#game-jam-chat
1 messages Ā· Page 2 of 1
Hi, Skye. Do you know if using a render target would count as a texture for the "Use it or lose it" modifier?
why would it?
a render target isn't a texture, so it should be fine
altho if people just use substance files, things can get sketchy :p
You capture texture with render target. I think this will conflict with the modifier
yeah, I would consider that not in the spirit of the category
I'm sure the aim for that category is not to do all proc gen tho but rather use the texture data smartly
but also you can't capture a texture with a render target unless you have the texture
pretty sure you'd fail the category if you're not using a texture map smartly, since that's what the category is about
I think they want to see smart texture atlas, base materials and smart UVs etc. to optimize texture memory.
Wasn't quite able to take the week off like I did last year. Gonna be pretty interesting trying to balance work & the game jam this year š
I would be using it for a portal/mirroring effect. Not substance or anything.
Ouch, that is a challange
that would be fine
I'm assuming it's scene capture, basically
Yeah
To understand the context here then, you will have been using a single 4 channel texture map, but you wish to use render target to mimic/mirror the texture?
No, I would be using it to mirror the world. Or more a fake mirror. A portal effect similar to Antechamber or Portal.
I believe a render target is what is necessary for that effect.
I'm pretty sure that would be fine. It's not like you're using additional textures and would still be keeping to the single 4 channel?
Yeah. I'll try for just one texture and decided later if it works well or not.
They are also referred to as RenderTextures in other engines which is why I wasn't sure
Well, you will feed render target as texture object into the material. Unless you bake the render target to texture2D, it shouldn't be seen as breach of the modifier rule. Since using one texture with 4 channels refer to a texture2D
i guess tho
why must this theme be so good yet confusing me
anyone got the aws 1000$ credits? I've registered 4 days ago, didnt get nothing from aws
Oooh just had a great brainstorming/dinner. Took a while but the perfect low scope idea came eventually.
Best of luck to everybody!
ngl the theme kinda sucks lol
it's really hard
this is a tough theme, my team has been talking about it since it was revealed and I don't think we're anywhere close to an idea
how important is it to stick to the theme? Like if we only vaguely fit, will we lose points?
My recommendation would be to think about structure in your game before theme.
what does structure mean? like mechanics?
Yeah mechanics but even the medium of the game, for example maybe the top of the screen being a different dimension than the bottom.
Not at all what we went with but I'm talking about stuff like that.
i have a vague idea what 90% of the games are gonna be like lol
I feel like the struggle is trying not to pick something too obvious to avoid being too similar to other entries
yea haha
gotcha, yeah that makes sense
Yeah, I'm feeling like I'm not going to be alone in going with a nautical theme.
Thankyou. I'm trying for an army of one entry so I'm hoping to get most of my modelling done today if I can. I've never done 3d modelling anywhere near this fast before.
Gamejam is really good motivation to push myself.
should i take the time to create characters/assets when im not really good at them or just focus on my gameplay mechanics
Ooh good luck!
You can never go wrong with gameplay, at the end of the day it's what it's all about. If you're tied with someone else, they use the "fun" category as the tie-breaker.
Focus on gameplay
Iād say mechanics, thatās what the people who do devlogs on youtube usually do first
oke thx
lol even my idea has something to do with nautical
lol, ah well, I'm committed now.
Above and below is a really specific theme for how vague it seems
literally
Especially if the game needs to be 3D
No necessarily the phrase has a double meaning.
as within, so without
It means that two very different things often share a common characteristic.
Ohh
There are a lot of different variations of the phrase online if you google it. You might get inspiration from one of them.
I didnāt even think to look into the way the quote was used
good way of putting it imma ss this so i don't side track š
Quod est superius est sicut quod inferius, et quod inferius est sicut quod est superius.
That which is above is like to that which is below, and that which is below is like to that which is above.
Sounds like one of those things you have to solve in grammar class
Fish:Crab::Bird:Person
It's sometimes used as a phrase describing sympathetic magic as well.
Total noob here, only started learning unreal a couple of months ago, just doing this to get some experience. Nice to meet you all!
What's the general vibe on sharing ideas? Are people pretty open about posting wip? Or are teams keeping secrets close to their chest until its done?
Some of both
I'm not against WIP shots, though usually I'm a bit busy.
My games suck so I'm gonna use polygon apocalypse , zombies and dungeon realms to make my crappy game š¤£
As above, so below lol
people will show wip shots, but probably not much yet, because I'd imagine most people, myself included, have something not much more than this:
lol
So far I've only even opened Unreal to grab out a FBX of manny to use for scale. I'm still working in Blender at this stage.
after googling, still not a single idea lol
Thatās better than us, weāve still got nothing
Well. No idea what my game mechanics are exactly but I'm gonna go to work on my characters.
I have no experience in 3D games in general which isnāt helping
Is that allowed? I didnāt see any in past entrances
Well actually now I know of one haha
the GPT-3 responses to the theme are spooky interesting
Describe a short game developed around the theme "as above, so below"
In this game, players take on the role of workers in a factory that produces mirrors. The factory is divided into two sections, the top and the bottom. The top section is where the mirrors are made, and the bottom section is where they are polished. The workers in the top section must carefully make the mirrors, while the workers in the bottom section must carefully polish them. If a worker makes a mistake, the mirror will be broken and the player will lose points. The goal of the game is to get the most points by making and polishing the most mirrors.
Thats incredible!
Wow
GPT3 is crazy
I think weāve finally got our game concept
Man that was rough. Honestly I think making the game will be easier than coming up with the idea
famous last words
Itāll be fine, itās just an mmorpg with VR support and 13 playable characters
you got this
Easy
can basically do it in a day. 6 days left to figure out how to package and distribute š
Oof thatāll be the hard part. Weāll need at least 5 days dedicated to figuring out a name
My whole team is asleep now though, and Iām the only programmer who doesnāt know unreal, so Iāve gotta just sit here until they come back
Weāre actually thinking of multiplayer though, maybe Iāll figure out the aws thing while Iām waiting
Have you used it before?
i haven't used aws gamelift before no, but multiplayer in unreal yes. i recommend you create a dummy project and learn blueprints and how to do some basic multiplayer/replication stuff in unreal
definitely lots for you to get up to speed while you wait for your team to wake up
Awesome good idea. Do you know any tutorials I can use?
I mean I can find some but if you have any good ones ready to go
https://dev.epicgames.com/community/getting-started has a lot of great resources. you may want to check out:
- https://dev.epicgames.com/community/learning/courses/ZpX/your-first-hour-in-unreal-engine-5
- https://dev.epicgames.com/community/learning/tutorials/e2V/your-first-game-in-unreal-engine-5
and here's a good introduction to unreals replication system (used for multiplayer): https://www.youtube.com/playlist?list=PL4G2bSPE_8umObhv-XMFueHzJWVEV3Ono
He has some good "courses" under the Playlists section in youtube and it's essentially all BP stuff
Not sure if you're using UE5 or UE4, but most of it is pretty much the same (in terms of programming things)
yup
Listen servers (when one client hosts the server as part of the client) basically works out of the box. If you want to do a dedicated server (think a daemon that's ran on a cloud server), I recommend not doing that unless someone on your team has experience doing it. It requires compiling the engine from source and there's a lot of headaches that come from it
Oh. Yeah no way please and thank you
I imagine weād use Game Lift then as a middleman server to pass messages over tcp?
Between the host client and the guest clients?
AWS requires a custom engine build from source to set up. So you'd be spending a lot of jam time just getting ready if you haven't already set up for it.
Ah man so we canāt enter the multiplayer category unless we do that?
ah didn't know Game Lift is going to require an engine build. that kind of sucks
seems like "no":
For the best multiplayer game that uses Amazon GameLift
Maybe Iāll look for a tutorial on that
Yeah I looked into a few days ago to see if I could. I want to learn multiplayer soon, but it just seemed like way too much for the jam.
With only 7 days
multiplayer is definitely harder than single player. so many things that you can hack together for single player is 3-5x harder because you have to design things differently. might be a struggle if you don't have experience with it
like i have a lot of experience with multiplayer games and dedicated servers and I'm not touching it lol, but kudos to those that want to take it on
Package often devs. I can't stress that enough. It is so much easier to figure out what broke your project 3 hours ago vs 3 days ago
The achievements modifier only requires a plugin I think. BTW.
So it might be worth trying if you want the 10k AWS credits
I think it's only 1k
10K is the prize for the modifier. You can apply for 1K for the jam to actually implement the features
Well I almost have my project ready to start coding. I'm sourcing all my visual assets, I suck at 3d
Ooooooo I see
Yikes. Ive done multiplayer before, and it wasnāt too bad. Compiling C++ code from source though⦠Ive tried it and itās the biggest nightmare Ive ever had in my 10 years of programming
Wasnāt too bad for the genre I mean
FWIW you can program multiplayer almost exclusively in blueprints. only certain things need some C++ (like the Gameplay Ability System aka GAS)
The only thing Iām worried about is compiling unreal for game lift
(I mean Iām worried about other things ofc, but thatās the big one)
compiling unreal is easy if you're on windows, but it does open a can of worms (like it takes a long time to compile, does your whole team have to compile it or will you share the engine [which is a nightmare], etc)
Iāll bbl, thanks for all the help so far mikeseese :)
It's not that bad. Just set it to build before you go to bed or something. I just meant it would be a big time sink for the jam.
Hm ok. I guess itās worth looking into then
OK got my first screenshot 
š¤£š¤£š¤£
This is gonna be the most mismatched game of all
ez
I love this, looks very cool
maybe make the lower red part more interesting
That's the poster for a 2014 horror film.
A very good one, too!
A similar premise would make a very good horror game.
I'm working..... On Something....š
me too! š
how does the judging process work? there are so far like 3k partcipants
how do they get through that many games?
Dude I am leaning towards those stationary cameras like on the resident evil game.
Nice. I love that style.
Anyone able to download Incredibuild from theiremail? The link that they gave me didn't work
i'll be chilling in the #vc-game-jam-hangout on and off this week if anyone wants to come in and chat
To link to a voice channel, add a ! after the #. Like this: #!Game Jam Hangout
Just typing #! will filter the autocomplete to only show voice channels.
oh thank you!
Little know handy thing. š
very!
It's nice being able to directly link to voice channels.
I'm surprised there isn't more buzz for this game jam. The prizes are huge!
I did this past Ludum Dare and everyone in my local meetup was hyped about it but there's hardly any noise about this one :(
Loved how organized the presenters were too :)
I'd love to see more promotion, too. This is their 7th year doing the Epic MegaJam.
8th year, actually.
I just stumbled upon it this morning! I was discouraged about trying out Unreal in the past but the presenters gave me a lot of confidence to just try it
Are the assets usually that big? I think it is the plugins take up most of the space
I love how "poetic" the themes are!! Gives a lot of room for interpretation
That's great. These jams are a perfect way to get started. Low risk, a theme to guide you, and it's a great way to learn about the whole development process, from concept to publishing, on a small scale.
Running out of space everyone played that before getting a new hard disk š
maybe some reaction game where it fills your harddisk with junk if you are too slow
I need to update Nano for 5.0 and up. I haven't run any new tests since Early Access.
i would rather say "modular", than bloated
the footprint of UE is ~100-200MB for the packaged game?!
game idea: you're a game engine company running a seven day game jam
i guess ~1gb is just prerequisites
you're gabe newell, waiting for the release of the third game in a series
I wish I finished Manny 2.0 in time for the jam. It's very close, but by the time we ship everyone will be well into developing their games.
I improved the game idea generator quite a bit.
@robust cloak I got double-confirmation. This is all good! š
Thanks
can you give it terms now, which have to be used?
Not yet but the generator itself lets me create an endless array of intuitive templates on the backend.
Still figuring out how to make that accessible to users on Discord without being ridiculous.
Did Manny 2.0 get a gpt3 backend? :p
could start of with a matching on the existing text blocks
For now I've just significantly improved the dictionaries and variety of templates.
āļø
because i would be afraid of user content, too š
Well then.
lmao
I think it's actually trying to outdo itself now.
How many of you are using UE5 for the jam?
I think that's going to be the coolest thing about this jam: it's the first one after UE5 released.
second one
kinda
though UE5 wasn't in a great state for the last one and I suspect that tripped a lot of people up
I have been using unreal engine c++ for more than 4 months now
I wasn't counting Early Access. A lot more people are using UE5 now that it's out of EA.
aye
Although still quite a few using UE4; especially large, established projects that are close to shipping.
Is UE5 good now?
we're still using UE4.25 here
I was reading this and got nervous, Iāve never used it before
I whish you luck
I used ue5 once.... then I started hearing airplanes taking off in my room
lol
š¦ am I going to need to plan a funeral for my laptop?
disable lumen + vsm, and you get ue4.27 with nanite and other improved features
but well, end of day it might depend on the project you are working on (as i obviously haven't tested all engine features)
@graceful echolmao this, my pc just about flew out of the room
for me personally, control rig improvements are a killer feature
having functions is such a blessing in complex control rigs
What you guys think about this Indiana Jones looking dude? Too much?
For game lift, does anyone know if we can just put a simple tcp server on there instead of a whole UE game server?
He looks great!
looks awesome
I have no idea about multiplayer stuff. In all these years I just never messed with it that much
Thanks!
I'm gonna make a horror game that takes place in the city and the catacombs beneath, using the stationary camera idea from Resident Evil. Gonna have multiple things mashed together and calling it "Merge"
You should check the lfg chat
Anyway jump scares. Ghosts. Zombies. And all you have is a whip and a pistol to navigate the entire maze
If anyone wishes to steal this idea please do so as I am lazy and it'll save me the trouble š¤£
Thatās gonna be tough, sounds like 90% level design
Imo, level design is the hardest part of any game
anyone know how to make a source light such as a directional light softer and more enveloping of everthing, so light hits objects from all sides rather than just one, as seen in this picture
Itāll be awesome when itās done though, sounds like a cool game
im trying to make a space scene, but idk how to pull off the lighting
In space, light is usually very harsh
Since thereās no atmosphere to scatter ambient light
I can see that not looking good for a game though
yeah, but wouldnt it also come from all sides?
As above, so below. You control both at the same time
For physically accurate, yeah a point light wherever the sun is would work, but yeah for a game thatād be really hard to olay
"the sun" arent all the stars a sun?
where do i put the point light
sorry im not very smart
Oh are you in interstellar space?
Lol. I am feeling vertigo just looking at this
Nah dont worry about it, Iām bad at explaining things
If youāre in a solar system, youāll want a point light in the sun. If youāre in empty space, technically thereād be no light
Youtube arghanons puzzle box. He has super good space scenes and for a really nice planet check out unreal sensei
But yeah full ambient light would be better
Iām going to check that out too, weāre also doing a space game
oh, sick
thank you
oo i had a similar idea to this but i instantly gave up cause my brain wasnt big enough
yeah, that was my first idea, but i wanted to go with smth more unique
im excited to see how yours turns out though
i regret my choice
Space areas are MASSIVE so be prepared
Lmao I was also thinking about having the entire viewport rotate as well so the bottom ends up at the top but it game me motion sickness
na theres no way im actually doing level design for the whole place, its more of an infinite type deal
I just mean you will have to have your mouse movement maxed out to move around lol.
bro who knew getting 6 DOF was so hard in ue
why dont they allow u to turn 360 degrees by default
it takes so much c++
Good luck to all. Iām not in it this time, but finally a badass theme! I canāt wait to see what you all do!
badass theme more like confusing
And can we all start a gofundme for Allur to stream all entires again? That shit was wild.
Thereās the literal (look at the image they gave you) and the interpretive. I look forward to both.
I still have some really funny clips from one of Allar's MegaJam streams.
Share!
I literally stayed up watching his freak in 2020 for 12 hours after working on my entry for 30 hours to complete it
Heās on to some big things these days, so I know itās not gonna happen, but someone did about 40 games last year and was good at it
Another classic. https://clips.twitch.tv/FreezingSpikyWalrusWutFace
Lmao
What do
He was so fun to watch.
I wish I had the clip of āeat the food, do the work, buy the chicken, go to sleepā
yo thanks i havent found a good streamer to watch
He repeated it in every game after that. And this was game ~30 of 400+
He probably canāt do it this year, but hopefully someone picks up the tradition. He would stream every single game entered, and would give true effort to complete them.
oh
does anyone here think just having the game in space would count as the theme?
i mean in space whats up is down because theres no sense of either
Just thinking the same
i could see that interpretation but I think the jellyfish and clouds give an indication of some expectations for the theme
i dont think those are meant to tell u what to do
just moreas whet they thought when making the theme
You can interpret the theme how you want. If you think it may be too subtle to be identified while playing then their is a comment field when you submit that you can say what you were thinking.
besides, isnt it best to reach outside their outside their expectations anyways?
@civic dock is the idea bot still active? I havenāt seen anyone use it yet?
i agree with this
Yep, you can DM @simple garden with the !gameidea command.
If you do it here, Manny will delete your message and send you the DM anyway.
"A game about a bird with daggers that will stop at nothing to discover a lost civilization." beautiful
lol
Lmao
thats gonna be my entry to the jam
Strangely fitting
this is my first jam and i have absolutely no idea what im doing so thats as good a start as any
I wish I could go back to my first jam. I envy you
Only 1 goal. Finish and submit an entry
lol yeah, so far my only idea has been space
You have a team?
I'm working solo, I don't want to drag down any teammates.
you mind if i dm u the whole idea of the game so u can tell me if its trash or not? dont think i should send it here
No worries. Day one for me (night 1) was just deciding on what I was doing. Keep it realistic, stay focused, and have fun.
I got you bro
If you're fast learner you could theoretically do a multiplayer game with that AWS suite of backend tools...
This is my rn goal too..I feel ya
From Manny āA game where you wrestle with a truck on a farm.ā I can totally see this theme happen with that.
haha lol
Do you have any guides? My team is thinking about going multiplayer
for the code itself theres this really nice guide called the ue4 networking compendium that goes over replication super well
Donāt do it. Lol. Unless you know replication VERY well.
Oh I'm new to Unreal, sorry! But I think the AWS tools are intended for massive online experienes
As far as I know
I think there are built in tools for multiplayer though, the lyra template plays for like 32 players
I think our game can be done just with plain tcp so it doesnt need anything fancy
Oh thatās nice
Yeah that fancy networking stuff is beyond me lol
"Among historians of philosophy and science, the verse is often understood as a reference to the supposed effects of celestial mechanics upon terrestrial events. This would include the effects of the Sun upon the change of seasons, or those of the Moon upon the tides, but also more elaborate astrological effects"
Is anyone up for one-on-one discussion of the ideas?
yeah sure
EOS is more helpful than AWS but it still requires you to understand whatās happening in the background. Multiplayer is fun, but hard to pull off for a first timer in a jam. If you know MP in UE then go for it, if you can pull it off in a jam for the first time, you are a legend.
w h a t
I'd like to get #784550666868621342 voice chat room going lol
Weāre doing an overcooked style game, but probably even without items, so it wouldnt be too complicated to just send āplayer moved to xyā āstove needs interactionā āgame is overā messages
lol, stuff that happens out in the universe affects stuff that happens to us on our planet!
Idk how UE multiplayer works but if UE will let me tell it where to put game objects then I think we can pull off multiplayer
as above, so below
done the outside, don't really know what to do for the inside
holy cow Tiny But Mighty is going to be hard. with no content at all and everything I can possibly think of disabled, a packaged DX12 build is still 6MB over
The Manny bot is great! š¤£
A game where the world is dominated by evil twins, and the last hope for humanity is a supervillain with a katana. To make matters worse, you have way more limbs than necessary.
You have to design it with mp in mind if you want it mp. Too hard to do that after the fact. It isnāt as simple as clicking a check box later.
That replicate checkbox doesnāt do what you may think it does.
i think i might actually be able to pull it off on my game, which has 5 meshes 2 materials and 7 textures
any advice? plugins you disabled?
im planning on disabling all the plugins when i finish
when i wont need them anymore
theres some project settings too
3rd person gameplay
this vid explains it pretty well https://youtu.be/gmYvSPj8rmI
Want to learn how to lower and optimize your Unreal Engine project file sizes?
During one of my Twitch streams we investigated this. Here's what we found!
Chapters:
00:00 Introduction
01:07 Establishing a baseline
03:18 Reference Viewer
05:47 Size Map
07:18 C...
I kinda suspect some of the size is coming from the butt-ton of shaders Niagara uses and probably the raytracing stuff too⦠but I need those š
u trying to apply for multiple modifiers?
u can only win one, but i guess the more u qualify for the higher your chances of walking out with something
right š planning on Army of One, Light It Up, Use It Or Lose It, maybe Procedural Magicians if thereās time⦠and it would be nice to do Tiny But Mighty too but that aināt looking promising so far
Iāll see what that video has to say
the only two i think i can manage is army of one and tiny but mighty, i kinda suck at visuals and thats what half of the mods are
gl getting those tho
Gl at under 100 with ue5.
What type of games are you guys making?
yes.
my plan is a sort of billiards / golf thing with a two-sided table
I have a project template that takes care of most of the heavy lifting.
https://github.com/pfist/nano
Not sure if it will be better than what you already tried disabling, but it's worth comparing. š
And there it is
I haven't updated it for 5.0 so let me know if you have any trouble with it.
In UE5 Early Access, Nano will get you down to 127 MB, leaving 23 MB of room for your game.
Not sure if that's changed in 5.0.
holy crap i might just yoink that too
do u have a list of what youve done to it?
It's all listed in the readme.
Step 1 deleted ue4, step 2 install OpenGL
In the "How it works" section. https://github.com/pfist/nano#how-it-works
oh, well thanks a lot for that im going to try to get that category as well
not get, just apply, higher chance of getting smth
Let me know if you guys run into issues.
You can submit an issue on the repository if you have a GitHub account.
ah interestingāmost of the stuff listed there Iād already done, was planning to try disabling some RHIs next. do you remember if the savings from that were significant?
well actually im prob gonna do that tmrw, its about 1 am and i still have life to do today, but ill let you know later
I recommend watching previous years winners to all, but especially those interested in the tiny category
No, I've never looked into disabling RHIs. Everything I do is through the editor. No custom source build stuff.
Nano is designed to work with the launcher version of the engine.
I think you have to edit the source code to disable RHIs, but I'm not sure.
You just disable extra rhi's from project settings->platforms->windows
I think stock 5.0.3 could go into about 100mb when you strip everything possible on binary version. I'm currently at 120mb on dx12 without pak file processing and I'm still using rtx branch that has extras
I think it should go even lower but 50mb is enough room already
did anybody have any luck on those AWS credits?
aha! a bunch of the extra size was a second RHIāI had both the DX12 one and the 11+12 one. made it down to 140MB by disabling the latter.
what a great theme, my Team can't work on anything but this, we will submit, thanks for doing great Epic!
I'm still a bit confused by Use It or Lose It. Are we still able to use procedural materials or does every asset material have to utilize the chosen texture?
I am also confused by that
use one Texture that has 4 channels, you can fit 4 noise maps in it ;P
Is using assets from third party marketplace allowed?
I think as long as you credit them
You can use any marketplace assets, but won't get any score for it, but if you use good lighting, or say use the marketplace and place models in a really good way, I think you might get some score. (Don't take my word as final, just my interpretation)
Who will give scores? Epic games or we developers will play each other games?
google 'duality' and see if it brings up any ideas.
I got an email pending contact from an AWS rep. Kind of a bizarre process
RamsterZ animations has a really solid tool pack for us non-riggers/animators that I've been tinkering with. He has some great tutorials too.
Also the WeLoveIndies code works perfectly, I intend on using a few sound assets from them. Pretty solid selection.
Boom special SFX was kind of a dud, I felt like there weren't enough assets to chose from
And the last resource I tried was Unreal Directive but the number of tutorials seemed severely lacking.
As above, so below
Wth does that mean? š
Wth doesn't it mean? š
"As above, so below" is a popular modern paraphrase of the second verse of the Emerald Tablet (a compact and cryptic Hermetic text first attested in a late eighth or early ninth century Arabic source), as it appears in its most widely divulged medieval Latin translation:
Quod est superius est sicut quod inferius, et quod inferius est sicut quod...
It's complicated! lol
hey, we made a great contribution to how the phrase worked š
There's a movie of the same name if you want to go all catacomby
to whom you are referring bro
š this quality OC
well duh
I'm thinking any game where you have to navigate a map, and keep switching between the upper and lower part, as you are blocked visually in the top, so you navigate via top, and vice versa, good mapping will come into play.
in our game context what it means
better go check obscure ds game mechanics lol
great theme, lots more to work with than duality
..and functionally similar
as i wrote above, say, the paths are same in both lower and upper, but visually to the player parts are obscured top or bottom
Feels like it's going to get a bit too technical for me to achieve in a short time, solo, and do models, sounds
I think this theme is one of the coolest yet. Lots of really interesting ideas to explore in both thematically and mechanically
I think some people need assistance with the idea side of things.
It may be because people are trying to find the "right" interpretation of the theme rather than what the theme means to them
so true
But to some it isn't giving them much, at least in a gaming context. I was stuck, and had given up, but now have an idea.
Tbh I can't think of many mechanics related to this theme that could fit well with what I want to do
I can't think of any non dual controlled gameplay
we let the narrative control it š
Hey, guys!
Do you know is there RTX Caustic effects in the UE5 RTX Branch?
Or is it only there for 4.27? https://github.com/NvRTX/UnrealEngine/tree/NvRTX_Caustics-4.27
Only in the caustics branch- but also the demo content doesn't even render properly in the branch you linked (I think it might be broken?), nor can it package a game without fixing other issues. If you don't have it up and running already, I wouldn't waste your time with it.
Is this the place where you can spam your jam's work in progress?
The theme can be interpreted in any way I like, right?
Yup, but if it's not that obvious you may want to explain how it connects to the theme when you submit it
cool. thanks!
I'm making underground map now XD so below...
I see, thanks!
Probably not the answer you were looking for, but hopefully saved you wasting a lot of time. I was playing with it earlier in the week.
Did you manage to find the branch where both caustics works and packaging?
Maybe for 4.25 or 4.26?
4.26 seems more stable but also doesn't even compile out of the box. I had to strip the Steam audio modules out of it.
Oh, I see š¦
Renderer isn't broken, and it does package though
The state of Nvidias branches is a bit sad if we're being honest
Thanks for the info!
Will see, how it is working for me (just built the 4.27 version)
Open the prism caustics demo in it and you'll see normals are broken on all meshes resulting in weird rendering and black triangles on all upper faces
anyone else struggling with game ideas? š
Doing it right now
so yeah, what it looks like in their 4.27 branch:
https://media.discordapp.net/attachments/605451726803173386/1012410142874157127/unknown.png
vs what it is supposed to look like, as seen in the packaged 4.26 demo:
https://media.discordapp.net/attachments/605451726803173386/1012412714267713627/unknown.png
And in 4.26 it is exactly like in the demo? (Once you fix build errors š )
similar to, yeah
i did not š¦ ... azure playfab it is then š
So, anyone actually got credits from AWS? i registered 4 days ago.... the mail says 2 business days
Silly typos lead to silly bugs
Just so you know Unreal Directive is fairly new and has been cranking out tons of stuff. The difference between UD and others is UD teaches the proper way to do things vs most of the junk out there.
just confirming that I'm currently on 5.0 rtx branch and there's no caustics in it.. and had same experience on 4.27 with amber (it's half broken there)
half broken is generous š
Do upside down game and you are good to goš
Just got my credits today. I signed up for the credits the 2nd day the itch.io Epic MJ page went up (as the first day, the link was glitched). I had a wonderful chat with the AWS representative. He was under the impression that I had already received my credits. He messaged me last Friday, 8/19/22 to let me know that he put in my information "on the list" to get the credits. Fast Forward to yesterday, I still didn't receive my credits, so I figured it was all a gimmick. Logged in today (a week later), to see that they were deposited. I suppose they had "the list" timed to deposit credits in people's accounts?
I got mine as well, but I signed up for the jam two weeks ago and have been talking with representatives for two days
Pay for amazon server time and power. They have the best servers available to average people and there are nodes all around the world. Common application is machine learning, but game hosting works too.
yeah in this context
good luck!
Completely empty map, with compression, without editor content, with all plugins turned off, shipping build, is still 152MB in UE5 with prerequisites installer turned on...
AWS credits has expiration date?
yes aws credits expire at the end of the first month, next year. In general, most credits end up having an expiration date.
So it's 1 year?
why would you have the prereq if you aim for this category?
1/31/23 I guess thats about... 6 months? just off the top of my head
That's good. Enough time to test and learn AWS
Did someone ping me?
yep, definitely enough time š From what I heard from the representative, that's what they really want from the indie dev community. AWS wants you to get your game up and running, without you having to fear of any charges or anything. their customer support is top notch
I probably won't be able to do anything this go around since the jam was as poorly timed as it could've been for my schedule, but I'm so jealous of everyone getting to jam with this theme
Every year the Epic Mega Jam Theme Picking Committee knocks it out of the park 
Would it be dumb to stream your progress or post YouTube videos of your game before you are done?
Not really. Some people might try steal your work, but the streams/videos should be enough to prove that it was your work first
encountered my first engine bug already, what do I win?
nah, it's a cool thing to do and won't harm you at all tbh
I doubt anyone will have time to copy anything you're doing, and those that try probably aren't going to build anything notable
Ok cool I get 80 views so I donāt think itās gonna be bad lol
Streaming will be a pain to you as well as your progress, it's better to just set goals, complete them and then post videos of your progress, People do this on twitter, and it's cool that way as well, or you can stream, I doubt anyone has time to search for certain mechanics and copy them
Alright just felt like itās dumb to post if itās not even close to being done but Iāll just do it anyways and see how it goes.
I feel you, last year I posted tons of stuff bout my progress and won't you know I didn't finish and sumbit my game in the endš
That's why I ain't doing any posting this time
I see a share your stream channel but is there a share your YouTube channel?
I don't know, there should be ig
Lmao yeah thats def not on my agenda I have to submit but I did have that thought too lol
package early, package often!
takes half an hour+ to package first time on ue5's rtx branch (on empty project)
imagine doing that right next to deadline
will be over 1gb by the end easily lol
Especially if you get a packaging failed error. Which happens a lot.
did my first package test like 3-4 hours after the stream, haha
I have my idea down and I know the category Iām shooting for. I def will be packaging as soon as I can. Does ui screens matter like press to start or somethin?
they're not necessary but help things look polished
Anyone know why my packaged version starts in vertically split screen, and a kinda weird distorted camera movement?
singleplayer game, it is echoing everything on other screen tho
all vr stuff is disabled, my vr headset light is showing is is not on, steamvr not on, oculusvr not on, all vr plugin disabled in the nano downloaded package
must be something switched it that ought not be.
@elder rune just disable splitscreen from project settings
oh wait
are you on ue5-main?
ue4 .26
yeah that's odd
maybe nano does something silly there
but yeah, would still double check the split screen setting
use splitscreen is ticked, but i think it is always ticked
it shouldn't join the extra player unless you hit a button on second gamepad tho
hi, everyone, I wonder about this rule for submissions from the off rules:
https://epicgames.ent.box.com/s/pukvs9rt9vl36m73xtd2u5a8hmptn0sp
Submissions may not feature any trademarks (including logos), except the Unreal Engine logo as described by SponsorāsBranding Guidelines: https://www.unrealengine.com/en-US/branding.
Does this mean that your own logo/credits in the game will lead to disqualification?
if it says 'any logos' you could interpret it that way
@plush trellis @peak storm who is the representative you're talking to?
It is about giving air time to the sponsors, they are puting good money into it, so fair enough i think
totally agree. Just want to make sure. Also as we post the submissions to our pages on itch I'm wondering if the logo there would not be a violation.
maybe it makes sense to make a "no-name" account...
So, to my issue, to clarify, when I play the game in the editor, there is not 2 game screens to be seen. When I package the project and then run it, there are 2 screens, which vaguely looks like split screen (but I don't think it is true split screen), why on earth would it do that?
Could it be some kind of VR rendering thing if it's vertically split?
it could be, but everyting possible VR has been disabled
and doesn't look very VR
does and doesn't, sort of distorted, but size and shape unlike VR
I was wondering Should we includes save states in our game? Cuz I think games are completed in one sitting and they aren't that long either way, would save me a hell lot of time
that's a 'if we have time' thing i think
-emulatestereo would do that but you can't have that there by accident
someone would have put it there
and people lose interest and dont play your game again, in 90+ percent of games
any recommendations for a free or open source top down shooter template/starter kit?
or should i convert fps template into it?
@white sealnto is that a command line thing?
talk about 'duality' in the theme lol
i've not seen split screens like that before, or VR
it doesn't convey the warping though
VR split wouldn't have that black area
nor would the regular split screen
so frankly no idea what's going on
Are you using some kind of special template or anything?
using the simple procedural walk plugin
had to migrate that across into the nano project
could have missed something
will likely be death of my project, sigh, take up too much time
If they were on top of eachother you could just call it a feature. I hope you get it figured out!
I finally figured out a plan which I will loosely describe as "One Last Attempt to Marry a Merperson."
haha yeah
yo can someone help me? i made these astroids that add an impulse towards the player, but i have an issue, i dont know when i should spawn and despawn them? right now when i throw 10 of them into the level, they just fly and rotate around the player, but i want them to fly in from a random direction, and if they miss the player dissapear and trigger more to spawn in, anyone know how I can do that? also if anyone has tips on how i can optimize my skybox so that i stop getting the video memory has been exhausted error that would be great.
Video: https://drive.google.com/file/d/1yYdaS8ExD-pDUU3vvdQWvFZAgFl0cj6j/view?usp=sharing
I doubt I'm at liberty to give out their info, sorry. They contacted me
If I understand you. You could setup spawn/despawn radius floats from the player. If distance from player is greater than despawn radius, then despawn and spawn another. For spawning get a random unit vector * spawn radius then convert to world space for the spawn location. IDK about the skybox error.
can anyone tell me if i can use stack o bot character for game jam project?
but how would i fix the rotation issue? the asteroids will never leave the despawn radius because when they pass the player they turn around and go back
That might be a problem with however you are applying the impulse. If you have gravity disabled on them and you just want them to fly in one direction you would should only need one impulse in that direction.
oh i do the impulse every tick in the forward vector of the rotation between the asteroid and player location
how do i do it another way?
the player moves, so if i only do it once the player is guaranteed to dodge it
One impulse when they spawn. Without gravity nothing will slow them down unless they collide with something
I mean for Asteroids / Bullet hell games they spawn a lot of them
Also you could try a project movement component, would provide a lot of the functionality for something like that
projectile movement component*
real happy with the aesthetic so far
in actual gameplay thoseāll be two sides of the same board, this is just to see them both while I work on materials
Looks clean. Love minimal ascetic, what are you thinking for the gameplay?
sort of a billiards / marbles thingātrying to hit all the targets on each side in as few moves as possible. I think the ball will collide with targets on the side youāre looking at and pass through them on the other side.
I am a much worse game designer than graphics person so I have no idea whether thatāll be fun⦠but I guess Iāll find out š
Sounds like it could be fun if you can get an initial loop of the game finished early enough to test and try different ideas with it.
hope so! should be pretty straightforward to implement, for once. Iād love to get the basics nailed down early so I can spend the rest of the time on polish.
I think youāve got a killer idea here, I hardly see any billiards type games and I feel like it could become a small genre, like the current peg board minigenre
Hey, can anyone direct me to like a bullet point list of rules to follow for the game jam? The site talks a ton about rewards for different ways of competing but I don't see anything about rules to follow...
i dont think there really are rules except you cant live in quebec
and it has to be submitted before 11:59 pm on september 1st
At the very top under the banner there's a section for official rules, just click on whatever language you prefer and it takes you to them
ok, it looks like I can make anything and based on how it is it will or won't contend for different prizes?
I mean anything with the theme^^
I was in and out with the vid and I though there was like size restriction on maps and stuff
also does anyone know what im doing wrong here? Im trying to get the players rotation to an object (ultimately get values like up, down, left, right), but for some reason this doesnt return the right values, as they dont change when the player turns
it only works right if I use the forward vectors when theyre not moving
but the asteroid rotates around like crazy so that doesnt work
nvm i got it
Hear hear brother
does anyone remember a game that won one of the categories a few years ago.. and was basically about a dungeon cleaner guy
I just can't recall the name
basically this guy cleans up the dungeon after heroes die fighting in a dungeon
ah nevermind.. found it
You live streaming dev on your entry this year?
Yeah, propbably going to go live now for a couple hours
Not yet, working on basic mechanics so far
I have to go to work, but I got my level blockout done and the camera is all set up. I work for 10 hours tomorrow so I'll do character models and textures when I get home from that. Sunday is all blueprints!
That's the way I SHOULD do it, but my lizard brain doesn't let me. I'm digging that layout!
rough colors what you think?
solid
tf is unreal trying to tell me here
i have extra thick grid now
im starting to regret using ue5
This already looks cool!
Oh boy, after work on a friday, now we can finally get to work
I like that this jam starts on Thursday, it gives some time to think of an idea before the best work time starts
idk i think one would think better without distractions of school or work
One of these days I'll do a jam where I don't need to spend 6 hours doing retopo on my characters
š I remember (glad someone else did too!), was my first Jam entry - how come?
anyone know how big the nvrtx is? i just lost 100gb trying to get the source code to work
succeeded! only 30gb left on my c lol gotta use my z
I really liked the art of that game..
even it didn't have much depth, but it stayed on my mind till today
F I guess I better packagae this crap just to make sure it actually packages no issues
is anyone else using ue5? list how many bugs youve encountered in the past day (try to keep it below discords 2000 word limit so i dont have to download a txt)
A lot, only 99% percent of which were the result of my own incompetence š
Spent way too long trying to use interfaces for something that really should have been a dispatch.
My artist brain definitely struggles with this whole programming thing
ive been sitting here for a good half hour trying to figure out how to scale an image in a widget during runtime
ive spent pretty much all day staring at a skybox while the mipmaps were off and wondering why it was so expensive
i am amazing at being incompetent
Dang for a horror game I dunno if I should disable this camera collision or leave it because it looks frightening lol
Disable collision and implement some sort of camera shake instead
Camera shake is fun, glitching is not lol
Not gonna lie, with great music and dark visuals, this can look terrifying
Hope you get some rest not like me
I haven't slept for two days 
Is there anyone who still doesn't get credits from AWS? i registered 2 weeks ago and still no response
For gameplay is too much. It brings back Sekiro flashbacks with Ninja in sewers)
But, this glitch camera can be used for cut-scene if complemented with proper music and sound design)
Anyone else still stuck in the brainstorm phase?
š„²
Me, I think I'll spend the rest of my time in gamejam writing sh*t on paper and not even opening unreal enginešļø š šļø
š§ š§
Welp, already running into technical issues
This is my first ever game jam participation, as a solo dev. Anyone else not getting any sleep?
I feel like I have a good concept but maybe just not the speed of developing (especially since I'm a Blueprint only dev) to hit my expectations
try to get sleep, especially in the early days - not being adequately rested will destroy you in the later days
it all accumulates over the week and you work best when rested
Omg stupid me.... I read that submissions open in 3 days- so naturally thought that submissions were due in 3 days...
I feel way better knowing I have just under a week
submissions are already open, and you have just under 6 days to go
Juggling the Jam with work, so definitely gonna be losing a bit this week lol
Last year I made the mistake of spending too much time on visuals too early in the process, really glad I didn't do the same thing this year. The project might not be pretty right now but It's got good bones
people get stuck in that stage, when they can't let go usually.. just take a half baked idea and work on it..
time is clicking
Anyone know if game lift lets you set up rooms and connect to them? or does it have to be matchmaking?
Aha, nevermind. It does. Here's the link if anyone needs it
https://docs.aws.amazon.com/gamelift/latest/developerguide/game-sessions-intro.html
JUST got out of it. Analysis Paralysis š¢
Tell me how bro, I too am stuck at that for the last two days. Mostly spent my time watching tutorials and writing down new ideas but aside from a basic character model have not done anything :'(.
A lot like @dim stream @glass fossil and @fresh ice I too am thinking way too much and making way too less.
I've been stuck with crashes, and bugs, constantly having to start from scratch.
Starting fresh again
ANd, well, things beyond my knowledge to fix
I am already frustrating at the start, because I don't really know how to even achieve basics like the character and it's movement. I just don't know how to really start on working on anything. I'll just leave that Jam out and wait for the next years.
I suggest doing it as a no submission thing, just use it as a practice, see what you get done in the timeframe.
Okay, thank you.
Or even just follow along with some tutorial on how to make a basic game of some sort
Find out what it's like to put yourself under the pressure too.
Check out Mathew Wadstein if you haven't done much BPs. https://www.youtube.com/c/MathewWadsteinTutorials/videos
This channel is dedicated to exploring Unreal Engine 4 and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
The master project for these tutorials can be found at https://github.com/MWadste...
okay im so done with this UE5 skeleton, it just doesnt work...
That looks like a modern art masterpiece
I didn't. Kind of a bummer. Prolly gonna focus on single player and then add listen server if enough time
this is what its supposed to look like...
There's lots of crazy stuff that can happen when exporting characters from blender. I had the same issue with my own character a while back, and I rectified it with a free plugin, but I'm not home and I can't remember what it's called š
if you do a horror game this would be awesome
im kinda doing it but since its the main character, i dont want player to get scared as soon as they open the game š
Seems like some scaling issues. Or the animation is retargeted from a completely different rig
I think maybe I was using Game Rig Tools - it's pay what you can on gumroad - https://toshicg.gumroad.com/l/game_rig_tools
Video Introhttps://www.youtube.com/watch?v=iZBx1I7vmQ0Would you like to export rigged and animated characters from Blender to Unreal(UE4 and UE5), Unity, Godot, and most other Game Engines? Here is what this addon can do for you with a few clicks: Blender Game Rig Tools - a quick overviewGame Rig Tools can:save you a ton of timehelp you avoid pi...
It looks like you've got the wrong settings on the root animation properties.
i used that and you can see the magnificent results š
That's what usually gets the skeleton to twist into a pretzel.
anything stellar for making sound effects for a beginner?
@mighty wigeon oh yeah! I had some issues with the way blender was naming my root too
i think so too, it gave me an error about root bone being different or something?
Did you need to do any retargetting for animations, etc? If so, I think in the settings while retargetting you can set which bone in the new skeleton counts as a root bone.
this is what it says
@toxic flare check and make sure you don't have multiple bones named "root"
Write the theme in Google, look up whatever you can get, sit down in a calm environment, drink some coffee, decide on any genre regardless of the theme, then make your game revolve around the theme, atleast that's how I got out of it and finally started doing something
@toxic flare Where did you get the skeleton from that you're using? Did you build your own or did you export the unreal mannequin skeleton and build a new mesh around the existing bones?
Or did you get one from Mixamo because they use a different skeleton?
i used the Game Rig Tool generated unreal skeleton, so its UE4 skeleton
Ah, I'm sorry, I've never used the Game Rig Tool so I'm not sure what type of issues it might have.
i also tried doing it manually and taking the unreal skeleton and bring it blender, that resulted in even more weirder results
would anyone know why my output log keeps getting spammed by these:
LogChaos: Warning: Attempting to release an actor with a null handle
LogScript: Warning: Script Msg: Divide by zero: Divide_DoubleDouble
@toxic flare this is what helped me when I had the same issue - https://www.google.com/url?sa=t&source=web&rct=j&url=https://www.reddit.com/r/unrealengine/comments/s587mf/failed_to_merge_bones_error_when_i_modify_a/&ved=2ahUKEwibsbOLtef5AhUWKFkFHWHVDWkQjjh6BAgFEAE&usg=AOvVaw0zpnJGgTSp5zycmPGyS_fs
Doesn't the output log tell you where the problem is? It usually shows a yellow sign
this is all i get
gonna take a look on that, thanks for help!
Log chaos one is caused by a projectile or a mesh, the other one seems like a value error, what now, just sweep the whole blueprint and hope you find the errorš
Or since it's a problem with divide look for divide functions in your blueprint
i think its the divide in this mess right here, since the velocity can be 0, but without that node right there it breaks
i messed smth up when trying to get this actor to go to where the player is going to be
Probably something to do with the destroy actor. Bare in mind that destroying actors isn't instantaneous so it might be pending kill when a loop starts.
Although if it is just an issue with dividing a float, you could always put a clamp node in first with a minimum value of 0.0001 or something else small like that which is basically zero but won't make the editor unhappy with you.
speaking of which, would anyone know how, or link a tutorial how, of how to predict player movement, and move the actor to or around the area? im making these asteroids, and I want them to move at where the players velocity is going, with an error of maybe 500 units, in the blueprint shown above, in that lerp, using max speed is too accurate, and the asteroids always hit the player (btw to move them im using set actor world offset), but if I use the velocity the asteroids go to where the player was a moment ago, and is much easier too dodge, but all the player has to do is go straight in one direction to dodge them.
Does anyone have an opinion about materials from gametextures.com which texture goes where ?
like what is _mrao ?
I'm not sure, but mrao can be roughness
That is a rgb packed ao and metal and roughness
Wait, MRAO is metallic, roubhness and ambient occlusion
Red channel is AO, Green is Roughness, Blue is Metallic (I think)
I always get them flopped around when I'm not actively doing it
I connected red channel to roughnessš
fr
i thought it coralates with R>G>B = M>R>AO
Yes, I think it does
Mine from Substance are packed different, but I think the way the file is named is the order
Should be fairly straightforward right? Just multiply the velocity by how many seconds in advance you want to predict and add it to the world location of the player.
(Haven't tested this, so I might be missing something obvious, but that's how I'd try to write something like that)
yea but i want the length of time to wait be how much time it will take to reach the player
i did this by getting the distance between the two and dividing it by the max speed of the asteroid
it works well, but its too percise
i dont know how to add an error with the asteroids still anticipating the players movement
add random in range -1.2 to 1.2 multiplier to the vector maybe??
Like this?
yea but the actor moves on tick, so doing that makes them spaz out because it randomizes the location every tick
I recommended a projectile movement component to you yesterday. It has a homing option built in.
yea i looked into that, but it doesnt exactly work the way i want it to, because i cant just turn off the homing in runtime
and if i cant turn off the homing, the asteroids just rotate around the player after passing them
Whoops, sorry that's wrong. One sec.
That should have the right logic
You could probably do something a little more elegant like when the projectile is created add an execution off event beginplay to set the random values for the vector, rather than running a branch every tick.
Now I should go back to my own problem. Changing water levels in realtime and having physics volumes work accordingly.... eugh.
Getting a little paranoid I won't finish in time, trying to focus on the core gameplay for now and I can add the embellishments if I have time at the end.
Just found out I won't be able to stay at home tomorrow due to some work, exactly what I needed in a gamejamš
And I haven't even made a proper character let alone mechanics and levels, welp, I think I'm doomedš
@rugged plaza I've been stuck at work, and my initial idea for a gameplay loop might be out of my skill set ...
So I'd say it's going how it usually does
I've got my level at a good place at least!
Who else this years theme is super hard š¤£
Yeah, this theme made me decide to do an underwater game and now I'm messing with physics, water and swimming which I've never really done before.
I was thinking about that but I scared away from it. Can't wait to see what u make tho
It's a learning experience. The very idea is to get us out of our comfort zones. Just start trying to solve problems one at a time.
My project is all over the place. I never do these in any proper order lol. I haven't finished anything at all yet. Still picking at different parts as I can.
Hello, is anyone here using Assembla? I've been using Github with LFS with my friend, and apparently there is a 1 gb limit and we exceeded that.
do we get free hosting on Assembla too or only the tool?
also I completed the google form, do they have to add us manually? I haven't received access yet
How is it going guys?? We are grinding out the idea that we've conceived
Hope we ll arrive at the point sooner
I've spent the last hour trying to find an elegant solution to a problem that I've been able to solve in a few seconds with a brute force cludge by just running something every tick. I need to break the habbit of trying to optimize as much as possible.
It is manual- I've just finished adding the ones that have come in so far over the weekend. So please check your email š
I should have looked for premade animations. This is a time dump.
Hopefully animating will be easy now
Does anyone know why the glass reflections in kitbash neo city look weird ? and how to fix it ?
Migrate textures/dependencies with an example asset, using UE assets only, from the final project. from the single texture challenge (use it or lose it), what does this line mean exactly? do I have to submit two directories then, one for game another for texture project?...
good question actually, I have no idea
whilst we're asking questions, I'd still like to know if the pages will be editable post-jam like last year (unlike previous years) - obviously uploads will be blocked
It should be the same as last year š
Doesn't need to be an entire project dedicated to just the texture and example asset. Be sure to include the exported texture in the folder outside of the submitted game project, same goes for the example asset š
ue5 doesnt have proper translucency still i would put a new tinted material i recommend a clear coat option that what they did in the matrix demo after i wondered how they got the windows so good
Thanks! Sorry first time jammer here, what if I'm not using any textures at all, can I still submit in the use it or lose it category? (And in that case no example assets are necessary I reckon.)
*"For the best game created using only a single, 4 channel texture map.
Texture your game using only a single, 4 channel texture map!
Think outside the box - How cleverly can you build materials for your project? Use a 4 channel TGA texture prepared however you like as the only texture input for all of the materials in your submission.
The winner of this modifier will have shown creativity, cleverness and technical understanding of UE's material system, and have either innovated, or pushed the boundaries of what can be achieved with only a single texture input."*
the criteria is based on how well the texture map is used - if there is no texture then I don't think it qualifies
So does every material have to use the chosen texture or are some procedural materials allowed?
Also, are we allowed to use generated noise to modify the texture in our material? @worn hamlet
one texture and one texture only
progress. had to do custom physics, didnāt want to try to wrangle the built-in stuff to handle the board flips.
oh i really love your interpretation of the theme
thank you! Iām pretty happy with the look so farācanāt wait to start on the VFX š
Hello, I checked my mail but I can't see any mail related to assembla (checked the spamm too)
nvm found it, it was in the promotions tab (I HATE THAT TAB SO MUCH)
ive already reached the point where i dont know what im doing anymore
get a break, clear your mind get back to work, you'll figure it out
My issue is that quixel keeps crashing from time to time
yo anyone know how to get the speed of an object without get velocity? get velocity always returns 0 because im using set actor world offset to move
store the total amount youāve moved it in a given frame, divide by delta-time (Get World Delta Seconds)
how would i store it?
in a vector variable on whatever class is doing the moving
at the start of each tick, reset it to 0; when using set world actor offset, add that value to the variable as well
got the prediction kinda-working⦠really seems like I need to switch to a fixed timestep, the variability makes it not quite line up with what actually happens. still, progress!
There's something about the vague-ness of this theme that I'm into. I've been trying to wrap my head around one interpretation of a relationship between the microcosm/macrocosm. Resulted in my making of a game about going on a shrooms trip while exitting a cave on a vision quest to the surface. Kinda fun
that sounds cool
it does! whatās the gameplay like?
the nice thing about ue5 is that its a cave. So Lumen + Nanite = highpoly cave meshes
gameplay is multiple types of shrooms consumed along the way for movement abilities. Like one is gravity inversion. one is high jump, one is dash. Makes for an interesting recipe of game design
ok so i again come to this discord with an issue! so after getting frustrated with my asteroid movement i took venusgonemobiles advice and got projectile movement to work, the asteroid simply sets the player as the homing target at begin play. issue is, the asteroid needs to collide with the player. you cannot use simulate physics and projectile movement at the same time. i tried to fix this by adding a large sphere collision around the player, and once the asteroid gets within that range, it turns off the projectile homing and turns on simulate physics, also adding actor world offset in the forward vector on tick to keep it moving. the asteroids fly at the player, and bounce off the player well, but for some reason each time and asteroid hits the player the hit event doesnt trigger. anyone think they might know whats going on?
This would make for a really interesting split-screen platformer concept, too. One where the top half is "shroom vision" and the bottom is "normal vision", and you have to navigate both simultaneously to solve puzzles
Funny enough, the design of "shroom vision" was on my docket all day. Its 50/50 between audio and visual. Ima going for that first place on audio design
@robust cloak would you know anything about this?
You don't need to simulate physics for collisions. ActorBeginOverlap event should with projectile movement.
Use the asteroid's ActorBeginOverlap to apply damager to the player or whatever you are trying to do.
well, the asteroids supposed to fly at the player, hit the player, trigger damage, and then bounce off, is there any way i can do it like that? without physics it wont bounce away
Projectile movement component has a bounce option
Turn on "Should Bounce" and customize the bounce from there
oh wow, this really helps, it does the bounce, and triggers the hit event, though for some reason some of the asteroids will just freeze when hitting the player, and others will bounce off, any idea why this happens?
Not sure. Maybe using OnProjectileBounce event for the damage would fix it.
yknow what venus, u actually just saved my game and saved me from hours of crying in a corner, tysm
You're welcome. I've also spent a good amount of time on my project approaching something a bad way, so I know the feeling.
Just the other day I missed an important email that ended up going to that tab
really glad that code contributes ~nothing to the game size, my packaged build has been hanging out at like 128MB this whole time. hopefully the remaining assets wonāt get it anywhere near the limit.
I'm so glad I planned & scheduled all of my projects tasks in Trello & organized them by day - I've quickly realized I was dangerously close to over-scoping like I did last year.
It may be obvious to more experienced devs, but for anyone who's on their first jam, especially if solo, I high recommend visually organizing all of your tasks by day - it makes it so much easier to stay on top of things, and know exactly when to cut features to meet deadline.
absolutely. The first thing we did was outline the entire project and great a mini GDD outline with agreeance that not 1 item goes out of scope. š
We have been making stead pace and working things out.
well at least you guys arent working in an experimental engine branch like me
lmao
Same here, but I've definitely hit a couple unexpected roadbumps on the programming side that's made me have to cut out some of the cooler stuff. Though I'm keeping a bucket of "Post-Jam" ideas to keep that part of my brain happy š
did they say that the kit bash 5.0 all assets will be available on tuesday?
classic case of i want to make a huge game
if i can at least get in the youtube video ill be happy
always happens to me lol
anyone using azure devops for their source control and get a HTTPS 413 error when trying to upload their project using git lfs?
still didnt get nothing from AWS, anyone got a contact person that handles that?
@worn hamlet Maybe you can help? registered over a week ago
Most of my game logic is finished for now, still looks like trash tho so I need to start working on art in houdini and blender
what am i even doing
https://i.gyazo.com/230598d9e6348066a0ab5a185e39639e.mp4 I lost myself tryna create my own sun and moon. Kindof ok but need to learn more lighting. This would probably be done much easier and efficient. Having fun though so yeah.
After countless hours of agonizing trial & error I'm finally past my last major programming hurdle. With all the core systems done I finally get to work on the fun stuff š
can we use sketchfab assets for the jam?
General idea is any asset, but if you didn't create it it won't give you any score (sort of), however if you got those models and then used wonderful lighting, and creatively put them all together, then you'd get some kind of credit. Something along those lines is my understanding. And of course you must declare where all the assets have come from.
alright thanks!
its because rn all the assets where modeled by me in blender
but I need like some things that are hard to me to do from sketchfab or the marketplace, so that was my question
thanks
I really gotta learn to manage my time better >_> I find myself getting stuck on animating unnecessary stuff just for fun instead of actually working on the important stuff...
One of the best themes theyāve had in awhile and I canāt join bc it started the first week of the semester š¦ Hope to see some good games and hopefully someone will stream a play through of all the entries again!
I'll reach out to our contact. Though it's likely I won't receive a response until tomorrow. Has anyone else received the AWS promotional credits?
is anyone having issues with level instances? It just crashes unreal when I try to make a level instance
it was kinda hard to distinguish your ball from the targets at a glanceāI think this is way more readable
first entry looks promising
im guessing the 3 entries that already exist are all low effort jokes
however, they did build it for pretty much every platform
The creator entered quite a lot of jams with that one:D maybe a smart tactic...
it's a rando unity game, lol
headlines: crap unity game steals AAA unreal engine games thumbnail
Hey all! I've been having a blast learning Unreal the past couple of days.
Have an idea for my game, which required me to learn to make my own custom character controller š Figured it out!
Then I wanted to control a lot of other actors and I figured out how to use Interfaces! Hurray!
But now, I've run into something which I don't conceptually understand, and I thought I'd take the event folks on their word and ask for help in here š¤
How do I control other spawned pawns' CharacterMovementComponent? For some reason, when I call **AddMovementInput **on them nothing happens (But I know 100% that it gets called, as the following PrintString I added does print).
They also seem to not be "activated" after spawning, as they just stay in the sky.
Any tips?
Is there a difference between a possessed pawn and a spawned one? Does it require something to make pawns' CharacterMovementComponent react to input which gets enabled automatically when a player controls them?
Thanks
you need to tick ārun physics without controllerā on the character movement component for those characters to be able to fall and walk. the other solution is to spawn an ai controller and possess them with it. go into those actors details panel (the inspector) and make sure auto possess ai is set to āplaced in world or spawnedā (or something among those lines)
AMAZING!! 𤩠Thanks š
seems there are issues with submission? (even if none of the entries are legit so far? lol)
(btw the game isnt made for mobile it just made me check off mobile)
Did you have an AWS account before that? They still haven't contacted me (singed week ago on 18th), but I figured out it's because I didn't had an AWS account.
I discovered that fact yesterday:
"Register today and an AWS for Games Representative will reach out to deposit the credits into your AWS account"
It was already late to switch to multiplayer game, since I have to change the concept of my game and I simply don't have the time left.
@worn hamlet There's an issue with the submission form, I had to select all platforms and all modifier categories before it would let me submit 
The other submission has the same problem
That is strange, looking at the options that should not be the case. Could you show me a screenshot?
and so on until I ended up having all of the boxes checked 
similarly for categories
we're ambitious but not that ambitious 
Interesting, they are the only two submission fields with 'multiple choice'- which isn't different to the last Jam, so I wonder if there is a bug with itch
@minor hemlock What about now?
yep
I've reached out to our contact at Itch.io. Hopefully they will have a solution, otherwise we might have to make them user entered fields instead
that sounds like fun
@minor hemlock Did the same thing happen on the single choice question for "Did you use Assembla?"
well I can't deselect it now, but it seemed normal
I'm having one of those "It should not have taken me that long to model a fish" moments, ya know?
Hi all, all those here taking part in the MegaJam, are you all using UE5? or are there some jammers using UE4, debating with myself with a project in works
I'm in UE4.26 myself
I'm in 5
but a lot of people are in 5
Thanks, so there is nothing in the rules about "must use 5"?
nope!
any unreal engine version is valid
is UDK a legal engine? 
haha, dont force me to load my old UDK content haha š
@minor hemlock that should be a separate award š
getting it to load award lol along with GTK š
the rules probably want to be updated, it's still valid to submit a game that will only run in Windows 7 
Packaging a project in UE5 results in a >500 MB size "Engine" Folder. Any way to get the number wayyy down?
Cook Only Maps setting in packaging settings and set the maps in the list
I don't know what a vanilla ue5 build looks like but I guess it'd be just under 150mb so a lot of that 500mb is gonna be content
I'll give this a try. Current build has no art assets yet, just a bit of code. Hopefully this helps
disabling plugins will help a lot too, as well as setting your RHI to only the DX11/12 one
@minor hemlock here we go again lol
good to see ya
I am finally getting to the good stuff after wasting days on character stuff
@faint dune yeah, i have an existing account -
Register today and an AWS for Games Representative will reach out to deposit the credits into your AWS account
You register to the splashdot event, that's how aws is handling meetups and such, you dont need to have an existing account
not that it matters, no one actually is getting the credits
#game-jam-chat message
some have received them, but only a few
Trying to make Tomb Raider music but not entirely tomb raider music. š¤ Thoughts?
everyone is doing the one man army thing?
My UI is currently ugly as sin and a bit incomprehensible but I think Iāve got my gameās core loop more or less implemented
Everyone on this chat usually is.
Yeah I am
The groups have no reason to talk to us nobodys lol
Basically you switch between managing a farm in a dome on the surface, and doing bribes in an underground city to keep growing corporations off your back so none of them can buy out your farm
I got a lot of art to make
i got alot of programming to make lol
hahahaha, yeah š„²
looking absolutely solid though!
I'm in the same boat, little bit behind - all gameplay and no art
Thanks! Yeah Iād been hoping to get started on art sooner today but I just couldnāt quite get enough done yesterday
I think I have some options to fallback on if I canāt make enough art but weāll see
I'm cludging my way through UI, but really hope to be on the art track by the time the sub comes up, haha
I have my level layout complete with block out gonna finish the gameplay today and work on my own assets until tuesday
big scary UI, taking forever š
turn based strategy with loadouts was a mistake, lmao
Holy cow
You apparently have a lot more time to dedicate than I do lol
I worked through the entire weekend, haha
all the gameplay behind it works, and 90%+ of the items are all there + the AI for the enemies etc
but UI š
7 enemies with unique move sets and AI, never again
Looks nice
"never again" -> next year does 8
I have like 40 enemies but they only use 2 blueprints. š©
My game doesn't even have a goal yet. I guess the goal is to kill everything before it kills you
You have enemies? My character barely shoots out a working projectile
Your character can shoot? My character just walks/runs and teleports from one place to another with cinematic?
But atleast the walk cycle is kinda good i guess?
My reccomendation to everybody out here, package a build once every evening.
You don't want to not be able to submit because your game can't package.
that would suck
since you have experience, how much time do you think I should give to set up the page?
I can tell you that I'm calling an asset/project freeze at least 5 hours before the end.
First 2.5 days was restarting due to bugs, crashes
Hello guys, do you know why when I enable canera lag on spring arm and play it as client, my camera look so jittering?
@chilly storm Sounds like a collision issue to me. You said client are you working with multiplayer?
yes. I think the collision is good
š
try setting the camera lag variable to less than 20
Hello! Does anyone have any ideas on how I can accurately track how big my game will package at? I did a test build of just background foliage and the basic landscape and it looks super small at 142kb, but not sure if that is accurate. Do we check the properties of the whole folder? That one is 601mb
or you could preemptively submit in case everyone on the team gets hit by a bus 
I'm not particularly worried there - I am the team, so if I get hit by a bus, I won't care much about submitting š
build package is typically smaller than project package, try doing a test build of the entire game to get accurate results
results can vary to package settings
this video outlines some of the common settings - https://youtu.be/gmYvSPj8rmI
Want to learn how to lower and optimize your Unreal Engine project file sizes?
During one of my Twitch streams we investigated this. Here's what we found!
Chapters:
00:00 Introduction
01:07 Establishing a baseline
03:18 Reference Viewer
05:47 Size Map
07:18 C...
That is what I did and the build folder complete is 601mb, thanks for answering š
as far as I know, thats the only way to see build size, to build it, ue4 doesnt have any prediction for that
Gotcha, well thanks for the link too. I will just keep building as I go and check it š
There's a Nano project in github built for the tiny award too.
You can submit over 1Gb package on itch.io but you don't want to be learning how to do it with 30 mins to go.
My project for Jam this year is about this... š
The mind boggles! The twilight zone?
hey who turned out the lights 
Smile and Frown. The protagonists of my jam game
Imagine.. looking forward to this game jam, just to g.et the flu right as it starts D: Ive been in bed all weekend. Time to play catch up
Feeling like similar like I already seen it somewhere š¤
Based on harlequin/jester outfits
Ah ok
Anyone know if in Blueprints I can test if there will be a collision before actually teleporting? I noticed in C++ there is a TeleportTo that would likely do that. At the moment when I teleport it puts me away from the place I want to be, and is really crucial to gameplay it does not do that. e.g Teleport me from above land to identical below land in same spot, but oh you dont fit i will move you 10 units that way, and avoid that great obstacle. Thanks teleport!
things are going well! only have a few more essentials to do then I can spend the whole rest of the time on polish š
You could check the area with a CapsuleOverlap before teleporting.
Thanks, that could work, although might take me a bit too much time to perfect. Still way too much to do. Without the timeline I would definitely do that. Cheers. I might have to set up safe zones in which you can switch only.
How will you improve visuals during polishing the game?
on the visual side mostly just VFXāimpact effects, maybe some ambient motion for the background. also need to do some sound/music work that I havenāt gotten around to.
So as an āarmy of oneā, is using majority of art assets from the marketplace (pretty much the free assets) against the spirit of it? Or is most people doing that
thats a good question
yeah I don't see anything specifically against it, obviously the sourced assets won't be scored but not too sure how much of a disadvantage vs using it
just best solo game developed
they just take into account if you didnt make the assets but i dont think thats the point its to make a game
yeah that makes sense to me aswell but was second guessing a little haha-- thanks!
if a solo excelled in all 4 areas clearly will do well
pretty much seems like the case
I'm only struggling in 4 areas lol
none of the areas say anything about created assets
what do you mean? clearly audio and visual are scored on created assets
oh i thought visuals was just on how the game looks lmao like lighting but that makes sense
if you used bought models and used fantastic lighting u could score say 2 out of 5 is my thinking