Hi, I'm new and I have a very big problem that I don't know how to turn this Sonic wallpaper into animation. I don't even know which app to use. Please make a video about this and explain it fully. Thank you for your help. :)
@@mamadkross3581 Hey, I've seen you post this message in a bunch of places. So I guess I'll answer now. Please don't expect anybody to make a tutorial specifically for you and your specific case. I know it's hard to get started with game dev, but you need to put in the effort by yourself first or nobody will be willing to help you. Just to get started, look into Aseprite! And you might want to learn about pixel art in general!
love your tutorials! im currently working on your Ultimate 2d Top Down Udemy course and i love it! cant wait to make my own game in the Dragonquest 3 HD-2d remake style! ❤
Hi Cobra, i have been really enjoying your videos on unreal 2D and was wondering if you could make a more in depth tutorial on things like combos and stun. I was also wondering if you could make some tutorials on things like npc dialogue and cutscenes. I know youre probably a busy guy and have many things planned, these were just a few of my suggestions lol
Hey, thanks for the suggestions! Yeah a combo system is not high on my priority list right now :( I did recently release a 17 hour course on making 2D Top Down Games which also features dialogue and cutscenes. It's on sale right now :) tinyurl.com/Unreal2DTopDown
Makes me wonder if a post process shader could help get the same effect for cheaper. Octopath uses more tilt shift than DoF to get the miniature look which can be done by gaussian blurring the top and bottom of the image.
AFAIK they used the Bokeh Depth of Field, which doesn't exist in newer versions of UE anymore. Not sure what they're using nowadays for the Dragon Quest 3 remake. I got the tilt shift effect by decreasing the field of view to around 30~40 in recent tests.
In Unreal Tournament 3, there was a very visible Depth of Field on some of the stages where you could see in the distance some Blur was used. Now my question isn't so much on how to implement that, but I want to understand when Depth of Field is used in conjunction with Nanite, if there will be any performance improvements (shaders, compilation, etc.) considering that your Level of Detail isn't really needed for items that are far in the distance?
I don't think I've ever heard of DOF being used to help with performance in that way since it actually comes with a performance cost by itself and many games will allow you to turn it off. Many people also get motion sickness from it and since it's better to have an option to disable it you can't really rely on it to always being there and can't set your LODs specifically for that case.
great video gona be using this in my current game... I have a question, about paper ZD and flipping direction if you dont mind answering I'm dealing with some annoying flickering when flipping a sprite with socketed components in Paper ZD Here’s the setup: I have a BP character with a main sprite. The sprite flips direction based on velocity-if moving right, I set the relative scale to (1.0, 1.0, 1.0), and if moving left, I set it to (-1.0, 1.0, 1.0). This works great with no flickering when it's just the main sprite. The problem: The issue arises when I add socketed components, like a hat. When I flip the main character sprite, the movement works fine, but at the moment of flipping, the socketed sprite (the hat) briefly flickers, showing an outline or flashing. What I’ve tried: Adjusting Sprite On Invididual Sprites: I’ve tried setting all the sprites individually to 0.1 above, but the issue persists. Adjusting Sprite Layering On my Blueprint, I’ve set the socketed components (like the hat) to be slightly above the main sprite (by 0.1), but I still get flashes. Toggle Visibility/Alpha: I’ve experimented with toggling visibility and alpha values during the flip. This helps reduce the flicker but doesn’t completely solve it. Do you happen to experience this as well? Any ideas on what might be causing this or how to fix it?
Hi Cobra, I was watching the video and noticed something neat. Your 2D character enters shadows and takes on the shadow color. How were you able to make 2D characters (using emission colors I'm assuming) be concealed partially under the shadow while having the shadow cover over it? Is there a trick to the lighting or shadows you used?
Hi great tutorial! But how to change the focal distance when the following camera (or arm length) changes due to obstacles? Didn't find a way to update it porperly...maybe you have a hint? ;-)
Hey, you'd just have to do a line trace from wherever your spring arm is connected to the camera and use the distance value you get as the new focal distance. Maybe there even is a method on the spring arm which gives you the current actual arm length. That would make it easier.
Changing the sensor width is not an option on my camera, nor is the squeeze factor. Any reason why that would be? I'm using 5.0 if that means anything.
So a bit off topic but I recently watched your 6 years video. I was curious if you would eventually do a vid or paid course regarding creating your own pixel art etc.?
Hi, I'm new and I have a very big problem that I don't know how to turn this Sonic wallpaper into animation. I don't even know which app to use. Please make a video about this and explain it fully. Thank you for your help. :)
According to the documentation, the cine camera is intended for cutscenes through the sequencer and not really for gameplay. However I did also briefly look into this and didn't find any performance drops using it during gameplay. However the process of setting it up properly is much more complicated unless you have a background in videography, which is why I believe not using the cine camera is probably the better way for most game devs. But yeah it is something you could give a try!
@@DripTheSeawing This should be unrelated to your actor type, just to the camera component type you're using. Are you using the cinematic camera instead of a 'regular' camera maybe?
Not even in VR we can avoid DOF. It's essential to give a more realistic look because we naturally are unable to distinguish anything that is out of our plane of focus. That's also another way to know when to notice when we are inside a simulation: everything looks too clear and focused at all distances 😆
Octopath may have the worst use of Depth of Field in any game ever created. It is a shame that it ruins the HD2D art style entirely and gives quite a few folks headaches. If you use it in your game make sure you have an option to disable it entirely. Link's Awakening Remake, DQ 3 Remake, and the Zelda: Echoes of Wisdom all seem to have forced DoF which is very unfortunate and likely will require modding to remove.
Yeah Octopath 1 definitely overdid it, they toned it down for Octopath 2 though and for me personally it's just right. Having an option to turn it off or lower it is very easy to implement and should definitely be done.
Get my 12 hour course on how to make 2D games with Unreal Engine:
tinyurl.com/Ultimate2D
Hi, I'm new and I have a very big problem that I don't know how to turn this Sonic wallpaper into animation. I don't even know which app to use. Please make a video about this and explain it fully. Thank you for your help. :)
@@mamadkross3581 Hey, I've seen you post this message in a bunch of places.
So I guess I'll answer now.
Please don't expect anybody to make a tutorial specifically for you and your specific case.
I know it's hard to get started with game dev, but you need to put in the effort by yourself first or nobody will be willing to help you.
Just to get started, look into Aseprite!
And you might want to learn about pixel art in general!
@@CobraCode thank you :)
Yoooooooo thank you! I needed this like three months ago, but hey… better late than never 😂 Thanks for all the awesome content!
love your tutorials! im currently working on your Ultimate 2d Top Down Udemy course and i love it! cant wait to make my own game in the Dragonquest 3 HD-2d remake style! ❤
Thank you :)
Happy to hear you're enjoying it!
This is so cool! I”d love to see a video getting this same effect with the mobile depth of field too maybe in the future? Great video as always! 🙌❤️
awesome explanation, keep up the good work
Hi Cobra, i have been really enjoying your videos on unreal 2D and was wondering if you could make a more in depth tutorial on things like combos and stun. I was also wondering if you could make some tutorials on things like npc dialogue and cutscenes. I know youre probably a busy guy and have many things planned, these were just a few of my suggestions lol
Hey, thanks for the suggestions!
Yeah a combo system is not high on my priority list right now :(
I did recently release a 17 hour course on making 2D Top Down Games which also features dialogue and cutscenes.
It's on sale right now :)
tinyurl.com/Unreal2DTopDown
Nice video, thanks!
Makes me wonder if a post process shader could help get the same effect for cheaper. Octopath uses more tilt shift than DoF to get the miniature look which can be done by gaussian blurring the top and bottom of the image.
AFAIK they used the Bokeh Depth of Field, which doesn't exist in newer versions of UE anymore.
Not sure what they're using nowadays for the Dragon Quest 3 remake.
I got the tilt shift effect by decreasing the field of view to around 30~40 in recent tests.
In Unreal Tournament 3, there was a very visible Depth of Field on some of the stages where you could see in the distance some Blur was used. Now my question isn't so much on how to implement that, but I want to understand when Depth of Field is used in conjunction with Nanite, if there will be any performance improvements (shaders, compilation, etc.) considering that your Level of Detail isn't really needed for items that are far in the distance?
I don't think I've ever heard of DOF being used to help with performance in that way since it actually comes with a performance cost by itself and many games will allow you to turn it off.
Many people also get motion sickness from it and since it's better to have an option to disable it you can't really rely on it to always being there and can't set your LODs specifically for that case.
great video gona be using this in my current game...
I have a question, about paper ZD and flipping direction if you dont mind answering
I'm dealing with some annoying flickering when flipping a sprite with socketed components in Paper ZD
Here’s the setup:
I have a BP character with a main sprite. The sprite flips direction based on velocity-if moving right, I set the relative scale to (1.0, 1.0, 1.0), and if moving left, I set it to (-1.0, 1.0, 1.0).
This works great with no flickering when it's just the main sprite.
The problem:
The issue arises when I add socketed components, like a hat. When I flip the main character sprite, the movement works fine, but at the moment of flipping, the socketed sprite (the hat) briefly flickers, showing an outline or flashing.
What I’ve tried:
Adjusting Sprite On Invididual Sprites: I’ve tried setting all the sprites individually to 0.1 above, but the issue persists.
Adjusting Sprite Layering On my Blueprint, I’ve set the socketed components (like the hat) to be slightly above the main sprite (by 0.1), but I still get flashes.
Toggle Visibility/Alpha: I’ve experimented with toggling visibility and alpha values during the flip. This helps reduce the flicker but doesn’t completely solve it.
Do you happen to experience this as well? Any ideas on what might be causing this or how to fix it?
Hi Cobra, I was watching the video and noticed something neat. Your 2D character enters shadows and takes on the shadow color. How were you able to make 2D characters (using emission colors I'm assuming) be concealed partially under the shadow while having the shadow cover over it? Is there a trick to the lighting or shadows you used?
Hey, you can check out this video about that!
ruclips.net/video/mrNr9iR1eP4/видео.html
@@CobraCode Thanks man thats exactly what I'm looking for. Appreciate it!
Hi great tutorial! But how to change the focal distance when the following camera (or arm length) changes due to obstacles? Didn't find a way to update it porperly...maybe you have a hint? ;-)
Hey, you'd just have to do a line trace from wherever your spring arm is connected to the camera and use the distance value you get as the new focal distance.
Maybe there even is a method on the spring arm which gives you the current actual arm length. That would make it easier.
Do you know how to get characters to move in 3D directions? So basically like the Star Ocean Second Story remake if you understand
Hey, it's gonna be similar to this tutorial I made a while ago:
ruclips.net/video/z1RMDMKcROQ/видео.html
Changing the sensor width is not an option on my camera, nor is the squeeze factor. Any reason why that would be? I'm using 5.0 if that means anything.
You might be using the cinematic camera and not the 'regular' camera.
Things work quite different there.
So a bit off topic but I recently watched your 6 years video. I was curious if you would eventually do a vid or paid course regarding creating your own pixel art etc.?
Hey!
When it comes to pixel art I'm still nowhere near able to teach others and if I'll do it eventually, it's still gonna be very far in the future!
Hi, I'm new and I have a very big problem that I don't know how to turn this Sonic wallpaper into animation. I don't even know which app to use. Please make a video about this and explain it fully. Thank you for your help. :)
If you change the camera to CineCamera, the result will be better and more accurate.
According to the documentation, the cine camera is intended for cutscenes through the sequencer and not really for gameplay.
However I did also briefly look into this and didn't find any performance drops using it during gameplay.
However the process of setting it up properly is much more complicated unless you have a background in videography, which is why I believe not using the cine camera is probably the better way for most game devs.
But yeah it is something you could give a try!
Are you from germany?
I am having a bit of a problem, under depth of field, there are only 3 parameters and sensor width is not one of them
You may be looking at the mobile depth of field section
@@CobraCode 2:35 this is what I was modifying and under the depth of field drop down there are only 3 parameters
@@CobraCode is it because my character is a pawn type? The top two parameters are gone
@@DripTheSeawing This should be unrelated to your actor type, just to the camera component type you're using.
Are you using the cinematic camera instead of a 'regular' camera maybe?
You should make a course on a game like Broforce 🎉
Not even in VR we can avoid DOF. It's essential to give a more realistic look because we naturally are unable to distinguish anything that is out of our plane of focus. That's also another way to know when to notice when we are inside a simulation: everything looks too clear and focused at all distances 😆
I wonder why Epic removed this tool. Really odd choice considering Bokeh is something that heavily contributed to Square Enix's HD-2D artstyle
Whats the name of the game
Octopath may have the worst use of Depth of Field in any game ever created. It is a shame that it ruins the HD2D art style entirely and gives quite a few folks headaches. If you use it in your game make sure you have an option to disable it entirely. Link's Awakening Remake, DQ 3 Remake, and the Zelda: Echoes of Wisdom all seem to have forced DoF which is very unfortunate and likely will require modding to remove.
Yeah Octopath 1 definitely overdid it, they toned it down for Octopath 2 though and for me personally it's just right.
Having an option to turn it off or lower it is very easy to implement and should definitely be done.
OMG i m first :)