What Are You Working On? Community Screenshots & Videos

My new template for action, hack and slash games

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Hello everyone! is my vision of a future Super Mario game :slight_smile: it was made using only blueprints, thanks so much Epic Games for doing UE4 free for everyone!

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://s2.postimg.org/706ntuhx5/Highres_Screenshot00081.jpg
envirement for hobby

I absolutely love how looks. It gives off a creepy vibe in my opinion! :smiley:

Making a bunnyhop map from CS:S in UE4.

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@ Thank you! Aiming for an unsettling horror environment, great to know that it translated well!

I’ve had some fun with one of Ramas new nodes.

WIP, making battle cinematic and prototypes.

://www.stormbringerstudios/Steameria/STUE4_016.

://www.stormbringerstudios/Steameria/STUE4_017.

://www.stormbringerstudios/Steameria/STUE4_018.

://www.stormbringerstudios/Steameria/STUE4_019.

://www.stormbringerstudios/Steameria/STUE4_020.

I just finished the demonstration video for my Tropical Islands pack

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Everything is just… amazing. Good job everyone.

Update 2, Almost finish with scene setup.

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Working on a game called VIDA, is the project thread.

Got a custom combat system working (now I’m fine tunning it), is the last update video:

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Hope you like it!

Hey all, new level idea layout for my first game, new to UE4 and looking for all feedback on what you see so far. the link for game thread .unrealengine/showthread.php?74728-Prototype-Z-A-Side-Scrolling-Adventure-Slacker and heres the video, since is my first project im open to all comments, ideas to add or things to remove.

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://www.stormbringerstudios/Steameria/STUE4_21.

://www.stormbringerstudios/Steameria/STUE4_22.

://www.stormbringerstudios/Steameria/STUE4_23.

://www.stormbringerstudios/Steameria/STUE4_24.

://www.stormbringerstudios/Steameria/STUE4_25.

://www.stormbringerstudios/Steameria/STUE4_26.

://www.stormbringerstudios/Steameria/STUE4_27.

trying to improve my environment modelling skills, modular corridor made in , character made in zbrush

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is a video of my game project

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My working assets don’t look very fancy yet, being just rough drafts and stand-ins, but I’ve been working on an Elevator system for my current project recently. Not a one-floor lift, but the sort of thing you might find in a small hotel/office or a large residence, with an arbitrary number of floors, call buttons on each, an algorithm to schedule calls, etc.

Each elevator consists of (exterior/shaft) doors, buttons to summon/open the elevator, a controller, an elevator car (with its own internal door and buttons), an optional counterweight object that always moves in opposition to the car, and eventually a display to show players where the car currently is.

In these pics, I’ve called the elevator from its starting position on the 3rd floor down to my location on the 1st floor. The exterior (and interior) doors are transparent so I can see what’s going on in the shaft (ignore the mismatched sizes of the exterior door and opening; I just enlarged the latter and haven’t adjusted the former to fit).

The counterweight, from its starting point in the basement, is seen going up…
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…and the car is coming down.
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The elevator car (and counterweight) accelerates until it reaches a user specified speed, and continues that speed until time to decelerate. It will also theoretically stop short of its normal speed if there isn’t enough space between two floors to reach it, though that isn’t well tested yet.

's my elevator car upon arrival. Behold the majesty of Epic’s wood materials applied to a mesh with zero effort put into UV mapping…
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I leave supplying the requisite “ding” of arrival to the reader’s imagination, as screenshots are inadequate to the task.

Car from the inside, while in transit (thus the mismatched floor levels).
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Eventually I’ll make an actual WIP thread about the system, and post video, but I’ve got some bug-fixing to do and other things to work on for awhile.

Been working two months on own theme hospital game in some kind of cyberpunk world. Hope to include some sneaking action too. Still very early (scenery and all will still change much), mostly still learning and experimenting stuff. I am new for the unreal engine 4, but experience from ArmA3 have been usefull (made mod called Whole Lotta Altis in that).

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@Aetherdyne
Cool, working on stuff like that is fun. I was playing around with machine learning/neural nets last year and one of my test cases was an elevator scheduling system. Then I got distracted by UE4 and that project kind of died. I should resurrect it before I completely forget everything I was doing.

Also, your programmer art is at least 2 or 3 notches above mine. Seriously.