What Are You Working On? Community Screenshots & Videos

Flying dragons (boids) using blueprints, next step is obstacle avoidance, attacking and a perching system [WIP].

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Testing out Fuse characters (with @JBaldwin’s dynamic pupil eye material) and morph targets.

is also using JBaldwin’s dynamic eye material, which looks great and neatly disposes the zombie look of flat eyes which you get from the default Fuse material setup (which is what I was doing before).

Since the Epic skeleton doesn’t include eye bones, I had to mask out the eyes in the Fuse body material, and then attach JBaldwin’s eye mesh to a socket in the head. It works pretty good, but there’s quite a bit of jiggling around of the sockets, which looks a tad strange. But I don’t want to have to go in and put eye bones in for every character, either.

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Is the correct link? I’m getting 's horde mode video…

Oops! No, no it is not. Dang browser copying stuff I didn’t ask it to copy.

Fixed now!

's another quick vid of some tests of the backpack system, with jointed items attached:

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Sorry for the amount of images! haha

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Some people might have seen me spewing these images yesterday during my stream, but have some images of the cool UE4 game jam level I designed based on the Frozen Cove level provided by the Infinity Blade developers. In other news, I finally used the , yay.

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Whoops, apparently I double posted. Apparently there is also like a 30 minute delay between me hitting post and it happening.

Some hardsurface practice, soon in engine, i think :confused:

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Technically still Friday but update on the we are working on. We have been able to completely convert our to the AHR build of 4.9 that did major kudos to him and I added Substance Plugin support to it. the following screens are ingame with light setting on preview stll. Needless to say I love AHR.

A development shot from Fifth Column

://media.indiedb/images/games/1/28/27530/UE_110.

2D being ported over from another engine. Thanks to a user named EIREXE

://imgur/a/ZYAQ8#THMzPOq

is two screenshots of a project I’m currently working on. Early stuff.
And if anyone could explain why I’m getting such a difference in lighting across walls I would appreciate it.

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I wanted to participate in game jam sept but had some crazy import ive never seen. Took to long to fix and in my sadness and moping around I remembered the new infinity blade content release…Yay! And spent about 3 hours sifting through the assets and made mountain pass scene. What do you think so far?

work for 3 hours man.

Nikola

A project very dear to me: Nikola - I’ve been working on it since UE4.1 :smiley:
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Feel free to check it out over on steam and cast your opinion:
://steamcommunity/sharedfiles/filedetails/?id=517664096&searchtext

Added bruttally difficult bots with assault rifles to my coop horde mode project.

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Developing a combat/weapon system for a Pirate game.
://www.indiedb/games/pirates

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Developing new character for the game:

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Implementing new zombies

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The library in the game Vernon’s Legacy.

Slowly crawling closer to my goal of being able to generate planetary terrain in UE4:

So is voronoi sphere generated by a library called Voro++ and rendered as a dynamic texture using Cairo.

Next up: Seperate cells into land and sea using 3D simplex noise.