#game-jam-chat
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especially with the week-long jams
I actually don't mind week-long ones or month-long ones
You can pace yourself
As long as you are all on the same page though.
That's the biggest offender
month-long is pretty wasted if you don't even get a prize ...
Now, wtf to do with this jam
and don't come with "your game is your prize" ๐
I wanted to prep for VRHackathon in Seattle.
^team up, let others do the work โค
but at least, show your team your #miliondollaridea
Lol
I love the 48 hour jams. They push me forward every time ๐
@safe halo so are you doing a vr game as well?
Was thinking about it yea. Trying to learn the vive
Always record a video of your jam game, after 8 years you'll wana look back and be like, man that game was a pain to write
Lol
luckily noland recorded videos of most of ours, i was usually too tired to care at the end
^ I know that feeling. Overdose in energy drink pays back after 48 hours ๐
well
4.14 packaged with forward rendering and MSAA
maybe now I can continue with the jam again ๐
Why is MSAA and Forward rendering essential for jam?
neither are essential
Anyway, still thinking about what to do with this theme and Vive
what's the theme?
yeah, Im just curious about it because those are good additions. I wasnt sure if he was joking...
"You don't know what you've got until it's gone"
That pang in your heart...when you missed out on something great in life...
@low carbon it's not, I just do things this way, every single jam ๐
I test new feats
never finish ๐
That's good @small fern and you should
I recommend using http://www.fancygamenamer.com/ to come up with jam ideas
but I need to have gameplay canned after tomorrow or I don't have time to do the art ๐
!gameidea
A strategy game where you grab controversial topics to impress your friends.
Isn't that just cards against humanity
@quiet thistle and no, not joking, those are on 4.14 ๐
going to do perf tests now on low end hw
against 4.13 deferred
4.13 already had desktop forward shading on project settings->rendering
but I had some issues to get it to package
Heh, I think I've got an interesting idea
A racing game where you fly passenger jets to save the galaxy but you have no arms.
gonna take out my dance dance revolution pad for this one
your arms are gone, fits the theme ๐
been there, done that
(had that game on wii + balance board)
.>
Only a matter of time when that can be done in VR
Just need someone to stop being so greedy with IMUs
And establishing a bare-bones version for VR
!gameidea
A simulation game where you haunt natural disasters in the year 30,000.
well that's a twist
btw
not related to jam
but tested on my jam game on gt610 + celeron
with 4.13 deferred rendering I got ~20fps at 720p
with 4.14 forward rendering I got ~60fps at 720p
pretty excited about this ๐
same minimum settings on both, same project, just different renderer
those are without any AA
MSAA slows down
what's your game about?
you'll see ๐
I mean, what are you using so that forward rendering loves your game more ;P
it's just more efficient
I get over 300fps on my regular desktop with MSAA enabled
at fullhd
or 1920x1200 rather
just happy to see that forward is getting more love from epic
been wanting this ever since 4.0
(when I started using the engine :p )
of course tables would turn if I stuffed tons of dynamic lights to the level
deferred is good at that
but at more minimal and optimized levels, forward wins big time it appears
could be unreals deferred implementation as well
only heard Doom is using both and it's running super smooth
woops, thought I'm in graphics โค
@small fern Hell yeah. Im kinda excited about forward rendering. Its a good excuse for me to learn about graphics programming
I don't personally even care how it works if it just works ๐
and I get MSAA
finally working AA solution for UE4
yeah im surprised it took so long for MSAA
oh is that why? huh, didnt know
well that makes sense
man, I just wish I had an audio guy for this gamejam. thats like the one thing that Im sure is gonna be crap for our entry ๐ข
@quiet thistle I think @sick smelt was looking to team up earlier for music and/or art, not sure if he's found a group though
also there was some audio guy at the forum thread too but that was a long time ago (when jam started)
I just messaged dsch, hopefully he hasnt found a group :x
I could just make all the sounds with my mouth if all else fails
lol
"Wsssh!" "Woosh!" "UGH!"
Hey
for sfx this is pretty neat
lmfao mouth sounds could work @scenic venture
That would be awesome
hmm looks like i have less jam time than i thought, i better rough this thing up ๐
damn i might actually have to resort to platform jumping afterall ๐
and now its time for the animation BP, my least kind of BP...
hmm, mayB i should make more complete scenes in blender for better animations
lol
@fast kite They're a bunch of poseable meshes attached to the head bone of the last & each mesh copies the pose of the last mesh. The movement effect is just a side effect from the idle pose.
Just read through the rules again and saw this: "Submission should not require any additional software to run." - this speaks against VR, because you need SteamVR (in the case of the VIVE).
So if they really allow it, the rules document may need an update ๐
yesterday night I nearly gave up, but I think my motivation is back
Don't give up
im way shorter in time than i thought, my game is gunna suck ๐
ill rought something together tho, this thing is too crazy not too see the light of day ๐
anyone streaming work?
I would be, but something's up with my internet, and until I can get it working right, there's no point in me streaming ๐ญ
I considered making a 1 day jam game
but can't come up with a feasable idea for that
I'm sure you could
It doesnt' even have to be theme related
Now that I think about it though, this is my first VR game jam entry actually
Just keep it super simple and keep in scope
yeah maybe, when I can come up with an idea
my gameplay is weak my lvl will be weak but my theme connection wil be silly ๐
@robust basalt I would also, but I'm making a timelapse and I record it at 5fps
streaming 5fps would look pretty bad lol
you can just record while streaming in higher fps
because it's easier and faster to edit the timelapse after recording
obs files are really small
๐
I made a 30hour timelapse from 30fps recordings in after effects
for a ludum dare
you can just slow the clips down and you're good
anyway
what are you working on? ๐
Well, I think it's time for some rest...I keep crashing the Vive
I guess my logic is too op for it
lol
I was thinking about an endless runner too
with yoshis island type of thing
when you hit something you lose something
and have to get it back
no clue how to realize it though
ive got like 30k verts and there is like 3 of em not listening too me ๐ฆ
lol finally found why my 3 verts were not working
those 3 verts made everything so ugly ๐
was this the cryptic ue4 warning
forgot to answer to it earlier
you usually get that when you have polygons without uv's I think
that degenerate something-message
@stable kiln ^
well, at least it has been that in my cases
no, it was bad weight painting
oh ok
when painting the head i hit 3 verts on the arm
ugh this is so buggy ๐
hello everybody
no breaks for me, im short on time allready ๐
still have no idea on gameplay :/
but my main char is nearly done
it might actually be better than that thing from last time ๐
ffs
root motion only works properly on characters?
I don't do animations on unreal, but now been trying to make it work on regular actor + skeletalmesh
can't seem to find any way to make it happen so it would work properly
I have the basics of my game done, but I'm honestly considering starting a new project and moving content one by one to get rid of at last some of the spaghetti
@grizzled zenith your game sounds just like what I'm building atm ๐
I just realized....
well, kind of
That term "spaghetti code"... it fits so much better with messy blueprints.
i made a character with blend space setup, any1 have a cool project with just manny running around that wants to combine? ๐
heh, I just made a character bp
put existing stuff there and root motion works out of the box
wonder why they don't allow that on other than chars
I really really dislike char class as it's so hard coded from every direction
Character class is pretty annoying
but! Been having some pretty decent succes on my game-jam! So far my asset footprint is about 6mb and lookin' great!
I'm wayy late
now i just need to make this into a game
Check out this video on Streamable using your phone, tablet or desktop.
we do have until tomorrow night don't we?
@grizzled zenith u should see what im moving around atm ๐
some1 please gimme somekind of gameplay idea ๐
ok, platform jumper it is ๐
its gunna be the best 3rd person platform jumper this Jam
ok, gunna set up the menu and win condition
I said it before, for the gameplay idea: walking around and looking for a wifi signal :)
yee finally got the city working without any street-under-you-disapperings
ow, thats not a bad idea, just need a wifi strenght meter
@indigo harbor haha, hilarious.
the game should be finding a wifi signal before your favourite TV show comes on in 10 minutes. If you fail to find it in time, everyone spoils the season cliffhanger for you before you get to see it
lol spent just like 1 hour making this texture, I'm new to photoshop
Got to start somewhere ๐
a good team preferably!
Team with some experience would be nice
worse part about that is it's hard to find ~5 people who can all contribute properly throughout an entire week in a crunch like that from across the internet
Looks like you need more Macros
Messy blueprinting you say?
Definitely need more macros
I usually stick to C++, but same rules apply for both C++ and Blueprints. I make EVERYTHING a function
my code always ends up like void Function() { if(Function()) { Function(); Function(); Fuction(); } else Function() }
so you always end up with infinite loop?
well it certainly adds more functionality to the game ๐
wanted to start, then I started to make a twitter app for windows 10 instead
seems to be going like this for me: oh this would be a great idea -> i don't know how to do that -> look it up -> can't find it/don't understand the answer -> oh wait, i'll just fake it by doing this other thing. sweet, good enough. -> test out thing -> I AM A WIZARD!
Just recorded my SFX, ๐
I'm still trying to figure ue4 chars
lol
I have never even used BP macros
how long have they been there? ๐
in general, I try to avoid BPs
Don't forget to package your games today
just do a trial run, make sure nothing is messed up
good idea, hey anyone know of a good place to upload to for the final thing? - looks like they require a download link
A fighting game where you lift barbarians in an abandoned facility and the sounds are all gameplay hints.
!gameidea
A shooting game where you shave deities to save a princess.
I love this bot
cool thanks
what R G B should i put for yellow?
!gameidea
A simulation game where you slap forum badges for liberty.
lol im actually makin a platform jumper and i hate those ๐
!gameidea
A racing game where you drive pickup trucks to save the environment.
A horror game where you scan gargoyles to recover an ancient artifact on Mars and the sounds are all gameplay hints.
that one is not bad
Not sure if I'll finish this one, but that's a sneak peak of what I've been working on the past day
hes gunna smartmouth in twitch chat ๐
oh snap! looks siiick
We'll see what they will come up with
@rigid fog want additional tips on slicing?
Spill em
it gets tricky after what you have now, but you can make it knife like if you don't let it slice again while it's still overlapping the mesh, make a timed boolean after endoverlap
ah
also, you could limit the slicing if you only move the mesh in direction that it cuts
and to other directions, you'd just add force
for the timer thing, basically you reset "last touched" timer everytime you get new begin overlap after end overlap
add some really tiny cooldown time there
so it doesn't slice while in the middle of the mesh
Yeah, I mean, I did it with a DoOnce
and reset it
There are problems when using Event Hit
Especially with a moving target
As I am casting to the Procedural Mesh
So, any little bit of movement, and bam, slices on either slice of first slice
which you can see in that video
yeh
I mean, there's ways to mitigate that
that's why you'd need to check if it's good to go for next slice
But, none gave me what I wanted in the end
and also only slice if controller moves into knifes blade direction
Aye, I mean, I tried like 20+ solutions/workarounds that I could think of
ideally, you should be able to push the cut parts with the side of the cutting plane
I guess it would have to be some super complicated system
so it wouldn't cut but just push
I see what you mean
I'm kinda glad I tried this out though. I was trying to use them as projectiles, but obviously once I set them to physics, it didn't go very far ๐
But, I was able to fake approach after homing for awhile
you might be able to store the normal of the cut, and dont let it cut near the same angle right away unless you've clear again
I dunno
Yeah, I could try that
there's plenty of things you could try on that
heh
Hopefully it's something new that I haven't tried
I'm mainly interested if you need to manually create the collision for fully in-code generated procedural component to work
I don't see why you wouldn't have to
or if it's designed to work always with that setting off that we can't disable on BPs
I dunno
I learned today that unreal doesn't even support root motion anims unless you stuff them into character ๐
Well, that kind of makes sense
there may be some way, but I've barely used animation system on unreal
Why would you use a root motion on a non-character anim?
probably works on c++ side
because I don't like character class, it's so hardcoded
it works on this jam
Heh
should take a look at kite demo
see how they did root motion driven deers there
I'm guessing custom c++ class
you've used Unity?
I have before
Not too long, and I am going to have to brush up on my C#
ยฏ_(ใ)_/ยฏ
MegaJam.............................
MEGAJAM though
going to try unity entry?
I know, we just talked earlier how some have tried to enter unity games into ue4 jams in past ๐
rly?
Just goes to show if you don't put "contents hot" people will try
Must put "unreal only" or people will try unity and rpg maker
or game maker, since it's 1$ now on humble
Nothing but fine quality comes from that engine
Who all is entering the Mega Jam?
I might
I'm considering it
i will probably do something
heh, I'm so not making this till deadline
spent 1 day fiddling with forward rendering, everything was going well until I realized it didn't have dynamic shadows ๐
had to backport all assets from 4.14 to 4.13
kinda pity since I actually liked my gameplay concept on this one
I'm gonna relax and take a break for a bit. Game systems are working correctly, just need to build some environment props, add a puzzle or two, and them polish some UI and audio in.
wow that looks amazing! we posting progress vids? Here's where I hilariously tried to put 30 items spawning from the same spot just now http://giphy.com/gifs/ue4-l0HlCuOdvPj6AxxjG
aand back to work, morning!
morning! I guess this means I should go to bed
just a final difficulty end state options menu and win state
ow and mayB some lvl design
think ill reuse the menu of my last jam and credit it, that stuff is so booring ๐
End stare.... This reminds me. I need to add death state
what i test my lvl a few times i tend to go blind to the ugly things ๐
that gray cube is supposed to be there, its allways has been there ๐
the 1st 3 time u see it, ow i need to remove that and place material there ๐
decided to give my game a toon style
looking at my concept art, my theme connection seemed a lot better when i had a few beers ๐
but hey, gotta stick to the concept art ๐
otherwize i have to redo it and thats kinda fake ๐
prepare urself for the lowblow among theme connections ๐
maaaan i feel like theres so much left to do for our entry x_x
less than a day left
ffffffff
for some reason my hierarchial static meshes keep having the default grid material...
same with normal instanced static meshes
I'm spawning them runtime
you have to set them with SetMaterial()
ur killin it again at the low poly ๐
bet my left toe has more verts than ur whole scene ๐
i would use a print node to see if htose nodes are getting called
if they arent, then look earlier in the flow of logic to see if something might be preventing it
I know they are
uh well maybe its the wrong material index? idk
my verts are being multiplied by 3 because of unreal
๐
@quiet thistle nah, but thanks anyway
yeah I have no idea sorry
oh i know actually, you probably need a dynamic material instance
phew didnt check my verts in unreal yet, its all good tho
since its a procedural mesh
or uh
not procedural
instanced
so you need a dynamic material instance maybe
get your material, then call the create dynamic material instance node, and set it to that
Im like... 90% sure thats the issue
left one is generated in construction script
and it does it with all the models
so it's not about runtime or the building static mesh
it has multiple materials
but I can try
hmm this is weird
ok what, it works when the material is defaulty lit, but not on unlit
๐
...wat
๐ too lazy to create new ones since it's allowed to use assets that you've created before
what camera perspective are you using? there isn't a lot of space for sidescrolling
behind the back thingy?
Not playing there, possessed back and took a screenshot
@grizzled zenith but that's exactly the thing that's not allowed by rules
I've complained about that a lot
you can pretty much use assets made by anybody else but you before the jam
it's a silly rule in my books
I get the point of it (so people don't premake the game prior to jam)
but it's not fair
wait, its not allowed to used your own art?
Really? I thought like you before, but I think @rigid fog or someone said that it's allowed
Submission may include sourced (non-original) assets, but the sourced assets must be noted.
Submission must not include assets created prior to the Contest period (outside of noted sourced assets).
not sure what sourced assets are
sourced assets are assets you've either got for free with license that allows it or bought items on marketplace
you can use content made prior to the jam
just not content you've made yourself prior to the jam
it's a really silly rule
I gave few examples few days ago why
Submission may not depict nudity... there goes all my VR ideas
for example, there's a new/rare engine feat and you are the one who figure out how it work
you make extensive tutorial about it online
and pretty much everyone else but you can use it as is on their game jams but you
you are only person who needs to recreate it all from scratch
but..
if someone else just follows your tutorial and shares his/her implementation online, you can use it again ๐
@robust basalt I'll give the tree and car rights to you, now I can use it right? Lol
it's still created by you though ๐
Well
art can't be recycled that easily
I modeled them, Slapunas textured
But that still counts since I'm not using slapunas's textures damnit
for example, ludum dare jams used to have rule that you could use all assets made prior to the jam, as long as you made them available to download and use for other jam participants as well
so it was a fair game
only for the 72hour jam though
in ue4 jams, we can't do that but we can even do p2w with marketplace content
@robust basalt other is compo ๐
yeah
I am not an art guy anyway, so it's not like I have an art library I could fall back to for a jam
@dennyrocket It'll take 10 mins to model the trees, 2 hours for the cars haha
if I could just make tons of pre-jam placeholder items, it would be a lot faster to build a game-jam entry
oh
one more point to make
Submission may include sourced (non-original) assets, but the sourced assets must be noted.
Submission must not include assets created prior to the Contest period (outside of noted sourced assets).
on the first line, they mention that sourced has to be non-original
so not made by you
so it's not like you can source your own assets to bend the rule
I guess one could think non-original means also it's not made for the jam too though
And then there are people who make a game in 5 minutes, possibly uses already made marketplace template for it and that way has the same chance to win an SSD or compute stick .___.
wait there is an ssd this time?
my 64gb ssd is a pain in the ass since windows 7
...
constantly fighting for space
I see, I have 128 and it's too small too
my 500GB SSD is always full
lol
and I only have gamedev apps and my own projecs on it
no games even
and ue4 vault is on HDD
I only have windows
mainly use it for fast boot
but since windows 10, they seem to store everything on the system drive
-.-
shit
just found the best theme connection in a twitter gif
climbing mechanic test #screenshotsaturday #indiegame #gamedev #madewithunity https://t.co/7nWUDdWN8x
spent too much time on trying to make the forward shading work and make a super efficient and optimized entry ๐
would call that game grip
lighting looks neat
I really liked how the water came through even it's just one diffuse and one normal map from engine contents
the final game was supposed to be tad darker, it's just pita to do environment if you don't see anything / should have done darkening on post process
you can just dev in unlit mode
yeah, looks much better than the default water
I guess yeah
somehow I didn't even think about it
I still build the materials on the go so it helps to have some lighting involved ๐
damn you twitter
y u no show this gif 2 days earlier
I would have totally made a climbing game
๐ฆ
I'm pretty sure you can use your own pre-made stuff as long as you note it. Sourced assets can mean your own assets
I 100% have done it before and noted it and it's not been a problem
the game I did it in was even one of the winners that month
but what's the purpose of the second rule then?
"Submission must not include assets created prior to the Contest period (outside of noted sourced assets)."
you could just create the whole game prior to jam and claim you sourced your own content for it
just to reinforce the first rule?
sure you could but they judge based on what you made during the time period
during one stream they specifically mentioned that part of the juding process is to consider the effort put in my individuals during the jam period
so the sourced asset rule is just so they understand what was made during
also like, it's just for fun it's not like there are huge cash prizes at stake, don't get hung up on the rules if it's gonna make your experience participating bad? Just be honest in your submission.
Normally it's like this in game jams: When you use stuff you made before the jam, it had to be available to the public before the jam.
But then it's really hard to prove that you used something you made before. Copying from an old project a small blueprint mechanic here and a texture there should be fine. They just don't want you to use a whole game or like >50% of a project you worked on before the jam.
In the end, game jams exist to try new stuff ๐
@small fern not wasted, ... invested ๐
yeh
I wasn't even focusing on finishing this time around until there was only 1 day left
bit too late for crunch ๐
I always set a goal to have a finished version at least 12 hours before submission deadline. Worked out for me again ๐
I guess there's no automated way to build ragdol with proper joint config out of the box?
I mean, I get the joints and colliders automatically
but I have to set the limits for every single joint manually
(not using unreal skeleton)
I guess I should have :p
I dunno if this can be seen as investment though
I know how ragdolls are setup
unless there's some hidden wizard on unreal that makes this better, I'm not learning a thing with this task ๐
I know unity had one
it was all messed up, but it gave at least initial values
the automated ragdoll was no good?
i cant imagine doing it manually honestly, seems like such a huge pain in the ass
it's ok if it's just few assets, been there, done that
but couldn't bother less to do it for game jam I may not finish ๐
hey @small fern check out our game entyr so far ๐
ignore my stupid kanye west music playing...
looks neat ๐
thanks ๐
need to add a boss, and him losing his gear (to fit theme). we gonna have a scarecrow as boss probably
and he scares your armor and sword off lol
so you have like, half health or something
really crunched for time though
this is what I'm fighting atm
issue is not it getting stuck though, that's a quick fix
it's just that there's no proper limits for joints an collisions overlap so it goes nuts
would need to manually fix all that
I've had my shares on those with unity
tbh, my attempt to manually ragdoll a dead dragon didn't end up working that well ๐
just delete all the default stuff inphat and only add volumes to major limbs
it's really hard to set the weights and params well
for quick ragdoll fix
well it doesn't take into account if it's a chara or not, I dopn't think you're intended to use all the joints on a character for ragdoill
well i gotta get some sleep, goodluck with the ragdoll
if you look at default mannequin, it has pretty much them all setup, not for joints though, but every bone seem to have collider
yeh, I dunno if luck is involved now, just tedious manual work ๐
๐
it's freaking out like that cause you have too may overlapping, just delete them one by one til it works, at least that'sw how I did ragdoll last time seemed to work okay for jam
I know
well
there are 3 reasons
too many bloody joints
no limits on joints
overlapping colliders without proper spacing / collision settings that let overallaping colliders collide
joint count is not the root issue though but the latter two
it's also freaking out because it gets occasionally stuck between the bridge ๐ but that's my fault, easy to trigger the physics sim just earlier
@quiet thistle pretty cool that game
@quiet thistle I like how there is a midget shooting arrows at your crotch
@small fern make sure you disable collision between bodies that should only be handled by constraints
for example disable forearm with upper arm
and forearm with hand
that should fix the jittery stuff
@robust basalt yeah, that was the 3rd reason I listed just few comments ago ๐
yeah, just read that ๐
wonder where this impulse comes from though..
I just set simulate physics on and it flies initially
I also had an issue like that and setting angular and linear velocity at the same time sorted it
I guess the walk anim isn't taking physics into account
hmmm, I had to do that on unity too
so when you enable physics the momentum makes the smal momentum huge if you dopn't have the physics set up right?
there I had to also freeze the ragdolls for one frame or it didn't take the reset into account
makes sense
I'll try
hmmm
can I somehow do this for all bones at once?
or do I have to loop them myself?
@slim light ^
oh, I found the setting
hmm! I don't remember having to do it for individual bones? Just setting it on the skele
ah
some odd context related issue
might also be a depenetration thing if that doesn't fix it, like if a foot is halfway through the floor when you enable the physics
but doesn't really look that way
nah
it does that even if I do it in the air
thought of that too, hence testing that ๐
I think the impusle comes from your mesh being too far down in z
when you physicalize, the collision mesh is stuck in the bridge
@robust basalt that's what @slim light and I was talking now
same thing happens if I just drop the character on top of trigger box that changes the physics
๐
heh
great! I need to create a physics asset for my character, for some reason when I overwrite it with the ue4 default physics asset, it goes nuts! (I autorigged him in mixamo)
join the club ๐
just deelte all the stuff and add physics volumes to the main parts and don't let them intersect ๐
hmmm
there's node for resetting all linear velociteis for mesh
but none for angular
I only see bone specific stuff for angular
it now jumps only half the distance ๐
lol
can you no just 'set angular velocity' on the whole actor
rather than the mesh
urr
whole*
nah
it needs to be set on component
and it makes no sense to apply into capsule once you've removed it from equation
wonder if it's my root motion anim that's messging this up
ah right, I did it by hiding the main mesh and having a ragdoll actor tha tI spawned in
well I think if you spawn it on the vectors it still has the speed issue
you'd need to copy bone orientations to the ragdoll though if you wanted it seamless on that route
but it's easier to negate
Time is running out if I want to model the cars & trees again too ๐ฐ
unless you have static position for the animated mesh that's close enough
I'm rtrying to load the project I did it in so I can double check what I did
I also haven't even started on the start cinematic and UI
you know what turns out I didn't remove the velocity at all O.o
that was a diffent object but on the ragdoll person I didn't do it
just detached it from root and set collision
damn
also double damn if they depreciated it lol
I did - set sim yes - set grav yes - detach - set anim mode singlenode - set collision phys only - set collision object type physicsbody
I'm pretty sure it's the angular velocities
hmm had a bunch of build errors , it all seems to work tho
fix the errors or polish the game...
check if it packages
could you set the angular and linear velocity on the capsual before it gets removed so it doesn't interit it rather than setting it after?
could be
I reset velocity on frame after too
it helped a bit
I'll try doing other stuff on next frame too
ok, I think I got it
this is super hacky
it's not enough to reset on next tick
but I added delay of 0.03s on next tick before I reset linear velocity and run Reset All Bodies Simulate Physics
then it works, on my comp
I guess I could do it for 2 frames :p
They seriosly need to add mirroring tool to physics asset editor ๐
yeah
don't understand why this isn't a feature yet
mirroring kinda works with copy+paste of constraints, but thats it
agreed
but it may be pita to implement
would need some error margin for fitting it
@slim light thanks for the help btw ๐
lol no worries I wish it had been better I got confused with differnt things I'd done lol
it seems like same kind of steps need to be done on unreal ragdolls too as on unity
and I always thought the steps on unity were hacky ;D
resetting the velocities make sense though
somtimes but sometimes you might want it to continue
just can't get why it's not enough to do it on next frame because then new physics sim step starts
yeh, I don't have time to tweak this further
I definately encountered a similar issue but not 100% sure how I solved it
the issues with resetting velocities would be if you had the character attached t something and wanted it to be hurtled forward when that thing crashed
i created a new lvl, but alt enter doesnt work on it
is it becouse it has input UI only?
hmmm, little less than 13 hours left
im still on track ๐
it makes more sence than my last game , other than my use of theme ๐
@grizzled zenith speaking of game-jam. highschool 101 kinda blew up a little bit after jacksepticeye played it
what do you mean?
plenty of playthroughs on youtube pooping up
approaching 50k downloads
probably 10mio views overall
or more
I'll add you as admin of that jam game we did 2 secs
ok
what did you guys make together? ๐
What are rules for using Starter content (materials, etc.) in submission?
Do you note it in submission?
@robust basalt https://itch.io/jam/bot-says-jam/rate/69468
it was bot says jam
how2compute, vib and owninator were also part of it
let's just say our collaboration didn't quite work
lol
RIP john cena mingame ๐ฆ
a great bot idea though ๐
๐
never had any issues with perforce
except the last minute highschool 101
the integrations is nice and the checkout stuff but having to host the server yourself is dodgey
for small scale stuff
if you're a company suire
I guess nothing is foolproof!
well, that was more human failure and sleep deprevation than perforce
it's already 19:52! Gotta hurry
well, we still have till 7AM on our timezone ๐
I don't think 11 hours would be enough still
just submitted my first ue4jam game. this was fun ๐
gj ๐
look at the project folder ๐ ๐ฑ
Any name ideas for the game? the idea is that wind takes your lotto ticket right before you hear the winning numbers and you start to chase it in endless city
90% of the times you die during that chase
"don't go running on streets for a lotto ticket"
maybe that
lol
great, I broke my start cinematic
and this rootmotion drives me nuts ๐
respawns would work but root motion gets broken on it
Hi,
I have a weird issue. I have created a blueprint class inherited from A Character and this char moves using root motion. If I put this blueprint into level manually it works properly but if I spawn an instance of this blueprint from code using GetWorld()->SpawnActor<> root motion doesn't work. Walk animation is playing but character does not move.
Any idea??
thanks
great ๐
"We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes"
How would you go about animating the pin in an analogue weight scale? Similar to this: http://images.wisegeek.com/bathroom-scale.jpg
I'm thinking to create a separate mesh for the pin (is it actually called a pin??) and then rotating it locally in code.
as programmer I think this is nice solution, you can even create some look up table for better perfomance
alright. Thank you ๐
or this is could be animated as one sequence from zero to max and then you can "stop" animation at you desired weight
I mean, you can create animation in some 3d modeling app and just play some frames of this animation inside ue4. Well, I dont know what best practice exists in this case)
ah, so like an animation from 0 to 100kg, 100 frames long. And then just play frame 0 - 80 to display 80kg. Seems legit
yeah, something like this.
Needs to be a linear movement then, which is not very nice. I will just fool around a bit. Thanks! ๐
(i dont know much about animation stuff inside ue4, so this is just pure imagination) I think this is possible to control frame rate of you animation, so you could play 0-70 frames at faster rate, than last 10. It will look more realistic. You could also play 0-79 with 1.5x speed, than play 80-83 with 1x speed, and 83-80 with 0.8 speed.
Im good at imagination
lol
heh, just when I thought I was catching up
I'm hitting my head into wall with this root motion thing
My jam teaser ๐
that's not jam. it's a room. #refunds
You need to find the jam in the room ๐
well it's not on my half of the bed so ....
Glad I recorded most of the process, now it's fun to create the time lapse ๐
you could call it a "pro-lapse"
jamlapse
https://giphy.com/gifs/swPH6f77yLk2I didn't get the joke
@sharp berry is that marketplace stuff?
I'm seriously considering if I should even post my game. It just screams "wasted potential" IMO. ๐ฆ
It's submitted now, it has not yet uploaded to gdrive though
@tepid light for the sake of bullying allar, for sure ๐ (also for the sake of we want to see your game too)
I just realized that my character doesn't even have shoes lol
this is vague but if you know.... you know. https://i.ytimg.com/vi/M4vIlLj-hiw/hqdefault.jpg
aww ๐ฆ
this might be the worst entry that I have ever done on a game jam lol
but
it has physical animation in it
so it can't be the worst
damnit I should rename my game DON'T GO RUNNING ON STREETS BAREFOOT FOR A LOTTO TICKET, instead of DON'T GO RUNNING ON STREETS FOR A LOTTO TICKET
much better
but too late
perfect
@stable kiln Wouldn't that be against the rules?
not if u credit em ๐
looks good ๐
immoratalized 20 hours of ur life ๐
@stable kiln Thanks, you can download it on the forum now ๐
It's all kind of low poly
when im done i prolly go sleepin ๐
doesnt show cuz its dark i guess ๐
my stuff is super high poly
i need my freaking polygons yo ๐
u cant have any of mine, im gunna use em all
Grabs all Derzo's polygons and runs off
I dont like to use many polygons
once I make to many, I keep going on until its so much it became unusable :p
heh
I solved the root motion bug but restoring the ragdoll back into animated char
had to wipe out all the hacks from it I made earlier or that would have been impossible
7.5h checkpoints, spawning, first puzzle fully finished
if everything would go smoothly, I might stand a chance
Seems like all jam submissions are gonne be in the last few hours this time
gunna take a lil break so i can take a fresh look again later ๐
takes the last of
Derzos polygons and runs for the hills
does the chat give that submission timer?
nm forum link in the top
Are you making like 15min of gameplay time? ๐
that sounds good for a jam game!
Sounds 3 times too long :p
mines gonna be pretty short, but hopefully fun lol
is anyone gonna be streaming the games?
....uh is that countdown timer right
it says its due on tuesday?
7 hours and 3 min left
yeah i guess they accidently put in the wrong date
midnight EST
they must have updated it? lol
I really underestimated the learning curve for the art, animation, and modeling side of things
I tried to force myself for this game jam to do the stuff I know almost nothing about so that I can be more well-rounded and boy I've spent probably 80% of my game jam time doing tutorials
@quick crow is an amazing game jam partner because he has been willing to put me on his back and carry my useless ass to project completion for the game jam.
no matter what your experience level is, gamejams are great for learning
keep at it man
i always learn something new at game jams
cause i stick to just the environments so i dont know lot about editor in general
yaay it's now submitted
go play it now
Welcome to the September UE4JAM Submission thread!
Submit your entry here with the following information:
Link to a download of your game
Team name
List of team members
Name of your submission (Please format it with your team's name attached ex. TeamName_GameName)
Please remember to rename your project to _ ex. TheEpicTeam_AwesomeGame
#5
Bad timing for MegaJam ๐ฆ
Nice one @grizzled zenith ! gonna play through the games tomorrw. Gotta sleep now.
My first UE4 Game Jam finished ๐ https://forums.unrealengine.com/showthread.php?122336-September-UE4jam-Submission-Thread&p=593147&viewfull=1#post593147
Welcome to the September UE4JAM Submission thread!
Submit your entry here with the following information:
Link to a download of your game
Team name
List of team members
Name of your submission (Please format it with your team's name attached ex. TeamName_GameName)
Please remember to rename your project to _ ex. TheEpicTeam_AwesomeGame
oh rats
modeled a windmil for my jam game
but due to my camera angle, this is all player sees of it ๐
At least it casts a full shadow
๐
heh, good point
If anyone is interested in crying about the crunch time in the final hours of the game jam, I will be in the Lounge 1 voice channel to listen to your tears because I am also crying
haha
somehow doubt my crunch will be enough, but made some ugly trees still..
I like your trees
@small fern I like what you're working with so far
I'm struggling to make any real puzzles for this
what I'm now doing are stuff that very meant to be intro things
but since I don't have time to do much else..
Woot! Finished my first ever game jam! Tons of fun!
grats
I think that's one of the good things about game jams, they force you to stop tinkering with visuals and get down to effective gameplay
haha yea definitely.
have put in for a week off work in october. might see if i can put in an entry for the october megajam
I've made the whole game, then just realised that I forgot an end game / you've won screen...
lol
is downloading the games now but looks like he will be doing the playthrus of at least the first few tonight
not going full allar
never go full allar
The deadline has not yet arrived?
mine will be amazingly easy ๐
wonder if I should leave the instructions out
to give some artificial challenge before people realize there is an action button
26 submissions so far, i wonder if more come in the last 30min
usually start piling in after midnight
but last few have been kind of light
will pick up again probably with the mega jam
oh my
upload faster damn it
My team's project won't package due to "Unknown cook error" x_x
I had that
few different problems can cause it
have you used any of your own structures?
and since you referenced them in code, added new variables. If so, remove and re-add those references
Crunch time!
15 minutes to come up with and make a game
You'll love the no-armor model
it cracks me up everytime
just make sure enemies can hit you more than once though since it's still doing it on mine
(last three were totally meant to be private)
best get started ๐
yay jam ended \o/
still wrapping this up :p
That really sucks, my team wsn't able to submit the project on time. @quick crow still deserves some credit though because he grinded out and worked tirelessly to try and make it work.
the deadline is pretty loose
I believe they allow an hour or two buffer for uploading delays
awww
are you going to do a late stream then?
is anyone streaming these?
No stream from me unfortunately
not everybody is an expert game jam player
Was going to set my channel to host his but... not online
hes dropped in and out a couple of times
id imagine it will come back here eventually
good to know its on his side thought my internet was f/ing up
@ember saffron on your entry for the audiogame jam, I get to the point where the woman is being terrorized by some machine, I smack every part of the machine I can find but I'm not sure what to do now