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Yaeko

@YaekoGames

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Following
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Developer of the "ReThink" (and other) games.

Joined August 2017
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@YaekoGames
Yaeko
1 day
The AI can now be bullied by players and itsel, allthough I have not decided on how much of a "pushback" collisions will have in the end. It generally tries to avoid the player after a collision by moving aside a bit (if it wants to), but otherwise will gladly fight back. WIP
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@YaekoGames
Yaeko
6 days
Tip: Test your games at low framerates early on, to not run into issues later on, especially if physics is involved. Its a huge mess to fix stuff like this if you created a lot of things while being unaware of existing issues. #UE4 #UE5 #gamedev #IndieGameDev
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@YaekoGames
Yaeko
15 days
@AlanRDeveloper doesnt need "RTX" to run HWRT, works on AMD too, I simply went for the lowest common setting, that doesnt screw over older graphics cards. Dont think the ghosting would look better, but the GI would. Most UE5 games dont use this feature, since they are just ue4 ports.
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@YaekoGames
Yaeko
15 days
@AlanRDeveloper Dont have a comparison currently, but maybe the steam communityhub has screenshots.
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@YaekoGames
Yaeko
15 days
@AlanRDeveloper To be fair to UE5 here: - its lower quality (even lower than default) - software raytracing - a sideways movement - high contrast especially the high contrast is a worst case in that situation, and the games look really makes it "pop out" then. Its not nearly as bad usually.
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@YaekoGames
Yaeko
15 days
@AlanRDeveloper the "ghosting" is a downside of this, but since lumen can be disabled, no problem.
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@YaekoGames
Yaeko
15 days
vroom vroom
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@YaekoGames
Yaeko
17 days
First Draft, but not sure about the green - on one hand, its clearly visible, but it also pops out a bit too much there. Also need to tone down the collisions a bit, at the end. Of course, unfinished, very much so.
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@YaekoGames
Yaeko
21 days
🚀 - 40 of them is a bit much in editor, guess I need to optimize some stuff. but they work very well already, even though I didnt finetune stuff yet - need to be careful to not make them unfair.
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@YaekoGames
Yaeko
22 days
I did not expect the first attempt to actually already be 99% functional, aside from some things not enabled or dumbed down currently. guess I have a racing-"AI" now, capable of high speeds and low reaction times. Seeing it function was kinda like (I expected the worst): 🤯
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@YaekoGames
Yaeko
23 days
When you need to make an "AI" that can do more than just moving from A to B. I already tested this a while ago, but I still expect to run into problems. Nice thing about this method: I can teach the "AI" new things easily, or adjust it as needed.
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@YaekoGames
Yaeko
24 days
Meh, not satisfied with those fences, but for now they work. Other things are fine, for now at least. Still need to make a proper ground material soon(tm).
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@YaekoGames
Yaeko
25 days
Imitating 35 years old gameplay turns out to be quite challenging, especially if it still "has to work for players that didnt grew up with it". Trying to walk the line between retro and "today". PS: colors are too bright, I screwed up the recording, same goes for the lags.
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@YaekoGames
Yaeko
26 days
Too much Ambient Occlusion, I know.
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@YaekoGames
Yaeko
26 days
ProceduralContenGeneration 🥰 Since performance is more important than best graphics for this one, I will just go with cubes. Of course, its not going to stay all flat like that.
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@YaekoGames
Yaeko
28 days
some stuff for customization by players.
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@YaekoGames
Yaeko
1 month
sometimes, there just isnt much "visible" progress - but I really need to start making those vehicles properly.
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