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wail

@wailftn

Katılım Temmuz 2018
803 Takip Edilen207 Takipçiler
YIZEYN Gaming
YIZEYN Gaming@YizeynGaming·
@AsicsoN_UEFN @wailftn Yep I think so, If they can patch it will be very good for tycoons or braintrot features. You can create an entitiy and spawn directly from verse and easliy control price or names.
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AsicsoN
AsicsoN@AsicsoN_UEFN·
Working on update for static text material, which uses custom primitive data (CPD) parameters so many text props still use just a single draw call. But because of CPD it can't be updated from verse. That's why it's static :) I'm redoing old static text to make it work same as new version of dynamic text, which is more efficient and with more features. And plus increase slots number from 22 to 32! And I thought that editing manually all these CPD values is painful. So here it's, mighty python script to do it for you! 😀
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wail
wail@wailftn·
@YizeynGaming @AsicsoN_UEFN the same way you would without scene graph you just modify the parameter of the material in verse and you refresh the material of the static mesh component
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Futox33
Futox33@Futox33tiktok·
Typical gamer skin leak in game 👀
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Dustin (DWDFN)
Dustin (DWDFN)@duos_with_dad·
When Zombie RNG first hit Banner, I seen the session time drop. That’s expected anytime you get a massive spike in players into a project. Then I started seeing the first spike back upward and felt like things were improving, but I never expected it to spike like THAT with that many players. This might be one of the craziest moments I’ve experienced as a creator. 109 AVG session time with that type of CCU is an absolute banger of a moment.
Dustin (DWDFN) tweet media
Dustin (DWDFN)@duos_with_dad

I am beyond excited to announce that Zombie RNG is currently being featured on the Banner! I’m incredibly thankful to everyone who has supported and followed my journey along the way. Huge thank you to @FNCreate for giving Zombie RNG this opportunity.

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wail
wail@wailftn·
@NatryzzDZN @Senko_258 je sais qu'elles sont pas belle mais ya une grosse diff entre les gens de twitter et les joueurs de fortnite , ya plein de minia tu les vois elles sont super belle avec des render ultra quali mais ca clique pas et inversement
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Natryzz
Natryzz@NatryzzDZN·
Wow, gemini is now able to do fortnite thumbnails. Are we cooked ?
Natryzz tweet media
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wail
wail@wailftn·
@Senko_258 @NatryzzDZN Mdr je prends plus aucun miniamaker lia fais mieux j’ai un meilleur ctr et en plus tu peux itérer à l’infini
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Senko
Senko@Senko_258·
@NatryzzDZN non pck il faut des vrai minia, tu prends ça en minia tu fais aucune stats
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Graeme Bull
Graeme Bull@GraemeBullX·
Does anybody know the trick to make dynamic text dynamically size like they do in Droid Tycoon? As far as I know you can't get the character count of an Agent's name so there seems to be some kind of trick here?
Graeme Bull tweet media
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Dustin (DWDFN)
Dustin (DWDFN)@duos_with_dad·
I wasn’t planning to address this publicly, but given the impact on both the project and the player experience, I feel it’s important to explain what’s happening with Zombielike and why monetization was removed for 48 hours. I’ve already had players reaching out confused about what is happening in game. Since monetization was disabled, parts of the player experience are currently disrupted because moderation warnings are now appearing where the MTX systems normally exist. The issue appears to revolve around MTX items that grant gameplay Luck bonuses. To be clear: - I do NOT sell paid loot boxes. - I do NOT sell paid RNG rolls. - I do NOT sell direct paid random rewards. Zombielike does contain gameplay based loot systems, including randomized rewards earned through normal gameplay progression and gameplay currency. These systems are part of the gameplay loop and are not direct MTX purchases. The confusion comes from the wording in Epic’s guidelines, which appear specifically focused on PAID RANDOM ITEMS and direct MTX based RNG purchases. For example, the monetization guidelines state: “If you offer a ‘luck boost’ for purchase with V-Bucks that provides the player with a greater probability of receiving a random item in gameplay, you must set the PaidRandomItem field in the entitlement to true and disclose the accurate numerical odds of obtaining each possible item prior to its purchase.” This statement exists directly under the section discussing Paid Random Items. That is not how these systems were intended or implemented in Zombielike. Had I understood Epic expected these systems to use a different API classification, I would have changed the implementation immediately. What frustrates me most is not simply the punishment itself, but the fact there was no warning, no request to correct the implementation, and no opportunity to resolve the issue before monetization was removed during the single most important earning period. To make things even more confusing, I’m positive some of these MTX items already existed in the project during the legal review process, and the Luck implementation was never flagged as an issue at that time. That’s part of why this situation completely blindsided me. If this was genuinely considered non compliant, I would have expected some form of warning, clarification request, or an opportunity to adjust the implementation before immediately losing monetization. Especially considering I have consistently tried to operate within the rules, advocate for fair enforcement, and openly communicate with Epic whenever concerns come up. I’m not refusing to comply with the decision, and I’m not trying to fight against moderation. I’ll make whatever changes Epic wants because I care about following the rules and protecting my project long term. That’s why the lack of warning and immediate enforcement here feels especially confusing given how often far more obvious violations remain active for extended periods. More than anything, I genuinely hope this situation leads to clearer guidance for creators moving forward so others don’t end up blindsided the same way I was. Developer Rules: legal.epicgames.com/fortnite/devel… Monetization Guidelines: dev.epicgames.com/documentation/… @FNCreate @TimSweeneyEpic @alexbaileync
Dustin (DWDFN) tweet media
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Chhetz
Chhetz@Chhetz·
this shit is still insane to me
Chhetz tweet media
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wail
wail@wailftn·
@Fanklezz @Chhetz i mean if it take like 2 hours to make the same map it is not unfair lol
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Fanklez
Fanklez@Fanklezz·
@Chhetz I think it's important to mention that this post does not mean Hive copied anyone, this jsut shows how unfair it is. Top teams can make any map, get thousands of players on release, spam sponsored row and instantly have a top map.🤷‍♂️
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wail
wail@wailftn·
@jaythofficial impossible that you only had 43 600 impression with 400 ccu
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Fortnite Developers
Fortnite Developers@FNCreate·
We've updated our ‘How Discover Works’ documentation to reflect the recent changes to Discover. It covers how islands are evaluated, key metrics, thumbnail best practices, and where your island can appear. Read it here: fn.gg/fortnite-disco…
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wail
wail@wailftn·
@74_Yoppie divide by 2 next year lol
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74_Yoppie
74_Yoppie@74_Yoppie·
This vs a "$350" estimate from epic portal... bruh its so murky and epic defo benefitting so much from in game transactions its acc insane
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wail
wail@wailftn·
@TrickTyger @Gneazyx ok but it is easier for a map with less player to have better stats
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TrickTyger
TrickTyger@TrickTyger·
@Gneazyx CCU and platform share shouldn't be used to evaluate new islands at all - it doesn't help surface new content, it just surfaces new maps by already popular creators
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Gneazyx
Gneazyx@Gneazyx·
Surprisingly, this still doesn’t answer the main questions regarding new maps and the current state of Discovery : - If you prioritize original maps, why are some of these maps not eligible for the 50k impressions test, ending up at #121, or barely getting 10 minutes of exposure? (we all know this is not enough to do anything with this current discovery) - Why does the “Updated” row contain maps that haven’t been updated in over 6 months? - Why remove rows like “Top Rated” and “Most Engaging,” when they allowed many promising new maps to be showcased far better than simply relying on the “New” row and a 50k impressions test? In short, the documentation still provides good insight into how Discovery works, but there’s one thing I disagree with: - You should stop relying on CCU data for certain rows, especially now that reaching specific player counts is becoming harder due to the drop in Fortnite’s playerbase. Platform share% should matter more instead.
Fortnite Developers@FNCreate

We've updated our ‘How Discover Works’ documentation to reflect the recent changes to Discover. It covers how islands are evaluated, key metrics, thumbnail best practices, and where your island can appear. Read it here: fn.gg/fortnite-disco…

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NLRyanNL
NLRyanNL@NLRyanNL·
.@FNCreate stop treating us like garbage, everyone is complaining about new discover and you are ignoring us like we are nothing. Bring back the tabs people have been asking for. #UEFN
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Milo
Milo@mepy_Milo·
@anedfn @FNCreate It's the same for all of us; the loss comes from in-game purchases. We've all lost a lot, and that was already the case last month.
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andis
andis@andisfn7·
.@FNCreate April Fools is over btw
andis tweet mediaandis tweet mediaandis tweet media
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Anthony
Anthony@Wyatt_3D·
STEAL A TORNADO — by @RabiesFPS 🌪️ High-quality tornado system built from scratch, from concept to VFX: • Custom modeling • Fluid animations • Refined visual effects • 100% controllable ladder, speed, and colors Available for works and custom map development.
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Ronii
Ronii@iRoniiZx·
Some recent thumbnails I worked on for @NjayUEFN🦈
Ronii tweet mediaRonii tweet mediaRonii tweet mediaRonii tweet media
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