#game-jam-chat
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Lattasoft is still attending twice ๐
heh,, "low expectations (5)" sounds really motivated
Heh, they will probably rekt most of us
I'm worried about that TheVR Studio
saw them poking their heads around here ๐
You know what I would like too see?
Some small studio staring in a jam, not as a competition, but as an example.
I mean, experienced devs that worked together before.
or maybe some people from epic ๐
heh, I'd love to see community manager team on game jam ๐
yea. Thats what I meant by "people from Epic". Team Community
I don't think that possible however
ouch, more solos than I've expected, going for a team looks tempting
hmmm
maybe people think that they have better odds at winning the main prize on solo or something
like, less people to raffle it with
Most people go solo and most game could probably fit under 100 MB, if everyone tries
where is the guide to get under 100mb though
is that all?`
yeah, but under 100mb catergory is only for epics t-shirt, fortnight alpha + shadow complex key
@somber hazel it's not all but it's all you need to know to get well below 100
what is "well below" ^^
just by following that guide and use common sense on packaging setup, you can get blank project to package around 55-65 MB depending on engine version and build type
kay kay
I doesn't have to be "Well Below". 99.9MB is low enough
heh
@tepid light obviously winning on solo is really hard, just thinking about the reasoning why so many does solo this time around
yea. assets are tiny compared to the engine itself in those small gamejam game
games.
yeah
I'm pretty sure in my last game 9 min of music took more space then the rest of my assets
I got my previous jam entry, which was 353 MB btw unzipped into around 70 MB just by tweaking few things
it had 5 minutes long audio track too
I want a category, 3D 120 fps on laptop
I want category for under 50MB games ๐
ai challenge would be neat still
a game that you can controll with only 2 buttons.
yea, AI challange would be nice
but AI is a hard thing to do in a normal jam
it takes a lot of time
A solo dev competing in the under 100mb category has a better chance of winning than someone on a team though
Depends on how good the dev is ๐
not sure if I wanna win a pc that doubles my energy bill :3
oh wait, I could sell it $$
๐ธ ๐ธ
@pale eagle Eh, yes and no. Just statistics alone, a solo dev has a better chance at winning. Even with the number of solo devs increasing as there are more categories that they are able to win in. (Good thing I suck at statistics, because you know, odds lessen as more compete ๐ ) More solo devs please.
@small fern Make the smallest game you can do, you will wow them with your skills
I have this feeling that a lot of the group teams are not registering until the last minute or might not register until submission
should make a preregister category winner
i dont think ive ever preregistered for any of them
If the theme will be good and I can figure out an idea, I'll participate
First 4 days I'll have to use just macbook, but I can model with that
Then I have 3 days time to make the game itself
So it'll be very art heavy if I decide to join
@small fern Myself, @ruby cradle and Chance always talk about taking part one month - between us we are a Programmer, Artist&Animator and Tech Artist so a pretty good split - but whenever it comes around there's always hundreds of other things we need to do ๐
would be cool though ๐
especially since there wouldn't be any audio guy in team, I could already imagine mouth sounds ๐
@lapis lichen - C'est la vie. Gotta dump your plans if you wanna jam :p
That is true! Maybe one day ๐
well i can now kinda improve generated characters instead of completely breaking em ๐
I'd just come up with the ideas
my ideas are the best and those are all that are important /s
So I've been wondering... how the heck are people going to make games that are under 100mb for the Epic MegaJam?
L33T SKILL5
Been playing with a test project and so far, the smallest I've gotten a packaged project is 143mb.
That's a project with only a very simple map, a game mode bp, a player bp and a flat material.
I reckon I can do it, but it'll be damned close to the mark
Also excluded redist.
I guess it all comes down to knowing exactly where you can flip switches to reduce the package size.
There's probably several I don't know about.
For example, I don't know how much rendering settings affects the size of the packaged game, e.g. if I turn off a bunch of settings I don't need.
I'm going to keep looking into it, though. The 100mb challenge is difficult enough on its own, let alone making an entire game that fits in a package that size.
Oh shit. There's a pretty extensive doc for this! https://docs.unrealengine.com/latest/INT/Engine/Performance/ReducingPackageSize/index.html
How to reduce the size of your packaged game.
Don't miss out on the #UE4 Epic MegaJam on Oct 6th! Sign up today! You could win a $3,500 VR PC! https://t.co/ilDzfosaQ9
@civic dock pretty sure 0lento can give some tips, he got his down below the threshold through some hackery.
Even after following all of the tips in the docs, I can't get below 105mb.
And that's with little-to-no actual game included.
@glass fossil Thanks. I'll ask them about it at some point.
Somehow less than 1mb of content turns into a 23mb .pak file when packaging. ๐
I'm learning a bunch about packaging in the process, though, so yay.
I think that pak includes engine content anyway.
Also one sad thing is that ue4 doesn't support mp3, 5mb .mp3 converted to .wav goes over 20mb
I've noticed
at least if you convert on audacity
Not sure why anyone would use wav unless you were editing sounds.
Well you want .wav in the editor because it's lossless. You can set up compression ratio/quality in sound cues assets.
Pretty sure .wav gets compressed into .ogg on packaging, anyways.
yeah sure in the editor I can see that. Not sure what it gets compressed too but if it's ogg im fine with that ๐
OK, there must be something wrong. My packaged game is now increasing in size.
lol
Fiddled with settings I thought would reduce file size and ended up doubling it. ๐ฒ
I think you can/need to remove some files from folder after building.
I need to try all that
under 100 MB is not my priority, but I will probably hit it anyway
pff, still talkin about that 100 mb, that character and one man army award is much better ๐
I thought about it, but the character one very heavily depend on the theme.
I can't model characters
so I would have to have a non character -character.
I don't know if that counts.
as in, Glados for example.
99% voice, 1% robot body that really doesn't matter.
@civic dock enable compression for pak
And blacklist all engine content you dont use
Put everything to shipping
I got almost blank 4.13 into 54mb just by tweaking packaging
I did compression and set the project to shipping. Haven't gotten into blacklisting yet.
And not telling my final figures where I ended up :D
With compression, shipping, no redist and no crash reporter, I got down to 67MB on a nearly-blank 4.12 project.
I had worse luck with 4.13. Package kept increasing in size mysteriously. Still not sure why.
Well I suppose I can tell one undocumented trick
Even it's still a competition and all
There is a huge diff between 32 bit and 64 bit builds
I pretty much tested everything
Do you think it's possible to get under 100MB and still have room for an actual game without removing redist and crash reporter?
I got my 353mb last month entry into 70mb zone just by tweaking few settings
Sure, just be smart with content
Those seemed to be the two biggest wins for me.
Dont put huge textures in
I can't get a nearly-blank project below 100MB without removing both of those.
Same here. I got down to 105 without removing the crash reporter, for example.
Crash reporter made a huge difference for some reason. That alone dropped me from 105 to 67.
It also strangely seemed to remove Programs and Shaders folders from /Engine/, which I don't understand yet.
Will need to do more research.
Additional hint, check you saved folders cooked folder for blacklistable items
There is some crazy items included
Like, tutorials
Oh wow hahah.
Or mobile stuff on desktop builds
My project keeps including OpenVR and OpenSSL, even after disabling their respective plugins. Definitely blacklist candidates.
Yeah. Gotta make sure it still runs as intended after blacklisting stuff.
I'd go as far as saying that most past jam winners could have fit under 100mb just with packaging tweaks
There hasnt been many texture heavy/ highpoly entries on those
Only huge downside on 32bit packaging is that seems to fail on me 50% of the time
If I repackage, it works
There are ton of answerhub people who had same issues with 32bit packaging even on 4.8
do people still game on 32bit?
Its some virtual memory issue
Error tells to up the amount to 420 on me
But even default is 1000 I think
Probably not
Doesnt matter though
@civic dock make sure you set shipping on packaging settings too, not just for build conf on file menu
Oh right I missread
Without removing redist and crash reporter, it will be close
@civic dock oh right, do note that everything you manually blacklist still gets cooked
so if you want to make sure they don't get into final package, you can either opt to not put things into pak file or just monitor the pak file size between packaging changes
my biggest hurdle with blacklisting was that I had the blacklist txt on wrong folder
it needs to be in Build/Win64 or Win32 depending on what you are targeting at
@small fern helping out the enemy, nice guy ๐
I kinda regret telling the 32bit thing already ๐
should have kept that to myself
that's still like 12 MB advantage
I think the more important question is, how big are the game assets. No point doing a 32 bit build to endup with 80 MB instead of 92. Below 100 is below 100.
and it's better to remove as little as you can.
I'll probably end up putting few different packages in final post, just for the sake of being able to do it (if I even finish the jam that is)
like under 100mb as my official entry, then "as low as you can go" version and then something that's not compromised at all
@ruby cradle Any chance of having some of the rules laid out in tomorrow's stream for the MegaJam, I am sure a lot of people are going to have questions and would like to double/triple make sure what's allowed, what's not, and other rules, like tool usage/listing. While I agree there are some gray areas, there really shouldn't be when it comes to a Game Jams that have prizes involved. Things like Substance/Quixel are pretty much industry standard, obviously Photoshop is also, Are we listing each of those? I suppose everyone on Windows gets Paint, so that shouldn't get listed. But yeah...anyway
Just my thoughts
also.. Using content that someone else made is not ok.. but what about following a tutorial and doing the exact same content ๐
there are a lot of gray areas ๐
It's not really rocket science though
There can be a list of What is acceptable, what is not. What needs to be listed. What doesn't need to be listed. And anything NOT listed, needs to be listed.
Problem solved.
and people who want to cheat will cheat anyway ๐ฆ
I personally find the toolset thing bit troubling, as all pro tools, be it Maya, Modo, some texturing app etc have ton of feats that help you get quick results, all pros use that because it would be silly not to
it shouldn't be cheating if you use tools properly
there was talk about listing things that save you large amounts of time
but where you'd even draw a line on that?
like there are some crazy efficient uv unwrappers around, you can use already preUV'd primitives on all DCC apps to save time on low poly
list would be endless if you listed every single thing that saved you from doing it fully manually
in my opinion, only thing that should matter if you actually modeled/sculpted and textured the assets yourself, regardless of what tools were used in the process
also, if we go into audio department, say, if you don't source existing music but do something yourself, would you need to disclose used instrument libraries? this list would go on forever too ๐
and look way worse than on person who just sourced "this music track here"
Rule number 1 is "use common sense":P
Well, as you probably are more than aware of, common sense is not a common virtue.
hehe. yeah.
but having strict rules for that sort of thing is kind of hard.
also.. tools that automate things are not assets in terms of games.
So I wouldn't require anyone to disclose that.
On the other hand listing tools used would be a good thing. Not from a competition standpoint, but from learning standpoint.
Writing about the whole process in general too.
agree on that
Whats why I asked about making a video earlier, and I plan on writing a blog post about my progress.
With 2-3 days delay ๐
heh
that's one thing about disclosing too much
because if you submit the jam entry early
and you need to disclose how you got so well under 100mb
people submitting day later could use that
you don't need to do that. Thats not a tool or asset, or anything
thats lack of those if anything ๐
what is the size of an empty game after following the tutorial on wiki anyway?
67 megs I think
if its under 80 MB than it doesn't matter...
wow.
so it doesn't
33 is a lot of space for assets
saving space on audio: "this game has no audio, but I suggest playing this: http://www.youtube.com/watch?......."
heh
as a widget. with a clickable link ๐
"put nickelback on"
heh
or just make the game popup webbrowser page when you launch it
with hamster dance on it
man, that would have been clever, shouldn't have said that either ๐
also, I think you could easily make a plugin that would automaticly download and play audi..
yeah, like I said on the first day
people could stream everything in
but it kinda ruins the whole idea
also I find streaming to be cheating, even the rules wouldn't forbid it
I would say this: if you have to wait for the content to download than it's a problem. If you can download it on the run (like you could a soundtrack) than its ok
"no loading screens"
that would be nice additional challange.
I dunno how that would work though
people could just load everything on launch
without popping a loading screen
also, streaming music from youtube and having a custom server to stream your data specific to your game are two different things.
100MB will have no loading time by itself.
so any loading, any waiting would be cheating.
if you procedurally create the world, it wouldn't be instant
so that's not as black and white as you suggest
there are ton of reason for loading screens rather than loading assets from disk
although, it usually is loading from disk ๐
DRM, loading files and generating world. what else?
and loading takes 99% if you don't play terraria or minecraft.
Oh snap: https://itch.io/jam/gbjam-5
I doubt I have the time for it
Unless I just spend 24 hours or less on it, but that's cool
sounds fun though
is that like gameboy color?
wasn't the original black and white?
and has to be 160px x 144px
Well
It wasn't b&w
it was like grey
monochrome
whatever
yeah, but 2 color
marmoset hexels would be great for that jam
although, with that few pixels, it might not be huge advantage
I haven't played around with hexels yet, do you like it?
I don't do pixelart / 2D
but it looks really slick for that kinda use
almost bought it from last steam sale but couldn't justify buying something I'd probably never use ๐
I have to do pixel art this quarter
I've only done it like twice
It's pretty fun once you get into it
I don't mind either tbh
ahh cool, havent checked those in a while
going for under 100mb challenge? ๐
basically music is not a huge issue if you don't have over 10 minutes of it as it still compresses fairly well
How much time do you guys spend on coming up with your game idea once the theme is announced?
i usually make some concept art ๐
usually i just set up some basic stuff when i dont know what to make yet
any1 goin for this too ? http://www.reallusion.com/iclone/event/2016-3d-character-design-contest/intro.html
that work in progress thing is pretty cool
I won't be able to start working on the game jam until about day 2 sometime
really detailed posts on how they create their character cuz its rated for the score
Wow. There are 45 one-man teams that have preregistered.
poor Allar
We should help him! Let's make more platformers! And they have to be very hard.
๐
better make them move
also have to join his stream late to request the playthrough so he gets to play them only when he's already dead tired
I think im going to participate in the October MegaJam, but if I see how many people already signed up, better make something spectacular
Also don't forget to forget to add checkpoints! ๐
hey, my last gamejam entry playtrough lasted one minute
and I had 3 checkpoints ๐
now afterwards, we could debate if I should have made more content instead
especially since I had issues with rootmotion driven chars respawning
Allar spent a long time on some games
so you could argue its worth building a lot of content
well, we are not really building games for Allar here ;D
and he doesn't have to playthrough them if he feels it lasts too long (but he usually does finish them)
usually the scope is more limited due to having to actually put in all the content
there's been few games where you could do like really huge amount of levels with minimal content amount but that more rare
If you make a game that takes 30 minutes to beat
but has 1 minute of content and progression
I hate you
COLLECT 200 ITEMS IN 15 MINUTES
yawn
I'll make point and click adventure
where you only have fetch quests
but yeah, I wouldn't think the scope to be an issue if the game is otherwise done properly
and not just some repetitive levels
Your game should be playable start to finish within 5 minutes
Especially if you want a good playthough by the judges
:p
my last jam entry lasted 1 minute ๐
Especially espcially for the mega jam
If it takes 20 minutes for your game to be cool, then judges won't see it
No, there were just better games :p
I know ;D
yeah, I got stuck at other things, I barely got my intro stuff in
I just wanted to submit as I usually don't finish these
Anything with a round timer longer than 1:30 is most likely going to be shit
If you use round timers
Multiplayer is an exception
1:30 wouldn't be enough for racing games usually, unless you are supposed to drive around the track only for one lap etc
95% of game jam racing games so far have been boring as shit
I was going to point out that too ;p
the ones that aren't boring actually win though
the racing games that won are a) multiplayer b) polished c) don't drag on
IIRC only 2 racing games one, one was race to the top with grapling hooks, the other was the mall runner
Both those are clearly better crafted than the average entry
sure
I mean, if you just slap ue4 vehicles in level and put a splinetrack for it and say race, it'll not be very exicing on itself
nah, Im good
Unless you really, really nail it
I just want excuses to make something else every once and a while to get break from my real project
I don't even take game jams seriously usually
hence not caring much if I finish them even :p I usually just play around with new engine feats
but I'd really want to do at least one jam properly
so hoping the megajam theme will be nice for me
good tips thank you
and lets be honest, under 100mb category pretty much yells at me to pack ton of content in there, just because I could
that mall runner game was hilarious
where yo had the babies on your shoulders? was that how it went?
i wonder what the dev-up people will do this year, that game was beautiful
well that was our second game jam right after graduation
can expect higher quality visuals this time for sure
I was actually bit worried about the dev up thing
I dunno how things go in games like these
as they referred to real peple
you surely couldn't do that in commercial game
if I make a game where you play as Arnold Schwarzenegger, I'm pretty sure I'd be in trouble
even he's public figure
yea, bro force had to tweak it a bit ๐
lol
BRO-NAN, YEAARRRRGGH!
in regular jams I would recommend to abstain from multiplayer games in general
we concluded that Judges rarely test those
Megajam is exception because of Allar
MP all the way!
Aye
Pretend your games are being judged by someone who opens them, looks at it and goes 'hmmm', then closes it
:p
@pine fulcrum you planning to stream these still?
sweet
yeh, I read that, just checking
does it look to be a bigger turn out than last year? it took you what, 3 sessions to get thru them all last year?
it probably wont fit the theme, but im gonna make a business game - because ive always wanted to make a business game
I'm just sad I don't have urge to make a moving platform game
with random glitches on jumps
lol
i guess my best advice would be - get a build machine, because if your machine is pinned while you are getting builds out, thats gonna waste your time
it doesn't take that long to package
and you can use a break, do other stuff while waiting
oh right, if you need to rebuild lighting it could ๐
take breaks during a game jam?
true, i actually got pretty fatigued out last time
I pretty much need to do that anyway because dog is not going to accept it otherwise
also
your packaging is not going to break on game jams just by adding same kind of content, if there will be issues it's more from doing something that you don't normally do / use new experimental features
I usually test initially packaging when taking new feats into use, regardless if it's a jam or not
because my games were mp i always had to cook dedicated servers
oh right, mp ๐
so i guess your right if it wasnt it probably wouldnt be that bad
I have another computer here though
but have planned on getting a dedicated CI server at some point
i'd love full blown ci, pushing nightlys to google play
I got decent at setting up CIs for Unreal
And even built my own auto deployer
Now I get paid for it
#TurnTheThingsYouNeedForGameJamsIntoProfit
If it helps in production for a game jam, most likely it'll help everyone
yeah I'm confused too
@pine fulcrum auto deploy to steam? do you use jenkins?
If someone is paying for it, I usually use Jenkins as thats what they want
I use a combination of Jenkins and my own tools I wrote for my own stuff
What'
yeah, I basically need the CI thing for my real project
but could be handy on jams too
is a nanobags?
im reading your blog now, your vids you did a while ago helped me get my build scripts together
it's voxelbags !
what
mmmm one day, one day jenkins
Wait, did I miss part of this convo
Anyway, @proven badge and @dull basin we all expect greatness out of you
@rigid fog jenkins = continuous integration server app
it's relatively simple to setup too
Wtf does that have to do with nanobags and voxelbags
CI automates game jam rule of 'build often'
@rigid fog VoxelBags is our team name ๐
If set up right, all your emails, phones, and pagers will alert when you fucked up
hahah
great:D
google notified me today that my build got rejected while i was in lne at the grocery store - i just said AH FUCK and everyone looked at me
i need more of that in my life
4.13.1 still fails to package certain build conf like 50% of the time
that's nice ๐
@keen plinth ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
I was like wtf
I am hating, because I consider you my rivals for this MegaJam
"hating"
Yours words, not mine.
โค
we all win, its so inspiring to see what everyone can do
JR
I might need to get anony to sabotage your pcs
heh
hes won game jam before
I read that "we always win, so it's inspiring what others can do
I don't know him though, full name?
c0rrupted
JR is my steam alt
@small fern read what?
not the JR he's talking about though
oh, oneman
yeah
@keen plinth so only 4 of you this time?
"only"
yeah should be fun!
we are new team so should be exciting
Yeah Slap and Jaki always be traveling
"traveling" = moving around from team to team
it's good for them though
and others ๐
Anyway, still need a damn team name for mine
JR4815 is JR's forum name
hmm....
is he the one who copied a game awhile back?
oh, Victor actually knows him
Ah, it was him
lol now i will call him JRAD
GL with that
what did he copy?
Well, it might not be him
JR made www.epicleaderboard.com
But anyway, someone either a) directly copied a game that was already out on mobile OR and just as likely b) created that mobile game and then turned it in as a gamejam project
neverheard of that either
Oh, I still haven't used that
I can't remember why
Maybe it was 4.13 ready
wasn't
It is now tho
Nice
I used it in 4.13 game for last jam
Good looking out
I was going to use it on preview for something
And it wasn't ready then
So excited though
Ah damn, I usually have a bad memory, especially other people's name. But yeah, I hit it right on the money.
This is of course due to me doing the stream that month in Allar's place.
Was there like free music given for the last Mega Game Jam?
yeah I remember something about that
https://forums.unrealengine.com/attachment.php?attachmentid=62911&stc=1
Here are your winners!
Addiction Award
Midnight Mall Race by Sleepless Meatbags V2.0
Philosophy Award
Omnitron by Handkor
they don't mention if you can use it outside of that Jam entry though
"Additionally, the band Magic Sword has provided awesome music to Epic MegaJam participants! These four songs are available to use on your non-commercial game jam entry"
it was for gamejam only i remember but there was something like contact them if u wunna use it for something ele
If you want free music there is a ton of it on youtube. And I mean on attribution licence. not just "free"
I'd be careful with youtube content
people put all kinds of things there and claim it's free
Yea, there are "Free music" videos that are just compilation of movi soundtracks -.-
but you can generally tell if a small artist has a personal youtube account.
a friend of mine asked an artist to send him some stuff he could use in stop motion vids and the guy send him a box of cassette tapes
for my last game jam I streamed music from youtube through the web browser
Nice nano
I don't think there are any violations/infridgments doing that
naw
it doesn't really matter that youtube hosts it
you just provide a link to someone elses service
you play it
but, you embed the player there, and youtube isn't in regular browser
I'll give an example
you make a game
where you drive a car
and you can turn the radio on
party in usa comes on
if u link it to an online radio..
I think its a bit of a grey area
websites often embed youtube videos on there own site whats the difference
those online sources have their own terms
how they can be used
I'd start by checking there
once again u need 10 lawyers to do a gamejam ๐
but would be crazy if you could just bypass all audio track royalties from streaming content from online services
it doesn't really work like that
well, I doubt nobody will get into trouble for doing that on game jam
but if you did that in commercial game, you would
You can do wahtever you want for a gamejam
a lawyer specialized in gamejams ๐
last game jam I made if you get the highest score you get to globally set a TV station that plays youtube video
but had compling issue and was late to submit
yeah, I saw the entry
totally do a copyright claim on allar for streaming my game ๐
you also didn't disclose the video and audio on your submission ;P
what would I disclose
fairly certain you didn't make them yourself
if the channel chosen is dynamic
so, if I put random music tracks, I don't need to disclose them?
I could apply that same logic for models and textures too ๐
"impossible to list, so I don't mention anything"
sorry, not trying to argue here, I just think you'd need to disclose using 3rd party streaming service
although I admit, it is obvious when you see the vid
"this game stream random videos from the internet" - problem solved
@keen plinth you guys better disclose all assests not created by you, if you don't, that is definitely cheating.. But I know @Slapunas and jaki aren't going to cheat. So I trust them.
JR well, you already know my issues with him. Don't know you though.
Hope you guys don't get disqualified for a member's bad habits.
Hmmm
Wonder if mobile bug
Or intended feature
Cant mention 2
I dont know why it wouldnt be allowed to copy mechanics of an existing game
the art was just blocks so thats bound to be similar
if he allready put it on mobile store B4 and than enter it too thats kinda bad tho
mayB he picked a simple game he knew becouse he wanted to see if he could copy it
I figure if you need to look at legal issues too closely youre likely already heading in the wrong direction
Im sure we could set up a lawyer jam seperately
Special jam that is all about who can bend the rules the most?
we should have a Jam Master who controls the rules and can change them through out
think youre doing good kid, think again... illegal move boom
shadyjam
Where do you see the rules about disclosing your assets? I can't seem to find rules about this anywhere.
(detailed) rules are not up yet
you can find for past jams though
for september jam rules
megajam will probably have more specific rules
as prices are involved
but basically
this line Submission may include sourced (non-original) assets, but the sourced assets must be noted.
thanks Olento
np
I think Alexander mentioned he'll go rules through in more detailed manner on next thursdays stream when the jam theme gets announced
last megajam you had to specifically mention if all your assets were original
I got my test project package down from 252mb to 134mb with those tricks
not bad
now got it to 112mb with my own trick, not sure if you know about it
basically just delete the Engine>Exstras folder
@grizzled zenith that is mentioned in official doc
oh, didn't see it
(Blacklisting)
Hmmm could be some other setting too, cant remember what was in that folder
Going for 100mb I see ;)
woah, got it to 68mb by making it shipping build
trying now with default third person without starter content
80mb, not bad at all
it has pretty high poly character and some animations
I like that 100mb challange very cool
disabled plugins -3mb
Can any of you get the 3rd person template package under 78mb?
did you turn off the crash reporter?
@grizzled zenith I can
(pack under that)
for the other question, I doubt you can remove physx / apex unless you do a custom engine build for it
that iclone competition is also rated on how well you explain how you made it, thats kinda genious ๐
I tried reducing file size: "Fatal error!".. Great. This alert leaves no questions ๐
yeah, you get those if you blacklist things that are still being used
about megajam rules
i think everything has to be made in that time from scratch > no marketplace content etc
ive read that rule somewhere
you can use marketplace content, but you have to disclose it. at least that is my understanding
@torpid nimbus last year a game won that had mostly infinity blade assets
I'm mostly worried about audio
I guess most people still outsource it
I mean, you can do some sfx yourself, but music is kinda it's own thing
If i had some proper sound card , could record the guitar or anything but nope
20$ cost , hmm
newer ones 80 $
like external card ?
won't it lose a bit on quality ?
its tricky with the audio stuff
well, of course it's not proper ADC
cable has like cheapest sound card chip in it
but if you have a DAW, you can still do guitar amps there etc
I've actually played piano for 4 years, could record some music with that
no idea where my midi cable is
I have midi keyboard + guitar here
can't play really either one ๐
but I guess I could do some ambient stuff
but all this disclosing thing, I dunno if it's even worth the effort
because where we'd draw the line on some amazing VST
if I start disclosing instruments, my entry will look worse than just disclosing one music track
it's all about how things appear
basically sound and effects are ones that would need some special team member that does those well
takes time and effort
and usually special skills
I know the principles on these but I've tried to avoid doing too much of effect stuff myself
mainly just tweaked existing stuff to save time
there are ton of proper usb audio interfaces, but they don't cost like 20โฌ anymore ๐
main thing here is that cheap sound cards don't have proper instrument / mic input
they get the thing recorded though
yeh
ok ill get soundblaster propably once ill be able too ๐
too many things to spend on atm
and no jon
job
I should get myself audio interface as well
i dont need it to be honest , but its cool to record the guitar and have cool effects on pc
I have Apogee One but it doesn't work on windows
ill propably get soundblaster cause these are the only ones i know
heh
last SB I owned was SB X-FI or something
have SB AWE32 in past too
soundcard where you could add SDRAM memory to expand the onboard memory for midi soundbanks ๐
i never had any sound card
I've had ton of them
basically in the early pc gaming days, there weren't integrated soundcards
so you had to buy separate cards
and later on, I had HTPC setups so I needed better quality audio out
unity 3d game developer job offer
I'm atm using integrated sound, but it's wired to my external DAC via optical cable, so in theory sound should still be good
C# , animating , 3d art creation required
crappy company then
sounds like a company where is just 2 people
and the other one that tells what to do ๐
i so want to finish this environment but
there is no way to rush it
need like 2 sculptures more finished
and few more props
and that buddha sculpture takes most time , daays almost there though
i hope its gonna be decent since i dont do characters and its really small
hows the flying dolphin coming along?
moved to the buddha for now
working on dolphin when im at traineeship
something like this , hard out of cube
but almost there
blender?
zbrush so far only
from scratch and then UVs in blender once i get to it
but this one here is reference image hah
mine is somewhere in the middle of sculpting
need to get the cloth and fingers right , face is almost ok ๐
From 200 MB to under 80. And it works. Great
if any team needs a character modeller ill give it my best shot ๐
i can do 2 and 3d, havent tried 1 and 4d but im willingto learn ๐
Strictly speaking, 8D is a thing too, so you have that to look forward to
i can model 1080d or 2p
or i can sing a song ๐
ill make a 3mb rap about 100 mb games
blow that competition away yo ๐
i wil rap hyperfast!
Make a game about rapping
parappa
Morning.
Good evening ๐
good morning ๐
So ready for the epic jam. ๐
Going to see how many of my students I can get to enter this week.
still looking for a cool team ๐
I just discovered that renaming your project can prevent your game from packaging
It took me a while to work out why it would package at all
just migrate ur map or something ๐
Yeah so just in case you are having trouble packaging make sure you dont do it
Glad I test packaging now so i can work out the problems
So, I'm in the mood doing something with memes for the Jam, but I also don't want to go into jail. Can someone tell me what's in the gray area?
We had people putting John Cenas theme in a Jam which obviously he had no rights for
Will someone actually care if I put a fan art disclaimer and say nothing will be sold?
Obviously Epic can't play such games during their stream and worst case would be disqualification
If I'm not even allowed to talk in here about this topic, please delete my post and send me a pm โค
well, last year the dev up game won, didn't it?
still kinda odd, considering it had real people in it
but they of course modeled them
oh, that's the one with todd howard and other big devs right?
Usually me 2, but I'm in the mood for internet points
Also Unreal needs a counter for that Shrek/MLG game
How did that guy even get away
It shouldn't be a problem, because game jam games are throw away for the most part. It might mean however that they won't show it on stream.
In that case it would mostly be due to audio.
Using public figures isn't a case of copyright
Its grounds for libel if you do something stupid though
Or if you commercialize their likeness without permission
Can you not get away with it if your intended use is parody or satire though?
Well, someone can always say that I want to damage them with the parody
The MLG game had an info screen at start, where it states something about MLG, Dorritos, Mountain Dew are copyrighted and what not
Maybe that guy actually ask them for permission, should probably contact him
@pine fulcrum so I make an action game and put Arnold as players char and that would be fine?
I somehow doubt that would work like that
As long as you don't sell it, you could probably get away with it
See: All the shit on itch.io
well, they don't care, sure
I actually had an idea for a game with the likeness of rambo and john matrix (commando) but im unsure if I can use their image even in parody, although Ikari Warriors did use the Rambo imagery and got away with it.
cool. cuz this game idea is a total winner ๐
Look at Broforce
just don't use real images
yeah good point right there
I think thats a perfect example of a good parody
and using a likeness without overdoing it
when I get the prototype of this game done, I just know people will love it for at least the 5 minutes it takes to buy it and for me to run away with all the monies ๐
for an example of how to use their images without crossing the line, see Bro Force
When evil threatens the world, the world calls on Broforce - an under-funded, over-powered paramilitary organization dealing exclusively in excessive force. Brace your loins with up to four players to run โnโ gun as dozens of different bros and eliminate the opposing terrorist forces that threaten our way of life.
worst you're gonna get is a DMCA and have to take the game down.
but probably won't unless you put nintendo stuff in it
some stuff fis protected under parody, no marios sky for example could have fought the takedown but it's rarely worth it
so the meme run thing is somewhat amusing, as it was originally for Wii-U but got a takedown for using trollface wwithout permission...
MEGAAAAAAAAAAAAAAAJAAAAAAAAAAAAAAAAAAM
HYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYPE!
awww
regular users can't even pin
3 days 19 hours 21 minutes
super users can apparently!
โค
@cobalt arrow https://gyazo.com/27c884ba8f8e128c5892567cd03b6efd ???? Are you still trying to go over the 5-member limit?
he already said he will not count the project coordinator here
pretty sure epic will though
but well
technically he can look out for those and just accept 1 of them
but yeah, kinda odd to look out for them all
I don't get how hard it is to count to 5
If this were the case, I'd have my whole school doing the jam as a team.
Not really ofc
yeah, last time we discussed about this I said we could have lots of directors too, like art director, sound director and just not count them
but I dunno, maybe they just want to do things and not actually submit a game (because no way their entry with 7 team members would be accepted to the official jam)
TBH, my main problem will be keeping people from coming into the room
I didn't realize freaking SCAD day was this Saturday either
So there's literally going to be hundreds of kids touring that day
Savannah College of Art and Design
Pretty much, hardcore markeing to get new admissions
I got an inner room reserved the whole weekend though
can't you work that day on some other place?
Nah
I need the room for various reasons.
I might bring my nerfs guns
And just pew pew anyone who dares to enter
nice ๐
@coarse hedge You are not allowed to work on the gamejam project PRIOR to the game jam itself. That is definitely a rule. Currently you are in violation and can be subjected to disqualification. Regardless, if you wish to continue working on that project for the game jam, you must definitely admit having been working on it on your thread so that @ruby cradle and the other judges can take that into account.
All this talk about not sticking to the team size limit reminds me of a story about a programmer who in secret hired a chinese company to do his work for him.
Nothing wrong with that
Unless the contract says he couldn't
Most ICAs (Independent Contractor Agreements) allow sub-contractors.
The contractor will have to pay out of pocket for them though.
I doubt that's true if it was a real employee/employer relationship though.
But I don't have that much experience in that department in the real world. So can't really comment on that.
to keep it a secret would end up being quite a bit of work managing them, you couldn't give them access to the repositories so any changes would end up going through the programmer himself. He'd also have to have a strong sense of what they were working on and how, so that he could convincingly talk about it in daily standups.
This is all assuming that they were using modern management techniques. If they were all silo'd in their own projects with no cross over and little day to day management then it would be easy to hide.
UMG, animations, sequencer, particles... What else should I practice with before the jam.
Are any of you going to show your game jam dev on twitch?
3 days, 5 hours 43 minutes
Hype!!!! xD
huh :/ the swag was supposed to arrive today
When did you win?
bit over 2 months ago
it says clearance instructions are required, which suggests the package contains something that has customs handles differently to normal stuff
expect them to be dicks and send you a bill for the luxury of waiting longer
I'm new to game jams. Are we allowed to use Mixamo for the Mega game jam?
detailed rules will be out once the jam starts
in past that's been accepted, as long as you mention that in your jam entry
normally you have to say what is yours, what is third party stuff, licensed etc
like: all art is made my the team apart from the UE manique
etc
rules only split it between noting sourced assets and what you've done yourself during the jam
I think on last megajam, you had to explicitly mention what you did youself
yep
on regular jams you just need to list sourced stuff but people usually tell what they did still
it's just more clear
also, there have been winners without detailed asset listings too. for example the game that derzo won with had "lots of assets from site x" ๐
that was bit vague IMO
I see I see. thanks for the detailed answers
@grizzled zenith out of curiosity, were the all textures sourced from substance share?
I admit that just putting oneliner will look like there's been less sourced assets than listing 10-20 assets separately :p
What textures?
on highschool 101
idk, @proven badge textured them
Welcome to the July 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
Lots of substance materials from substance share```
you guys listed all music still individually
oh, haven't even noticed that
yea I used substance share materials for environment
yeah, it's not obvious as it's just oneliner
I might do that myself too if that's ok
because it looks less worse than listing each individually
Rules allowed it, saw no harm in it.
tbh, substance share content does not require to be credited. You can treat it like your own commercial database and use it as you see fit.
if you think it's ok, it's probably fine
I intented to clarify that so noone would have any suspicions about me making assets prior to jam
its not what I think. This was clarified by the Alexander and Chance during the previous megajam
though on that Jam they made a point that you must declare if all the assets were originally made during the jam and by yourself. From that day I declare it everywhere just to be on the safe side
@proven badge actually substance share content at least used to be CC-BY
it was originally CC-BY-SA until I questioned it and they actually changed it
because SA would be kinda disaster
here you go
the moment you submit your content to substance share you agree that it can be used any way the user sees fit
@proven badge 1.2 In addition any Asset that you download from Substance Share that has been developed by Allegorithmic or that has been made available by third-parties ("Providers") that are not affiliated with Allegorithmic, will be subject to Allegorithmicโs standard Substance Share End User License Agreement ("Allegorithmic-EULA"), which is Creative Common's "Attribution 4.0 International" (please refer to http://creativecommons.org/licenses/by/4.0/),
Attribution 4.0 International (CC BY 4.0)
This is a human-readable summary of (and not a substitute for) the license.
Disclaimer
This license is acceptable for Free Cultural Works.
You are free to:
Share โ copy and redistribute the material in any medium or format
Adapt โ remix, transform, and build upon the material
for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
yeah, I know what CC-BY is
I think allegorithmic has said themselves that you don't need to credit assets you get from share but their license text tells otherwise
fair point
fair use in this case would be to credit each material creator personally
basically attribute is the part that may cause some confusion
and I doubt anyone would attribute filters and generators from share
as they are more of a tools
tbh this is what you would put into the credit section within the game,. A long wall of text scrolling up and down.
we just did not wanted to slam all that into a forum post
I'm usually the nitpicky guy on these things (hence questioning allegorithmic about CC-BY-SA)
felt it was fair to mention where we got the assets from though
yeah, I'm ok with that if that's cool with Epic
because oneliner on post definitely doesn't look as bad as list of 20 assets ๐
true that
btw CC-BY allows group crediting although it's preferred to credit each on individually
but you could just put the people in list and tell their work was licensed under CC-BY and it's technically still ok
either way, noone is going to sue you over this. even if you don't properly credit them. Especially on a non commercial jam game
yeah, my point wasn't even about CC credits ๐
just if it's ok to mention "all assets in this category are sourced"
well it worked for your game clearly
yeah, but it's impossible to tell from the list you put ๐
I would happily source textures (I still prefer to do materials on unreal), audio and particles and just put message that I did that, in one sentence
well if we ever pick up that game and develop it further for commercial release,. I give you my word that it will contain appropriate credits on each material ,its author and where it came from.
technically rules don't state how well you need to describe that, so I guess it is allowed
Rules state that you can use 3rd party contnet as long as you have a right to use it
I mean the part about disclosing sourced assets
it doesn't tell how specificly you have to list them
Yeah
for example, Alexander said that on last jam one entry almost won but then they saw most of the assets or was it art was sourced
when I looked at the list of submitted entries, I didn't really see anything that screamed "everything sourced" on their lists
well
unless, they just didn't disclose them properly
there are games that just use Infinity blade assets and and extension of Basic 3rd person blueprint
i can see where that is coming from
hmmm, now that I think about it, I did disclose engine content textures as one liner myself too
didn't really use any of them as is on any surface though
still kinda lookin for a team ๐
hehe, under 100MB is a challenge, even solo
not rly. 20 min of work to figure out the settings and you can go under 80MB. that leaves you with 20MB for assets.
and gameplay logic doesn't use much space
so like, a mesh, a texture, and an audio cue, right xD?
Well, for me it might be easier as my game would consists only of basic shapes in different basic colors anyway ๐
Does ue4 support midi files? That would solve a soundtrack problem ๐
it does not
Soundtrack might be something hard to do in under 100MB if you want to have more than 5 minues of it.
I have my ways
me too
and 5 minutes of 16 bit music goes really easily on default off compression
I got my previous jam entry way below 100 MB and it had 5 minute sound track
The real challenge is submitting a game OVER 100GB and getting them to review it
I promised myself I don't tip off anymore to competition on 100MB thing
I've already practically told how to get under 60MB
@glass fossil you could go Quantum Break.. and stream live filmed cutscenes
that would be awesome
take advantage of a very flexible system and watching the stream, build the game AS they play it
I can already imagine programmers doing cosplay for gamejam
well, I guess it's not cosplay if it's for you game
but then you could use the same gear and do gamejam game cosplay
after jam
lol. You complete a level... and a "loading" screen pops up, that shows a twitch stream of you, building that level.
Alexander: I really wish there were cats in this.
Dev: frantically starts adding cats to the next section
Win
oh right
good tip
gotta have cats
not sure if rocket packs count anymore
it didn't grant instawin last year either
double down, add cats with rocket packs
although.. I'd probably spend whole week to just get the cat animation done
and sell it for$200 on MP afterwards
We are looking for a couple artists for our jam project
if anyone is up for it shoot me a message
I really wish Jan & co wouldn't have done the rabbit game ๐
