![Craig Perko](/img/default-banner.jpg)
- Видео 1 482
- Просмотров 2 458 798
Craig Perko
Добавлен 25 июл 2008
I do a lot of really boring, step-by-step tutorials about programming. Sometimes I post other stuff.
Gave up on Twitter, here's a mastodon link: mastodon.social/@Craigp , but I mostly rant about bad games and poor science funding.
My day job is programming in the green energy industry, so I suppose if you really want to understand monitoring solar or wind installations, you could ask me about that.
Gave up on Twitter, here's a mastodon link: mastodon.social/@Craigp , but I mostly rant about bad games and poor science funding.
My day job is programming in the green energy industry, so I suppose if you really want to understand monitoring solar or wind installations, you could ask me about that.
Writing by Choice
Let's talk about writing character-driven choices!
... The clicking is super obnoxious, I think it's the noice-cancel struggling with the AC.
... The clicking is super obnoxious, I think it's the noice-cancel struggling with the AC.
Просмотров: 295
Видео
Perception of Progression
Просмотров 8463 месяца назад
Let's talk about how to make players feel like they're able to make progress.
Dragon's Dogma 2 Clip
Просмотров 3593 месяца назад
My video saying "Capcom's a shitty company but wow, DD2 is fun to play" got a whole lot of downvotes. So let me show you a pretty typical fight. Still, the game is expensive and poorly optimized, so I can't exactly say you should buy it. But the fact that the team put out a fun game while being harassed by Capcom's upper management is incredible.
Structuring Travel in RPGs
Просмотров 9783 месяца назад
How is traveling in an RPG different from in other genres? How can we use it? The answer is: abstraction creates distance!
Dragon's Dogma 2 is better than its Steam page
Просмотров 5993 месяца назад
Let's talk about the bizarre reception Dragon's Dogma 2 got. It took a few takes to avoid talking about the Dragon's Dogma anime, or the fact that all the shit people hate was also in the original. The cash shop? The antitamper? Yeah, the original also had those.
Hide the Foreground! Advanced Masking Techniques in Unreal
Просмотров 5634 месяца назад
Let's talk about how to dither away materials in Unreal, so you can walk behind and around them. This covers how to fix your shadows, always show the floor, resist camera zooming, and so on.
Syncing Waves Across Multiplayer Clients in Unreal
Просмотров 4004 месяца назад
Here's a technical tutorial on how to sync waves across clients in Unreal. I couldn't find any documentation on how to do this, so here's my approach. This will allow everyone to have the same Gerstner Waves. This works even with very bad ping, although lag spikes can cause issues.
Multiplayer Sync in Unreal
Просмотров 4164 месяца назад
Let's talk some basics, since there's interest and I also have to solve it.
Unreal Multiplayer Quick Explainer
Просмотров 4034 месяца назад
Here's some basic concepts and explanations on how to start developing multiplayer games in Unreal. TBH, the tutorials I could find were all so bad that I feel like there's a few things I'm probably missing. Let me know. I didn't like the other tutorials I could find. Hopefully this helps!
Stretching Character Animations in Unreal
Просмотров 5154 месяца назад
Let's talk about how to get the most out of what few animations we have in our Unreal projects! Short version: use poses, animation warping, and postprocessing control rigs.
Writing Visual Novels
Просмотров 1,8 тыс.5 месяцев назад
Here's some basic advice on how to present stuff in your visual novel.
Unreal Water Plugin: Wave Height Tutorial
Просмотров 6985 месяцев назад
Here's how you get wave height from the Unreal water plugin. The secret is Niagara and the water input. Gerstner wave video: ruclips.net/video/e7nRcC-9-dc/видео.html Please note, I forget to mention I set the Niagara system to use world coordinates.
What are Gerstner Waves?
Просмотров 9415 месяцев назад
Let's talk about the most badly-explained easy concept I've seen this year. Followup: ruclips.net/video/ddr912fpH6k/видео.html
Player-Generated Content in MMOs
Просмотров 5315 месяцев назад
Let's talk about the structures that facilitate and use player-generated content. Discussing FFXIV, EVE Online, Roblox, SecondLife, Eco, and whatever else I felt like mentioning.
What the Heck is Composition?
Просмотров 5626 месяцев назад
Here's a super basic intro into the concept of composition and composing comic book panels. I find a lot of channels will tell you about some "rule" but not tell you what the rule is even for.
Freeform Vehicle Building Game Design
Просмотров 6007 месяцев назад
Freeform Vehicle Building Game Design
Stormworks Automated Driller/Refinery
Просмотров 2937 месяцев назад
Stormworks Automated Driller/Refinery
Still to this day a great tutorial. Thanks!
What I realize is that my biggest problem with most game I don't end up fully enjoying is this transition from one "chunk" to another. It's a thought act to balance on some games because there is also more things involved, like complex narrative, but getting the right flow between "chunks" should always be top priority.
octTree
Lovely to see a new video of yours!🎉
great thoughts, agree with you, but you helped me to formulate this! thank you
dude, your mood here is unbearable;) to be honest i don't remember that sequence, so i probably didn't have so much issues with it
Also you cant simply arrange things according to intrigue, you must first arrange them acccording to verisimilitude. For example if something is placed for intrigue or to fill space but it might not make sense anyone would build it there or as another example, leave a visible dubgeon unlooted, we cannot allow for that kind of design.
How would you say fallout new vegas differs from skyrim in this domain?
This didn't directly help me with my specific issue but it got me there. I've been puzzling how to exit control rig logic without snapping and I saw you had some float plugged into the aim node weights then it clicked that you can simply feed an alpha into the rig and multiply it by whatever weight you want and lerp back to your bone transform. Anyway, you have an excellent way of explaining so keep on keeping on :)
I thought I had saving figured out until I watched this. I never thought about connecting script references during loading. Thanks for the heads up.
Do you know if this possible in a networked setting? Can this be done on a server?
Not synced, due to a bug in their timing code. You'll have to find another plugin, fix theirs, or roll your own
@@CraigPerko The thing I'm having a problem with is getting the Exporting the Particle Data on the Server. The Server version of the Event Receive Particle Data never triggers, presumably because there isn't any data to send. On Client, this setup is working
@@BenHitbox Even if it did work, it wouldn't be synced up at all with the client data.
@@CraigPerko Probably, I was curious to use some of the Clock Sync methods to get things as close as possible.
@@BenHitbox Unfortunately, the default plugin ignores any attempt to adjust the time.
Very interesting, thank you!
nice ty
Did you get past this? There is a pretty fundamental misunderstanding here with what an Actor is, adding multiple meshes to an actor and more. Hope you're doing better getting used to Unreal Engine
i think i invested 1 month equivalent of hours to search and mark the assets that i would need as a hobbyist.
this can be turned into a program/algorythm i can imagine. procedurally generated worlds dont have to be boring and random and directionless. using these lanes you can plant different teachings and lessons about your game along the nodes, not just different gameplay, that build upon each other like in a handcrafted experience. imagine a world that feels handcrafted but isnt and just has handcrafted-grade theory programmed into the world generation. there is no looking up secrets and tricks on the wiki because every world is unique and truly personal that you have to explore completely by yourself
So you want ai devs lol
You can also use the asset I have developed. It is in ue marketplace called "advanced typewriter effect". The demo showcase is in my yt channel :)
LiS is the game that introduced me to the amazing world of the story-rich/choices matter genre. I recently decided I would try making some (much smaller) games. I am so deeply enjoying this series and listening to your thoughts. Thank you so much for the time and effort you put into this series <3 Grateful to learn many lessons from you.
the cops outside lol
Hey i know this is unrelated but it be cool if you started making stormworks videos again with all the new mechanics out
Sorry, that seems unlikely! But I hope you enjoy playing it!
nice vid man!
3:44 is they removed this? In 1.11.0 gearboxes can't be overloaded
Probably, this is years old.
Now I just need a little advanced ply
i spaced them out by 1 block and it did not work lol
This is an ancient tutorial, presumably things have changed.
You've opened my eyes to the fact that I can remove the text box and have the players forcus on the visuals instead.
This was already VERY helpful! I can already imagine a number of ways of constraining dynamics, e.g. late game, player chooses the dungeon but each dungeon requires a specific party. Or having characters dip in and out of the main story for plot reasons (though that can present other challenges.)
To add, I think what you’re describing maps onto what many would call “pacing” without really understanding it. I also found it insightful that you were able to take Pokemon and analyze it through a lens more foundational than “the Pokemon,” i .e. connected blocks of content. Great stuff! Looking forward to the next one.
Interesting to hear Megaman broken down as though from a child’s first impression, rather than from my meta-gaming-ass perspective when I first tried it in high school. Gotta factor in cultural knowledge as well - “everyone knows you start with Chill Penguin!”
Glad I watched this. The protagonist of my space game is going to have a limited teleportation ability, so keeping some abstracted travel required will help serve as contrast, I feel. I probably need to do whatever I can to prevent it from feeling like “quick travel.”
Thank you so much! It was so helpful. The concept is relatively simple. Why couldn't Unity manage to include this information properly in their documentation?
Yeah it took me couple days to find out that "global" isn't "world"
I can't get mono developer to install do you a video on that
I am marathoning your channel. Keep talking about game narrative and visual novels, please.
Awesome tutorial! Thank you for the clarity
finally someone who doesn't praise baldur's gate 3 to the heavens. i was shocked when i learned about the immaturity of most scenarios... and somehow people love it ? i don't understand it.
Yeah, I'm shocked at how popular it is. Clearly a lot of folks respond well to it, though.
@@CraigPerko yeah, cannot deny that ! i have friends who love it.
yeeey, i found it ,5 years to late
if anyone is trying to do this on version 5.4 just use a "is same path" node to check if the full text and display texts are the same
thank you!
the best world video in the entire tutorial
Another method is to regulate the water intake and exhaust upon how much water enters and exits the reactor.
the best tutorial video in the entire world
And I found out today that double click button will bug UI input mode only. will input click in game mode.
Great vid! Does anyone know how to mirror the control rig when posing? Like pose the right arm and then mirroring that pose on the left arm with the click of a button or something.
Sure, two ways. First, animations can be simply mirrored. You can just apply a mirror operation to them. In terms of doing it to the control rig instead of the animation, just store all the transforms for all the controls, then apply them back out, swapping "_L" and "_R". There are actually several nodes to help you do this. Keep in mind that if it's part of an animation, writing to the controls won't work because the animation has control over the controls. This only works when posing.
@@CraigPerko Ah, thanks. Appreciate it.
It takes some skill to take a topic like this and make it tangible. Very nice.
Thank you for making such a simple and precise tutorial! It made me understand the process immediately :D
Wow, this is super helpful for my game narrative writing. It really deserves more views.
This is so underrated it took me forever to find this, theres such little info on this. Thanks bro
This is just what I needed, for one of my projects <3 so rare to find great multiplayer tutorials - Thank you !
average w from mr. Craig Perko
this reminds me of the video with coconut sweep and pig murder and "talk to people -> spy on people" ....... i rewatch that one ALL the time
Thanks for sharing
You have to be an experienced player to pick Quick Man first! Airman probably the easiest to start with.
Sure, that's one of the interesting things: who you pick as your first ever fight is verrrry different from who you pick when you're trying to win after a week of dying.