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Hello wizards !
Here is a first very simple presentation of our magic recovery golem program !
Please have fun with this lovely horrifi– I mean terrific Demo :
Lovely traps Dungeon is a small project originally made as an Unreal Engine assets pack showcase but might go a little bit further… This is a 3D platformer with simple controls where observation and reaction are
Hello fellow coffee addi— devs ! As you all know, game logic is usually driven by (visual?)code logic inside actor classes. But what if we could trigger an even when a particle “collides” with the environment ? Let’s see !
Hello !
Unreal Engine’s damage interface is so nice !
Let’s see how you can use it to adapt your damages to the impact location. Or modify the effect depending on the damage nature.
It’s easy and only requires some
Hello geek friends ! Here is a neat trick for your mesh shaders ! It allows you to exchange mask data between Blender and Unreal and avoid using textures when not needed. This way, you can define parts with specific
Hello friends ! Here is how I made a simple “volumetric” fog that can exclude things using Custom pass stencil for my project Stranded in Outer Space. Not rocket science, but if you want something more flexible and
Hello again !
Tutorial fixed !
World aligned textures are very useful to make environment elements “snaps” without seams but functions have some limits.
Here is a little trick to rotate World Aligned textures the way you
No video but still working (despite of a f**£”ù^ cold )
on the lovely traps, my next mini-game | Assets Pack
Thanks again to our dear friend the Crash Golem !( don’t worry, argyle heals…. I’ve heard)
Hello world ! World aligned textures are very useful to make environment elements “snap” without seams but Epic functions have some limits. Here is a little trick to rotate World Aligned textures the way you want and also
No tuto video this week but I’m working on a new assets pack and a free demo mini-game showing how to tortu– have fun with it !
(nobody was harmed, just my golem assistant, who does it for the love of science)
Hello !
Here is a little trick to use a low resolution texture on a “realistic” high definition brick wall mesh and still have a nice seamless, detailed result ! (and it’s easy)