#unreal engine games
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shawnthebro · 18 days ago
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We have functional stage boundaries, but we can improve them by porting them to code!
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jam2go · 1 year ago
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This is what your cat is dreaming about
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heccison · 1 year ago
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devsgames · 1 year ago
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Okay at this point I've seen so many students feeling doomed for taking a course where a teacher uses Unity or like they're wasting time learning the engine, and while understandably the situation at Unity sucks and is stressful for everyone: y'all need to stop thinking learning Unity a waste of your time.
Learning a game engine does not dictate your abilities as a dev, and the skills you learn in almost any engine are almost all transferrable skills when moving to other engines. Almost every new job you get in the games industry will use new tools, engines and systems no matter where you work, whether that be proprietary, enterprise or open-source. Skills you learn in any engine are going to be relevant even if the software is not - especially if you're learning development for the first time. Hell, even the act of learning a game engine is a transferrable skill.
It's sort of like saying it's a waste to learn Blender because people use 3DS Max, or why bother learning how to use a Mac when many people use Windows; it's all the same principals applied differently. The knowledge is still fundamental and applicable across tools.
Many engines use C-adjacent languages. Many engines use similar IDE interfaces. Many engines use Object Oriented Programming. Many engines have component-based architecture. Many objects handle data and modular prefabs and inheritence in a similar way. You are going to be learning skills that are applicable everywhere, and hiring managers worth their weight will be well aware of this.
The first digital game I made was made in Flash in 2009. I'm still using some principles I learned then. I used Unity for almost a decade and am now learning Godot and finding many similarities between the two. If my skills and knowledge are somehow still relevant then trust me: you are going to learn a lot of useful skills using Unity.
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cansortofdraw · 3 months ago
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Full Series -- Part 1 - Part 2 - Part 3 - Part 4 - Part 5
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Special thanks to Cobra Code's "How to make a 2D Game in Unreal Engine 5 - [2024] Beginner Tutorial"
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samuelmorgan3d · 4 months ago
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And now there are many more secrets to find 🤫
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amber-jinx · 10 months ago
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We finally have something close to a Rachel Amber DLC 🔥🥹
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Y'all have to check this out. The details are amazing!
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No but if i see a blue haired girl with a beenie and a blond in plaid shirt driving by in a truck like the end there I'll prolly chase after them 😂
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This is the development needed
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Chap 2 Chap 3 here!
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decamarks · 2 months ago
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↑ Stupid little animal I have made. Known as "Ostrich".
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magichats · 1 year ago
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all the news going around with unity's really got me worried for games that are already several years into development like Hollow Knight Silksong and Billie Bust up.
Just rough because I don't suppose a whole lot of games are going to be able to pivot game engines, let alone so late in development. Like it is easier said than done to pivot early in development but i've been following the development of several games that are years in at this point and the fact that they're grandfathering older titles into this is just... it's just bad.
The potential loss of games in terms of archival on such a massive scale....
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aaron3darts · 12 days ago
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shawnthebro · 3 months ago
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Tag matches are progressing. Let’s clean things up and further our logic!
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jam2go · 6 months ago
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wait why are CCTV cameras kind of cute though
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andy-jam-blog · 1 year ago
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A little update on the game side
So what I'm chewing through now is blocking in all of the player's movement code. Here's the chart I'm using as a working document;
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Green check means a move is blocked in, and (mostly) working, so I'm about half way there. Here's Ledge Climbing, baby!!!!
Some of it is a little glitchy, but I am working with a 'general-to-specific' mindset. Slap it in there, fix it in a refactoring pass and chew through bug reports when I get it into player's hands finally. (Shout out to @docvalentine for technically being the first person to download and play a build of Andy Jam.) When the movement is blocked in, I am going to start putting in some better animations than the placeholders I've been using. (Actually, his placeholder animations in the Unreal Build didn't survive a rig update, so in a lot of the footage he's just T-Posing around...). When his animations are in, I am going to start doing a little sound design and implementing sound code to his systems. Speaking of footage, the first devlog is going to be up before the end of the month (so I guess this year...) There's a list of edits I want to make before I put that up publicly. The first devlog is going to be showing off a lot of the old unity stuff, some of the new (bad) unreal stuff. The goal is for the second devlog to be out early 2024 and show off Andy movin' and groovin' with some smoother animations and some actual sound coming out of him. Anyways here's my development process.
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Thanks for stickin' around on this wacky little project. If you'd like to support it, here's the Patreon Link.
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legionofpotatoes · 2 months ago
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I know the discourse well is poisoned and no one hates bioware games more than bioware fans, but I am just 🫠 having so much fun with veilguard it's unreal. It is selfishly the dragon age game I always wanted. with less emphasis on cRPG, a more focused story, curated mission based design that spotlights the high fantasy stuff, slowburn structure with companions, significantly less sidequest bloat, and a fully real-time action-oriented combat system that isn't riddled with the growing pains of previous titles. when I first played origins I imagined something almost exactly like this as my ideal version of a sequel; and it was one of those dirty, selfish thoughts that I knew was disrespectful to the then-established DNA of the thing, but I can't help but feel giddy about having it here and now. like down to the shift away from the childishly dark tone and to something more inherently flexible with a baseline aspirational quality. I hate aesthetically depressing games so much. am I not alive right here and right now already
When I say "aesthetically" there though I do mean it. I'm fully on the opposite side when it comes to tone and positions expressed in the story itself. I am just not including that in my analysis because I am not done yet - so please no spoilers! I think I am where most people consider to be the second act, and I definitely have my gripes with the narrative framework and some of the optics, but I won't put the cart before the horse and will see how it wraps things up first. Above that level, in terms of how it presents itself, of how it plays, of how it balances its core pillars - it is such a bioware-ass game and I could not be any cozier in it. So grateful it exists
#and thank god for that reboot away from live service horseshit they were pushing. this is the most offline ass game in ages. bless#anyway no one is allowed to reblog this because people here aren't normal and I am afraid of spoilers#but I cant pretend not to adore every second of Beef Hilda Mercar and her adventures as a shadow dragon reaper#I have her fully invested in shield throws. that shit couldnt bounce better if zagreus was tossing it#also everyone is so pretty 🫠 this is the first time for me in a bioware game where like#purely aesthetically. i feel targeted and manipulated. these people feel designed around my tastes it's so embarassing#text#dragon age#okay I gotta mention one more thing. it is a very specific ass peeve I have#their dialogue system has never felt as.. nimble in their frostbite titles. something about the constant fades in and out and click delays#it all feels insecure on the engine-end side to me. maybe I am dumb. but veilguard also has this issue#like the original 2 DAs and the unreal engine mass effects had such snappy and frictionless selection-to-dialogue feel#and their frostbite titles I swear to god some greare is missing in the wheels there. here too. it is a LITTLE annoying since this is like#my favorite part of engaging with their games. it's not a huge issue but I have grown keenly attuned to it#inquisition had horribly bad delays in response selection. andromeda had those godawful delays in starting and ending convos#and those things are still somewhat present here albeit to a lesser degree. it feels like a streaming thing#idk. I do not make games. but I think that shit needs to feel smoother
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bloodcrisisgame · 1 year ago
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Hello gay people. I am finally returning to tumblr after nearly a decade
I'm developing a hack n slash game called Blood Crisis. It's about robots, pain, memories, identity, and lots and lots of blood.
If you'd like to keep up with development, I'm going to be trying to pivot my online activity here and away from twitter.
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samuelmorgan3d · 4 months ago
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Update:
-added a lot of new sprites, monsters and characters from the Gravity Falls miniseries
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