4 hours?!? Well thats amazing to make any full mechanics! I am so jealous now <. I spend 4 hours hitting my head against a wall in simple problems, all the time… but I love UE4 anyway too :).
If I was able to make game like that in 4 hours, Id happily make small game with full graphics every week!
Sewer Scene ![]()
://www.-games.de/screenshots/sewer_ppfinal.jpg
Blinky Bill…playing with facial morphs (WIP) ![]()
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is , man!
Got the Tiger I finished, textured and rigged… found a flaw and decided to start from scratch. Hooray!

Making it rain
:///TQGfYzS.gif
://orig03.deviantart.net/bc16/f/2015/309/5/8/project___cronos_by_felikahn-d9fl5ej.
Do you use a special plugin/package for the rain ? And another question is the rain casted just around the player character, or distributed on the entire scene?
No special plugins or anything like that, just the standard particle editor that comes with UE4. And it’s a fixed effect that only plays around the player, though even if it were playing throughout the whole world you wouldn’t be able to make out the raindrops anyway and the performance would be awful.
Short survival horror game called “Penny Road”. I’m experimenting with the narrative, trying to find ways to tell the story using both in-game events and outside of game storytelling.
I actually have a build up that I’m having friends test out. Not sure if is the right place to share that though.
's a screencap of the Main Menu.
Edit: Also I started a new thread to post updates for s and g’s
A small in-game image from our upcoming game. For more info you can follow us on Twitter, or our own thread :).

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PBR - Wood Material
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More at ://.cgsociety.org/
Working on a tree cutting system for LIFE

:///NzfEseh.
Made some good progress on my procedural level generation system, going for a Daggerfall/Warframe style of connecting chunks together using steaming levels as the chunks.
There are 2.5k chunks in that image and the layout is pure random (no fancy logic just yet).
Unfortunately there is an with rotated steamed levels having their light maps broken, if anyone has any pointer on where to look to fix that I’d appreciate it :>
Nice concept! I can see potential in idea :D!
As a bit of criticism- the slow mo at 90 degree turns is probably something you want to think about perhaps. At least I felt it is an unnecessary and a bit annoying break to the flow of the music and game.






