JevinsCherriesGamedev

JevinsCherriesGamedev

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Devin Sherry - Expert Gameplay Designer @ CD Projekt Red. Educating + learning C++ and Blueprint in Unreal Engine. My opinions are my own. Former Principal Tech Designer @ People Can Fly Outriders|Worldslayer https://www.twitch.tv/jevinscherriesgamedev

👤 Joined on 18 October 2024

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📜 Kullanıcı Geçmişi

  • 18 Eki 2024, 15:19
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @jevinscherries.bsky.social
  • 22 Nis 2025, 04:07
    ✏️ Kullanıcı adı değişti: @jevinscherries.bsky.social → @jevinscherriesgamedev.com

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Paschalis
02 October 2026 14:13

WiiU: Pikmin 3 The Zelda remakes Paper Mario Color Splash is a good entry if you like the series I think Starfox Zero is the 2nd best Starfox after the original. I am sure many people disagree PS3: Wipeout HD/Fury is the best futuristic racing game Ico Ratchet & Clank Future series Ridge Racer 7

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SetByCaller exists so that numbers are not required at compile time. Data can be authored later and sent to the Gameplay Effect. This is super useful to re-use a single effect definition with multiple purposes. Specially if you do things data-driven.

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An ability that "does nothing" usually failed before activation began. Check the following things: - Cooldown - Cost - Blocked Tags - Blocked Input - Custom CanActivate Debug piece by piece until you find out what prevented the activation.

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Looks pretty sick! I think proper hit reactions are often overlooked, even by AAA games.

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