and you need to pass through a maze to turn on light in the tower.

Skydiving mode

is not exactly what I want. But we keep working and I hope to show you something new soon.

Stay tuned :wink:

I love the art style you have going mihalp. It’s very unique.

@anonymous_user_b98f08be love the title screen with the tilt-shift effect. And a very interesting variation on lowpoly-artstyles :slight_smile:

Screen of a small demonstrational AI-companion game I made for my bachelor thesis c: More over

is an example of mouse pawn rotation using blueprints. The beginning of video is a quixel 3Do of the scratch and gloss layers for the higher res record, I’m working on. The rest of the video is a rough sketch import of the turntable. The good news is the record follows and tracks the mouse movement. A major step forward for my level.

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Unreal Engine 4 Dev Video #18: Added Movement Action Points & Automated Turn End Logic:

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Added movement action points to determine the distance that a unit can move in a single turn. Grids and paths are spawned accordingly. Once all units have exhausted their action points, the end turn logic automatically kicks in.

Environment Art

I’ve been kicking around for a few weeks. Crits appreciated, thanks.

://./Pics/-art_Morgue.jpg

://./Pics/-art_Morgue01.jpg

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://www

[QUOTE=;210416]
I’m working on The Hum:Abductions (UE4 is just !)

That’s amazing, I can’t wait to see where goes!

We create environment level for our client in their games: Defenders of the . Please let us know what you think!
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And is our house modular
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Love the asset style Thunder Cloud !

Edit: And is what I’m working on with eye tracking…

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Hi ,

Great work, scene looks good. Just a few ideas below:

  1. Floor - Work on specular map for floor tiles to add variation and noise, make specular and reflections work together i.e. wet parts of floor near sink and floor drain could be glossy and reflective. Also maybe add some dirt between tiles, add random rough edges, subtle foot prints, mop patterns & water stains.
  2. Chome/ metal material could do with some variation, subtle finger prints, smudges, maybe the odd drop of blood.
  3. Contact shadows for objects touching the ceiling would help as they look like they floating a bit.
  4. Maybe add some props like paper work, dictaphone, plastic gloves, pens, lab coat.

Great thread and amazing projects in , can’t believe I’ve missed it for soo long!

I’ve been working on VR input for past few months, had a to try a simple game with the LeapJam about a month ago. Being a programmer, visuals is an area I badly need to upgrade :wink:

:///hHC9iro.gif

Wave you hand around to cast some spells all the while running away from ever increasing horde of goblins… If you have a leap motion and an oculus rift try it out at ://getnamo./mage-arena

More recently I’ve been digging into how to make the raw infrared images coming from the leap(real world) blend with VR. Adding a simple depth blend allows you to replace your real roof with a virtual sky :stuck_out_tongue:

:///kMbxN8z.gif