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  1. Embed this notice
    The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:09:08 JST The Seven Voyages Of Steve The Seven Voyages Of Steve

    Probably a bit niche for most people but I discovered a weird #unrealengine problem & workaround today. When you play a *non-looping* animation montage on a multiplayer client, you get the "Blending Out" and "Finished" events *immediately* when you start playing it. Seems like a bug, it doesn't happen on the server player and happens irrespective of animation length or most other blend out settings. The workaround: uncheck "Enable Auto Blend Out". 🤷♂️ End of anim still seems smooth so feck knows

    In conversation about 4 months ago from mastodon.gamedev.place permalink

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    1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/883/961/386/477/844/original/97355e94a437250d.png
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:13:21 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      Don't make a multiplayer game folks. Making games is hard enough as it is, don't do this to yourself 🙈

      (I want to make at least one co-op game in my lifetime but I'm an idiot, don't be like me)

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:17:46 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Craig P

      @Craigp it accidentally does (you can stand on the AI stash box like in Deep Rock Galactic), so far not too bad. Can always nix that if it proves problematic

      In conversation about 4 months ago permalink
    • Embed this notice
      Craig P (craigp@mastodon.social)'s status on Saturday, 25-Jan-2025 00:17:47 JST Craig P Craig P
      in reply to

      @sinbad Oh! I noticed that but had to give up due to a much larger misfeature before I got around to tending to that one. XD

      In conversation about 4 months ago permalink
    • Embed this notice
      Craig P (craigp@mastodon.social)'s status on Saturday, 25-Jan-2025 00:17:47 JST Craig P Craig P
      in reply to

      @sinbad On that note, I hope your multiplayer game doesn't involve anyone standing on anything that moves.

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:22:30 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Josh Simmons

      @dotstdy sounds lovely

      In conversation about 4 months ago permalink
    • Embed this notice
      Josh Simmons (dotstdy@mastodon.social)'s status on Saturday, 25-Jan-2025 00:22:31 JST Josh Simmons Josh Simmons
      in reply to

      @sinbad true advice. video games were not meant to be played together

      In conversation about 4 months ago permalink
    • Embed this notice
      Josh Simmons (dotstdy@mastodon.social)'s status on Saturday, 25-Jan-2025 00:22:31 JST Josh Simmons Josh Simmons
      in reply to

      @sinbad funnily enough I've almost exclusively worked on multiplayer games, one day it would be nice to retire to a nice single player experience without any networking.

      In conversation about 4 months ago permalink
    • Embed this notice
      Parrot (Jeff) (psychicparrot42@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:23:00 JST Parrot (Jeff) Parrot (Jeff)
      in reply to

      @sinbad When I made RC Rush, I thought I needed multiplayer for it to sell (*slaps head*). It's one of those things that people complain about when it's not there in indie games, then when it *is* there complain that the multiplayer's dead because barely sell enough copies to pay bills let alone enough to keep concurrents at a good enough rate. And that's exactly what happened. Added it, nobody used it. I doubt I'd do multiplayer again after that other than split screen, like.

      In conversation about 4 months ago permalink
    • Embed this notice
      Calicoday :gamedev: (calicoday@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:36:53 JST Calicoday :gamedev: Calicoday :gamedev:
      in reply to

      @sinbad I appreciate this advice! I'm guaranteed to go multiplayer but I put it off as long as poss so I can have as full command of other aspects as I can. Then when I make the jump and am slogging thru one of many nightmares, I'll know that's NOT bizarre, I was warned! 😹

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:38:49 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Calicoday :gamedev:

      @calicoday Yeaaah the problem is adding multiplayer later can be a total nightmare as well, since it affects so much of how you initiate every single action in the game. I wouldn't leave it too long

      In conversation about 4 months ago permalink
    • Embed this notice
      Calicoday :gamedev: (calicoday@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:42:00 JST Calicoday :gamedev: Calicoday :gamedev:
      in reply to

      @sinbad yeah, that's what I'm noticing watching your and others struggles. It's like a lot of the foundations are diff, cousins not sibs. Tbh I'm finding that with a lot of UE subsys. There's an awful lot of opportunity for a massive refactor! 😿

      In conversation about 4 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Saturday, 25-Jan-2025 00:50:45 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to

      AHA! Actually this was not the root of the problem. I found other problems with non-looping animations and replication, and the ultimate fix to all of the problems was to be specific about the section name to play the montage from. I think this might be an ability system bug rather than a core bug, but it seems unable to correctly identify the section by default on a non-looping animation, and supplying it (it's normally just "Default"), all the problems go away 🤔

      In conversation about 4 months ago permalink

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