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Probably a bit niche for most people but I discovered a weird 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

The Seven Voyages Of Steve

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)

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

@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.

@dotstdy @sinbad first 10 years was pretty much just SP. next 15 was just MP (like... extremely MP). Tbh I can;t imagine going back to SP now, it'd be boring ;)

@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! 😹

@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

@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! 😿

@sinbad I'm making a non-free-to-play game for mobile, we all make our (stupid) choices