Frosty

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Frosty

Frosty

@_Forsty

Working on Tower defense roguelike game The Last Dwarf https://t.co/stf2t9rC5K Join the Discord ! https://t.co/heVncdifrF

Katılım Haziran 2012
1.4K Takip Edilen663 Takipçiler
Frosty
Frosty@_Forsty·
@MjTheHunter Discipline ! It's hard to stay organized be our own production manager !
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MJ
MJ@MjTheHunter·
My fellow gamedevs! What's a criminally underrated skill when making games?
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Twisted Doll Games
Twisted Doll Games@TwistedDollGame·
I never thought wishlists for my game would skyrocket like this. I just barely started marketing my game - Still Rooms. Yet, posing real experience, talking about the game can do a lot it seems. I am so proud. Today is a good day. @IndieGameJoe @IndieBandits #indiedev #gamedev
Twisted Doll Games tweet mediaTwisted Doll Games tweet media
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Frosty
Frosty@_Forsty·
@Mystikart_ Your game looks amazing, my advice would be to definitely not giving up. Enter festivals, push updates and more important talk about your game across social media, put shorts on TikTok your game fits small awesome shorts well! Best luck for your and amazing game you have here !
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Frosty
Frosty@_Forsty·
@x_Aditt I am using a flow field for navigation for now !
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adit
adit@x_Aditt·
@_Forsty what navigation system are you using for? is it unreal built in navigation or a custom one?
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Frosty
Frosty@_Forsty·
Finally days of optimisation is FINALLY paying off. Was hitting a wall with moving my enemies at 300+ instances, now running smooth at 5k-10k enemies, which will be enough for The Last Dwarf. Have to do damage interface now, but for now I am celebrating small progress! #gamedev
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Frosty
Frosty@_Forsty·
@LazyDevNL yeah I definitely can relate to that :)
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LazyDevNL
LazyDevNL@LazyDevNL·
@_Forsty Routines definitely help me too, but some days I come home exhausted and just skip everything, especially when my workday is longer than expected.
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LazyDevNL
LazyDevNL@LazyDevNL·
Full-time job + game dev on the side can be exhausting.. How do you solo devs balance a job with game development while still maintaining family and friend relationships? Any tips?🙏 #GameDev #SoloDev #IndieDev #gamedevlife
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Frosty
Frosty@_Forsty·
@LincolnMargison @GodBungholio oh yes I remember your post ! This is really nice ! I considered using niagara but I am not confortable enough yet, and same with HLSL I never took the time to learn it
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Lincoln Margison - Game Development
Ah, I did something similar for the pathing of these: reddit.com/r/unrealengine… Except mine were gpu particles, no animation (procedural movement of the legs calculated in niagara passed to material for vertex stuff). But I did it with some similar kind of flow field/density type of thing. Can't remember the specifics but I started off doing it as an ant pathfinding sim where they'd optimise paths and such, but then adapted it where they'd actively avoid each other's paths and such instead of following them.
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MJ
MJ@MjTheHunter·
Fellow gamedevs! What are some invaluable tools you've built for your game that you couldn't live without?
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Frosty
Frosty@_Forsty·
@LincolnMargison @GodBungholio They are individual actors! and they already are controlled by one manager, but instead of grouping them in one giant actor ( like with ISM or HISM ) I tried having them separated, I believe this will give me more flexibility on interaction level for what I need
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Lincoln Margison - Game Development
Are they individual actors? Would there be a benefit/reduced overhead if multiple characters were controlled by one actor? EG it updates the movement/anim of 100 characters, rather than 100 actors each doing their own? I feel like that would be easy to separate out if/when needed, for them to become individuals.
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De Tom Plays
De Tom Plays@DeTomPlays·
🎮 Developers, show me your games! Every two weeks I will open the floor to game developers and publishers looking to get their games seen. I'm currently looking for: 🏰 Tower Defence Games 📈 Incremental Games ⚙️ Idle Games If your game fits into one of those genres, drop it in the comments below! I'm especially interested in newly released games and upcoming demos, but honestly, if your game is 10 years old and I've never played it, I still want to see it. The best finds may end up featured in gameplay videos on my YouTube channel, helping introduce them to a wider audience. And if you're not a developer, feel free to browse the replies—there's usually a treasure trove of great games hiding in these threads. 👇 🎥 Channel: @DeTomPlays #Incremental #TowerDefence #Towerdefense #Idle #Gaming #GameDevelopers #GameDevs
De Tom Plays tweet media
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Frosty
Frosty@_Forsty·
@mattamigame What do you mean synced ? I am using VATs for the rendering
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Frosty
Frosty@_Forsty·
@darkminion22 I am using PBD for strict collision, separation force to have space between agents and a flow vector field for navigation, although here I am cheating and avoid static obstacles using the vector field to save some performance
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Frosty
Frosty@_Forsty·
@pocifik22 For more agents sure, but this is enough for me and with actors it gives me flexibility of interaction! Also I don’t know about Niagara and multiplayer but I think there are some deterministic issues stuff regarding networking ?
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Pocifik
Pocifik@pocifik22·
@_Forsty If you want more performance, use Mass + Niagara
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Frosty
Frosty@_Forsty·
@GameDevMicah @GodBungholio Hey man I’m glad you’re here :) followed you years ago I loved what you did with your tech explorations :)
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Frosty
Frosty@_Forsty·
@DIEATHLONGAME I might make a solution available in the future, but for now I am 100% invested in releasing my game :)
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DIEATHLON
DIEATHLON@DIEATHLONGAME·
@_Forsty Please make a video detailing how you did this 🙏🥺
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Frosty
Frosty@_Forsty·
@GodBungholio Definitely switching from character movement component to my own movement component, which is really just setting a direction and handling collisions. Also going from blueprint to c++ helps a ton because of the blueprint memory overhead
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Frosty
Frosty@_Forsty·
@s4bishii Yes, I am surprised epic did not include a lightweight component already other than the cmc and floating pawn, although I think in the last versions there is « Mover » in experimental but I did not try it
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Frosty
Frosty@_Forsty·
@s4bishii Yeah it’s how I realized standard character movement component is way overkilll for majority of situations I was in
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sabii | for hire
sabii | for hire@s4bishii·
@_Forsty Oh wow, great work then, I have no idea about how can one optimize enemy actors to this level
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