#game-jam-chat
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or at least me being new to blender couldn't get it to go right
if you don't have any other texturing tool, then that might be a good alternative
So I just recreated the textures using unreal material editor
if you can tile or you uv map the model nicely, you can do most of the materialwork inside ue4
unless you want to do some really fancy stuff
Still despite a bunch of wasted time, it was a nice diversion to jump into blender and learn what thats all about
Im really noob but thats what I do assign elements then off to ue 4 with you
After this jam I'll know more than just programming ๐
maybe team up with people next time
@glass fossil maybe I'll have skills to help you in the New Year ^_^
โค
Oeh good luck @glass fossil , Blender has many unspoken beginner pitfalls ๐
it's pretty solid apart from assigning stuff
like UV assignment
I constantly fail because I didn't have the mesh part selected before making the image
-> creates new data block, which then can't be deleted without restarting the program
oh right, and grease pencil is the tool of satan
awesome for sculpting, but will punish you every time you forget to check the settings before drawing
I'm learning UMG, not loving it ๐
I have one button that only registers second button press
You know what really helped me with umg? The steam multiplayer tutorials where he makes the menu parts.
yeah, no time to do tutorials though
everything else works
just one button doesn't register
other button on same menu works on first click
I only recently found out I was using umg
Add event on clicked broken?
Im wasting your time, get to work!
yeah seems like
everything was setup 1:1 same as with the other button
I now just deleted the button and copied the working button to it's place
I had already corrupted intermed files earlier on this project ๐
not been smooth sailing
couldn't save assets before I cleared those out
@pine fulcrum probably not the best idea, but the amount of learning going on here is already making the whole process worth it ๐
hows everyone's game coming along
I'm finally gaining up speed / getting more into dev mode, been procrastinating too much on first day and half
heh, that button though
it works in PIE
but on packaged build, I need to press it twice
I only had time to put about 2 hours in yesterday. so i have lots to do today
love these things
hmmm, this is some focus issue
just tedious to test it when I need to package to see if it works
hmmm, found repro in PIE
it's my loading levels widget that messes it up
but it's removed from parent already
so, not really sure what's there to do from BP side
solved it
not loving the workflow though
core issue was that after I had done all loading, I set Input Mode to Game Only and removed the loading screen widget. This somehow prevented the pause menu widget from getting focus on launch, I tried to force the focus on every way I found but nope, always had to click once to the widget before the button registered.
to fix that, I had to set the input mode to game only before loading the loading screen level...
it makes no sense to do it in that order but fortunately, I don't need no interactions during loading, so that's fine
it's just one of these "let's do things all backwards kinda things" (or I'm just noobing around on UMG) ๐
for the record, 68 MB atm for the packaged project
nice ๐
Does it generate meshes and load them to ram on game launch? Lol .. 3d vectors..
Now I have an idea.
Got audio @small fern ? ๐
not yet
and I can slim down this current thing too if needed
I'm now using packaging settings that work every time :p
the most optimal settings tend to run out of virtual memory on unreal build tool like 80% of the time
so it's like doing lottery to get it to package
might do that on final entry though
I kinda doubt audio will take more than 10 MB though
You know what makes doing landscapes go fast? Low poly flat shading ๐ฎ
you may want to check the landscape tools erosion brush too
just remember to save often when you use landscape tools
well, unless something has been improved, that tool have been most crash happy part of unreal editor ever since 4.0.0
I tend to get crashes just by using regular rise/lower/smooth brushes
pretty sure its still like that because occasionally I've noticed some hiccups from it
one thing that speeds up landscaping too is if you put hotkeys to those different brushes, I used to put 1,2,3 for most common ones in past (on the basic, smooth and level)
default dropdown menu is really tedious to use
that landscaping tool used to be better on UDK I think, at least I think I've seen UI that's way better for that kind of use
my guess would be that they had to wrap it up quickly for slate approach and never revisited it since
Art phase done for now, gotta get started on coding
You go by Phases?
try to a bit, though at this speed probably won't have time for the circle to loop back around
changed lighting to fit mood better
Ah yes, the IASA
@pine fulcrum from your favorite show, Farcscape!
Yup, I watched about 20 minutes
good evening all
We have 3 in our team, we're open to merging.
We're shooting for 5 mins of linear vr game-play. Concept is a WIP: sci-fi space thriller, enemy zerg AI and sound mix, automated defense matrix (faked), holographic player-controlled targeting system, realistic 1:1 room-scale, and command bridge with specular view. After an alien swarm attack, reclaim command of your ship, and settle the score using your ship and crew to claim your advantage.
I'll leave the surprise ending tho.
Looking for 2 more that's interested in working on this project for the jam.
may I post our teams discord url?
Don't see the harm in that
Great, feel free to join https://discord.gg/AQaVwcW
@glass fossil Did you make that model for the jam?
the ship? yeah I made it yesterday
I mean the character ๐
yep, that one this morning
That's pretty dam cool
It is! And now you too can make quick characters~
Create 3D human models and characters with Adobe Fuse CC (Preview). Easily import into Photoshop CC projects to pose and animate your new characters.
oh so you can do them pretty simple?
yep, you can make and animate a character in no time
๐ whatttttt
Keep in mind if you use fuse you have to disclose it
does it make it easy to create models that are not homo sapiens?
never tried there, but I've seen some examples of dogs and cats
Thanks, your jam games is looking cool
โค thanks! good luck with your entry ๐
wow your guys games are looking heaps better than mine ๐
i find myself saying that often
ยฏ_(ใ)_/ยฏ
but i do have a pixel zombie jesus throwing crosses, so i got that going for me which is nice
still looks better than mine ๐
Reminds me of Kid Icarus on Nintendo
i should make an eggplant
Hehe yeah
Almost ready to begin the mapping in this dam game
is there a countdown clock till jam is over?
hey people , been on and off UE for a year or two now, last year I made a laughable game where you're a chicken, which btw failed on Allar's beast machine. Anyway, hope to know/meet new people.
And this is the most socially awkward message I have ever written :3
Should probably copy it to introductions
yeah but thursday isnt thursday here, I'll just setup a clock bit later just wondered if anyone else had one already
theres usually one in the forums on the post
yup there is, I just couldnt see it in there
thats to the start of the stream which usually start at 2 est
cheers ๐
oh so we're still over 4 days awesome, was getting tad worried for a sec ๐
hm
I have character pick up an item on overlap which disables collision
but still getting moonshot launches
what
now it does detach from character, but returns to 0,0,0
why
Hows everyone going
@pine fulcrum do I need to mention about blood or violence in the game?
Rules do state game should be for all ages
The actual game part of the game is starting to come together.
Is there anyone that can judge if my game is too much for some viewers?
I would say, as long as you don't make another brutal doom
You should check twitch to see if games that have similar blood/violence are being streamed by any big streamers. If they're getting away with it then UE twitch channel should be fine.
I will share a screenshot of the scene
twitch policy =/= sponsor policy
true, but I guess I was thinking he was referring to the rule about "must be streamable", but if you're hoping to win one of the partner prizes then yeah better to be careful about exact levels of violence.
Opening Scene to Wanted Dead
I don't think its more that you usually see in games. I am just wondering how particular the judges will be on this..
@glass fossil what would you think about blood and imagery of this?
my first thought is that I don't recall any other game jam entry doing that level of blood, at least not for the past 3'ish jams
If it was up to me I'd probably still show it, its mostly the interactive parts that would matter to me
like, I imagine you just find the character like that and don't actually kill them yourself?
No you dont see it happen
You come conscious and realize what happened. No events are mentioned. You just discover the story from the environment.
maybe a disclaimer would work
works for the news stations when they want to show things that might be disturbing
Yes i will put in a disclaimer
Allar will sue you for emotionally damaging him ๐
Dialog tree system working now ๐
Cool
Ultimately I would say snag Allar whenever you can and ask him, he helped judge last years jam so maybe he can give some insight on violence levels that were rejected last year.
He may be asleep
Still four days though ๐
I can make the blood hidden in game settings menu if necessary
woop woop http://pasteboard.co/cNtMffy81.png
lol nice one
cute!
XD
exploding corpses are their own reward
still, the chibis are cute
Hows peoples jams going?
:\ With holiday functions and other commitments, it hasn't really started yet. Hopefully will soon, though.
I mean, I have what I think is a good idea. A lot of work, though.
@feral halo Going good, working on the ai for various enemy types. How's yours coming along?
@wind aspen a lot of placeholders; but a nearly finished NAT punch solution and some scupted characters
plus I have a near mm perfect map now
Oh and one music track is half done ๐
Ours is a pvp multiplayer so no AI; but we has to write netcode
We are a bit behind on art tho ๐ฆ
I should probably borrow some assets from infinity blade packs
would save the time
but then again, it reduces points on judging
@feral halo , just started like 4 hours ago , so little progress with the UI, @wind aspen , you'll be done too soon ๐ฎ
We have sooo much work to do
nah i won't be done soon. I pushing through fast at the beginning because I know I have to go to my day job over the next few days. I also know that there is so much more I want to do with it.
ยฏ_(ใ)_/ยฏ
Its actually a scaled version of a real temple -.-
So do you game jammers stay up the entire time while doing the game jam?
Fair enough!
who needs sleep
no rest for the wicked ๐
still got 104 hours thats like a good working fortnite ๐
Infiltrator demo has some cool assets in it.
so who's still under 100MB ๐
Othographic makes these infinity blade assets look so nice
@wind aspen , ah... Was looking at myself and thoughts in my head were like "I'll never catch up"
Fp, sweet
@tepid light RTS / RPG
you control all 3 guys in realtime
not going to have stats or anything though
hold up, how do you control all 3 at once? And is it single player or multi?
@blazing light you can select multiple units with left click like in a rts game
also the units have 1 / 2 / 3 which allows you to select one at a time
to use their 2 skills at the bottom
also single player
how do you rig for ue4? I have experience with CAT and rigify but i don't like both ways i don't have maya.
Is there any other ways?
fast ways*
Cool. Sounds like it's gonna be fun. If you don't mind me asking, the main objective?
@foggy shard , rigify as in blender rigify?
yeah
@tepid axle Our working copy (not including version history) is ~2.7GB so far with no precreated assets
I kinda think i will go with blender after a bit of research
@tepid axle but we have a ton of zbrush/source files in the repo - The unreal part is ~1GB so far
@blazing light Main objective for now is simply fight guys -> beat boss at the end of the level, don't think I have enough time to add much else
@indigo harbor wow that looks really nice
oh yea i should probably mention this is the example map ๐
havent touched it besides the camera
@feral halo this is for the multiplayer game right?
waiting for finished art assets then can just replace all the stuff ๐
@indigo harbor ye
8 player arena
@foggy shard I'm actually gonna be using blender for my rigging and rigify without the shapes. The default rigging should work as long as you export correctly.
@indigo harbor , sounds like it's gonna be good. I got ambitions making a hosted game solo. Hopefully I can complete it
@indigo harbor we wrote our own custom natpunching netcode to do stuff ๐
So we have a multiplayer without requiring a dedicated server install
Plus we have chat and stuff
problem is i probably going to use non humanoid characters
are you not using the steam subsystem at all?
chose to do a lot of work this jam ๐
netcode is mostly done ๐
nice
is using fuse / mixamo cheating?
As long as its disclosed no
amount of imported 3rd party assets does affect scoring afaik
only in so far you dont receive credit for those
but you dont get negatively scored for it
IIRC
At least for normal jams
not sure 100% for megajam
I may need to change the scope of mine soon
why?
4 days is nice but start has been pretty slow
Yeah so 4 days left I mean
But yea its taken us a bit longer than we hoped
Well, I started on my game only yesterday :p
But my game consist of like 2-3 subgametypes
wasted first one and a half.
So if in hurry, I could just skip some
Lol
50% to minimal product
and than making more content
Right now it turns out that I need to optimize some things.
I have only GDD
fps drops from 120 to 20 with 20 characters on the screen ๐
oh dear
oh, well, problem fixed.
I accidentally converted grass mesh into separate objects
now only drops to 100
characters will have no shadows
problem solved
lol
how many?
10k
and I'm taking about my performance problems. lol
I also realized I have bad perf on packaged :D
I barely have anything there
after optimizing
can I check how big the map file is?
ok, i got it
size map
was looking for that
You can check the cooked assets in saved folder
It is not compressed size but will give you a hint
Oh right
Forgot the new tool in editor too
I still don't get how it takes 40 MB
actually 4 days is like more then i ever used for game jam so should be good
GGJ is 3 days
It's funny how my project folder is over 5 GB and actual game is well below 100 MB
Yeah, havent just bothered cleaning up placeholders etc things I've excluded from packaging
Oh crap
I forgot I was supposed to leave world machine crunching map while I slept
is that z-fighting?
its like a 2mm overlap
and it does that
I think it is Z fighting'; but can you just assign a zprio
heh. from 120 to 87 MB.. forgot about one setting
so I'm still good for under 100 MB
Yay
Our (unpacked) project just went over 1100mb without textures
for the source folder I mean
its funny how my < 2MB of content gets bloated out to 96MB of packaged game
Yeah that doesnt tell much about the game size though @El Fuego#9651
yea
Heh, I love how this additional category inspired people to play with packaging size!
Any general tips, btw?
@small fern Any idea how to set one mesh to have a higher zpriority
And some hints on page 3
so the other just gets ignored
@El Fuego#9651 I would just put bigger gap
@small fern found it, tanks!
@small fern not really feasaible
Np
ff... auto exposure
@zeOrb#6410 enjoy the challenge :D
I never know how to turn it off
I just have unbound postprocess component on my character
No need to put PP vol for that alone
It's been added recently I believe
It is there by default?
You can modify all "default" settings here and no need in volumes
but how do you turn it off?
Anyway, better still disable the global setting from projects rendering
setting min and max to the same value still makes the game look different in editor than in game
Heh
It is better to use that project wide for defaults
Yeah, but I need some auto exposure, just not so harsh as default version
Then if you have multiple PP on levels, you dont need to override same setting on them all
Ah
Well on your case it makes sense to keep it then :)
What's the deadline exactly? Like what time on thursday? ๐
when the stream ends
so basically you can use next thursdays streams start time countdown as guide
you'll then have 30-60 minutes on top of that, depending how long the stream lasts
oh right
now I remember why I didn't do the world machine
I couldnt find the countdown derp
I played around with generic enemy ship shape last night, but realized I can't even use such design
this is what I got before I just called it a day
it's too smooth in many ways, but I'll see how the player ship turns out before I finally scrap that enemy ship
i spent so long working out how to use rigify in blender...
so is results good?
only to find that you need to enable autorunning of python scripts
i have exported and it worked, but couldn't do retargetting for some reason
exporting is all the fun
so i am looking at making the animations too
that'll be fun ๐
i had terrible performance in unity in the end i did stuff without rig's
yeah no
and unreal a bit harder with importing stuff
rigify got a lot going on
i going to try this http://blenderaddonlist.blogspot.ru/2015/03/addon-ue4-tools.html
?
had no idea there might be tools to make UE4 dev easier in blender
i will probably sped all the time on a rig and animations
and then add simple game play
i've spent all my time on modelling and rigging and trying to get retargetting to work and nothing on gameplay
don't even know how i will use the character i am making yet
heh
https://sketchfab.com/models/370b5ef1d66b4c91bd9056a9aaf34f0b this what i did some time ago with rigify for sketchfab and performance terrible and didn't work on some browsers
so proper exporting is very important
those ue4 tools look pretty slick
heh
that annoying geforce game overlay
it works in unreals menus even to display FPS
but it doesn't work on packaged game ๐
just trying to figure out what's wrong as game runs 130 fps on PIE fullscreen
but stutters on packaged
ah, vsync probably doesn't work on PIE
it has to be that
it should still be buttersmooth on packaged with vsync if it goes like 130fps without and I only need 60
@foggy shard rigify may have improved since you tried it last?
oops, I'll just focus on my own things ๐
i was confused
any idea how to reset the pose to rest position?
i forgot to start recording before doing my animation and didn't save with full rig
oops
alt g,alt r,alt s?
for resetting? sorry got lost in the conversations, just responded to Slatey's last message
oh thanks Allan
no worries
ok, i think i give up on using a blender character in my entry
i'll just make it static meshes only and pick an idea around that
after this result from making an animation and importing
I feel you, rigging and animations can be hell sometimes
Feeling quite good about my simplistic character
First time messing around with a low poly style
blender?
well maya has no problems with the output
even modo can't get it right, if you want proper fbx output you need an autodesk product
Slatey, what are your export settings?
Cool character @dire heart , I wanna make a character like that for mine, but no concept yet
Thanks brother! @blazing light
7.4 binary, everything turned on for animation, no leaf bones, -y forward, z up
๐
@velvet echo , let me do a test and see if there's any issues. Beforehand though make sure you applied all your transforms for everything with ctrl+a
using maya have a lot of benefits coz you can use official tools
yeah, but i can't afford. lol
3d max will have problems too
yo, should team score function be in GameMode or GameState?
so not all autodesk products
i started to work on game mechanic and going to change priority for charterer with rig
probably even making custom weapon and animation for default rig going to be better time wise
3dsmax might have less of a problem
i could bring it into max and waste two more days to find out, but i only have student edition of it
Sup Ctzn, not sure about that. Probably game state though. I'd like an answer to that as well.
@slatey, my animation imported just fine, gonna send comparison between blender and UE in a few sec
though RIP my animation skills
XD Elfuego, cool, now you got me wondering what your game is about. Drunk??
Actually the fingers got glitched :/ but still gonna share
@blazing light PVP Arena, they are debuffs/buffs
Oh cool. Speaking of which I need to learn how to create a server in BP
I am preying that our C++ netcode creation works as expected
tldr we can create servers without creating servers
so clients can make listen servers and they get properly broadcasted without needing the steam subsystem
tell me is it hard to sync(tempo) sounds music and fx with controls?
or i am in for 24h long headache?
:3 there is no way to create the listen servers using bp? Eh, best to know now if I need to change my idea
and sZ, unless the sounds are triggered by controls might be a pain
@velvet echo , Actually somehow I merged actions by accident, so the fingers aren't actually glitched. This is using a rigify kinda rig downloaded from blend swap(Ed Rig)
i'm trying modo with rigging before i go to bed
aight, gl , @foggy shard , never used fmod, looking forward to seeing what you come up with
can i be disqualified for using a lot of plugins?
that thig is really unclear to me
modo 10.0 at least has unreal engine 4 presets in it's export, so it might work
how modo rig looks and works? Is it better then CAT?
i think about using modo for a while now
Harambe lives!!! http://i.imgur.com/07UjQNY.png
@blazing light You can; but unless people know the address and port forward you cant connect
ah, how would people even connect to a listen server without knowing the address/port?
@blazing light you can use a masterserver, preset IP or direct connect using a text box to take in the details
Good point, but master server = dedicated server right? I mean if a player were to host a game. I already got a text box for taking in the IP of the server to join. Just don't know what to do with that information. because I have no idea how to make the server first of all (For hosting the game).
Reading up and checking tutorials, hopefully by the end off the day I will be able to create and connect to a server.
If you got any pointers/reads/tutorials as well , do let me know ๐
I wonder if I still have that thing I was messing around with
what kinda thing was it
Do you use blueprints?
ah good, I used BPs for once to check how much I hate them in this
This is how you do a simple host and connect
you just have a text box for the IP
button for connect and button for host
creates a listener server
aren't you suppose to add -listen on the open level parameters?
so the console command to create a server is
open [host_ip]? And the window title variable is the server name in this case?
If this actually works, it'll have saved me hours
aye
one more thing before I try it out; do I need to set the subSystem crap in Default.ini before trying this?
nope
I also have a listener server game chat here too if you want it sometime
it's also in bloody BPs but thats when I quit playing around with them
Yeah sure. Haha, so you do all this stuff in C++ now ? How much easier could it be there
Oh, on the server note: how do I get the current PC's ip address
@blazing light Nope, just begins to listen, it'll by default listen to port 777
7
Once you learn it in C++, personally it's like butter
but then again I've been focusing on networking and UI over everything
quick question. Fighting hoards of enemies more fun in top down(bullet hell games) or 3rd person (Dynasty Warriors type games) ?
I like dynasty warriors style but I think more prefer bullet hell from what I've seen but this is not real data just observations ๐
with swords*
๐ well thanks
i think i will do 3rd person but think about changing it to top down id it doesn't work
hmmm
I need better plan for landscape
empty landscape seemed to compress fairly well
once added shapes, it takes a lot of space
Can you use generated perlin noise for that?
Applying it before game runs or something
Fast question (working on game jam stuff): I have two widgets. One is the HUD, and one is the main menu. When I remove the HUD widget from the screen, I set to show the mouse cursor. After that, I press on the Resume button and set the "Show mouse cursor" to false, but it does not disappear, only if I click again. Any ideas?
That should save you a bit of space
@sullen flume I just fought that same thing yesterday
for ages
I found a workaround but it's not cool
basically the menu widget doesn't get focus on initial display
I will try using substance designer + procedural meshes
and there's no way to force it
But probably i don't have time for that
@sullen flume basically it breaks once you've once put UI focus to game only
then if you put the focus to UI again
it doesn't immeatidly work
would love to hear if there's a proper way to fix that
@foggy shard yeah, that's the issue here
with one month time, we could do all kinds of crazy things ๐
@small fern I don't quite get what you're saying.
@sullen flume you do stuf like this? https://docs.unrealengine.com/latest/images/Engine/UMG/QuickStart/5/PauseScript3.jpg
I mean that "Set Input Mode Game Only"
yea
if I touch those nodes, and put that Game Only there, even once on same level, I can't get the focus to UI back automatically
not even when I set the Input Modo to UI
if I have that there, I always have click on the widget once to get the focus
and I can't use "set focus" on that kind of widget
so, if anyone has a solution to that, would love to hear about it
@upbeat wren , it sort of works , the server thing. Now to finding how to set number of players that can connect
I worked around it by having mainmenu on separate level
pause menu still works
but I don't have HUD widget
@blazing light do a postlogin event on the server side which checks how many players exist + the new login and if it's too many just disconnect them
oh wait
@sullen flume I do use both those on both still on pause menu
this is weird
because my thing got fixed when I just removed the initial "set input mode to game only"
wonder if they stack somehow, and you shouldn't call that if it's already enabled
nice ๐
@small fern whats the problem matey? I've dealt with quite a bit of UMG/UI up to now
heh nice menu screen
@upbeat wren I have a loading screen, and in my case, if I called "Set Input Mode to Game Only" after level was loaded, it stopped my pause menu getting focus once I displayed it
the loading screen widget has been removed from parent ages ago
Use blank maps for each major menu
@upbeat wren , ty, trying that. it is ok to do it in a gamestate, right?
@upbeat wren not happening, I need loading screen for purpose
Harambee's revenge :D, epic
also need ingame pause menu
but
it all works now
but it's using workarounds
using it the way that UMG docs hint just doesn't work
hmmm where is that code I was using, 1 sec if I can find it
@blazing light It should be an event already implemented, put it into the gameinstance and do a switch authority
if everything is on separate levels, there's no issues
The way I've done it here, @small fern is that I accessed the player controller disabling input and renabling input after the menu had closed
@upbeat wren yeah, I have that too
I have no issues with any other loading stuff, that's all solved on day 1
there are several inputs, bit of a pain but UE doesnt seem to have anything else to easily switch input modes
just the UMG focus is what's doing weird stuff
and now Seth seems to have similar issues
which hints it's a bug
You can force the mouse to do a left click, it's dirty i know but it'll give the UMG focus ๐
i had the same issue
can you do that within ue4 framework or do you need to do some windows API side hacking?
I wondered if it was a bug too because focus functionality never gave focus
@blazing light make sure to use a container class to store a reference to every player who connects, you'll thank me later
but I have issues like that on all ue4 components ๐
I have issues with UE4 all the time
I had to turn off the editor sounds due to the compiler error sound
I have PTSD conditioned reactions from it
Will do, thanks :)
not sure of when to use game instance and when to use game state :/ got some reading to do
XD, aight. Tried doing some logs on game state, seems to work fine. Though I'll take your word for it.
Have 6 or so more hours to get the host/join server stuff going
Aye just use GameInstance always for persistent data since it lasts for the duration
never use the default destructor/constructor in it
any other data you need to persist will involve saving it to file, DB etc
@blazing light ```public:
void Init() override;
//Getters
UCP_PlayerData* PlayerData() const { return playerData; }
UCP_SqliteInterface* SqlInterface() const { return sqlInterface; }
UCP_ScoreData* ScoreData() const { return scoreData; }
//Setters
void PlayerData(UCP_PlayerData* _val) { playerData = _val; }
void SqlInterface(UCP_SqliteInterface* _val) { sqlInterface = _val; }
void ScoreData(UCP_ScoreData* _val) { scoreData = _val; }
//Storages
TArray<UCP_ScoreData*> scoreStorage;
private:
UPROPERTY()
UCP_PlayerData* playerData;
UPROPERTY()
UCP_SqliteInterface* sqlInterface;
UPROPERTY()
UCP_ScoreData* scoreData;
};```
An example of what I store in mine
I'm not writing a single line of C++ for the jam :P, gonna read that and translate into BP
Aye its what I do since the majority of tutorials in UE4 seems to be BPs
For the persisting until the game is closed, that's perfect
^^, do you make UE C++ tuts though? Or people just have to read the documentation
read the documentation, enjoy all the depracted, vague or missing information
I just use Sqlite3 with optional AES encryption for locally saved data
so I can persist data through game sessions
hmmm
tried couple of things on UMG
it's not really working at all if I just do insert that "Set Input Mode Game Only" on wrrong place
after that, no matter what I do, focus will not be on new widget anymore
Ah, cool. Actually never used Sql/sql with UE, the few times I needed local data I took the noob route and saved to a text file
Hold up olento, what was your issue(Do note that I will probably not be able to help but I'll try)
basically that if I set the input focus to game, on other widget, then remove the original widget
after that when I add new widget, it doesn't have focus
Are you using source 4.13.1 or launcher 4.13.1?
@wind aspen I'm okay with gratuitous everything
launcher 4.13.1 here
But others might not be, /shrug
my workaround was to just not let the loading screen widget to get focus in the first place, I mean, it really doesn't need it
just curious if there would be like a proper way to get it done
Harambes Revenge Main Menu looks pretty dope
:3
Solo or team? aka Can I expect nice gameplay ๐
if that was about gore
I asked Alexander about that
he said AO / PEGI 18 will not work
so if it's about spatting blood and limbs all around it probably will not get streamed
but if it's just dead body, you'd think it's ok
although you could make it look less intense still
like just put the blood on the ground only
@somber hazel It's a team but it's our first ever project release from any of us, it's about destroying the National Zoo Keeper Convention center and causing the most amount of $$$ in a time limit with some RNG added in and destructibles, destructibles everywhere
This is the current situation with it, http://i.imgur.com/DYUNsEN.png
everything is changing so rapidly
@wind aspen for example, The Vanishing of Ethan Carter has bloody model somewhere on the game and game got rated PEGI 18
ok cool
but there's been some murder mystery that got streamed on past jams
it didn't do that much blood though
those mysteries are awesome
I dunno
to me this theme called gameplay like on bulletstorm all over it
but that's definitely not suitable for younger audiences :p
Hows the mega-jam going folks? Anybody partaking this weekend?
things are going good, way more focused on an actual game this time around
WHAT'S A MEGA JAM?
enormous pot of jam, biggest one you've EVER seen
@final yarrow you jamming?
negative, I was going to but didn't have any brainwaves and decided to get some stuff done on pet project instead haha
just nosing other peoples projects :p
going under 100 MB is probably not worth it
I've spend most of the time trying to optmize everything for it
well, I guess it would be ok with just going low poly and all
not easy to pack more detailed content in
Make a text adventure for under 100MB. No assets ๐
the classic ooh.jpg
Does anyone else encountered Widgets not removing from screen when using the "remove from parent" node?
morning all ๐ time for more jamming, how's everyone's game coming along? We're at about the half way point now.
Pretty good so far, but I have a few issues with UI widgets, and I'm struggling to fix them
I'm playing with World Machine, will see if I could still squeeze in some higher quality terrains with additional tricks
I'm doing rather well. Did graphics today. Still not final, but they at least look and feel like the final game will.
Still no sound effects
I'll do sound probably on the last day, if I even get to finish this ๐
Yeah, me too
last day for polish
but we all know that's not going to happen (to have full day for polish only)
I will try to add soundtrack on the last day, but I think I will add some generated blips just to have at least a little bit of audio feedback
Since I wasnt sure about my first idea, I at least did the main menu not to waste time.
Has no style right now, but it works.
I got like no graphics what so ever lol
I found it helps to have some basic assets to visualize size of things, distances, etc.
heh, like this? ๐
is that a boat?
heh, that's my spaceship interior blockout, to see that player can walk around
that's a windscreen there, btw
next gen art right there
lol you should see my no gen art ๐
unreal mannequin looking super stylish there
im doing this for the NUC - i've had my eye on those for 6 months.. but i dont think its worth the money
1g canadian, without memory/ssd
oh right, canadian ruble
i mean.. its worth it.. but for what i have already.. what i can do for the money.. not something i can act on
yea our dollar is bad right now, if it wasnt for airBNB theres no way i could do steam dev days
i want it for my build machine, my build machine now is the BRIX we got for free at the last dev days
829โฌ with 256GB ssd
man, that nuc could be pretty ok desktop too if you pair it with egpu
thunderbolt->pcie adapter + psu + GTX950 something
for 200'ish
yea, thats what id like to do when i get a new laptop too
get that razor and use the external gpu between the two
Razer core is expensive
the razer stealth, cant you pick any thunderbolt egpu?
umm razer has their own egpu thing
well hopefully by the time i move on it, price comes down.. or i win it ๐
I'm back on! https://www.twitch.tv/jvthewanderer/
Spawning AI Characters with the Spawn Actor From Class node, make them stand still (their AI does not activate or something like that) Why is that?
When checking the AI wit the debugging screen, it says NO CONTROLLER
you need to set controller auto posses from character/pawn settings
you can set it to autoposses by AI when placed in world
I mean like this
I spawned that thingy, from the plate below, and it does not have a controller
if I place the AI manually in the level, it works as it should
Nevermind. Fixed it. If anyone else has this problem, there is an optin in the Character Defaults tab. Just search for "Auto Possess AI" and change it to: "Placed in world or spawned". Have fun guys!
no final textures on ground yet, just flowmap there
also planets texture is bit borked but I'll replace the whole texture later on
@sullen flume there is also a unique node for spawning in AI instead of the spawn actor node
@small fern love it ๐ฎ
hmmm, actually
I might be ok with terrain of this size
75 MB packaged with that atm and I can slim it down a little still
thats odd cuz my exe alone is like 73MB without the 24MB pak
@glass fossil thanks ๐ too bad I'm still missing all the gameplay ๐
also
wonder where the landscape gizmo went when I scaled the landscape
can't move the thing from it so have to use the numberi values
@tepid axle maybe that's what happens when you already have gameplay code in it ๐
nah its much the same with a blank project, I can slim it down alittle because I think its packing editor assets but thats in the 24MB pak not in the exe
your pak size is ok
I mean a pak isnt much good without the exe to run it ๐
not sure what's up with the exe
well my content when Im done should be <1MB ๐
dont include pre-reqs?
I havent but for some reason the editor assets still show up in the cooked folder
tried blacklisting them too
still 73MB exe and 24MB pak for <1MB of content ๐
Id be better off with javascript tbh lol
re-start the editor maybe, i had a weird issue like that once
"Id be better off with javascript" <- famous last words ๐
nah its not that, I just cant package it any smaller, I get maybe 8MB to play with which is plenty so Im not that fussed
I probably dont need the asset reg but thats only 400kb
yeah, I didn't bother with that one either
8MB is what a N64 ROM? ๐
@tepid axle blacklisting only affects pak size afaik
hey that's one 2k .tga uncompressed texture
what if I told you Im using no texture samplers ๐ฎ
totally doable
casts black magic into the channel
you just put colors ;D
yeah but what if I also told you Im using no meshes
or use noise nodes
no meshes? billboard game? ๐
well, then I'd say you are lying, or there's no visuals at all
no billboards
even billboards use quad
keep guessing ๐
and paper2d
its got vector graphics, see how long it takes you
well, you can't have enough Particle System
to UMG or slate
and FlipBoards
you could totally do vector graphics on materials alone
not sure how fun it would be to make those materials though ๐
sounds like a challenge on it's own
but yeah, it would pretty much be all done in shaders in that case
damn think I removed the plugin manager
I think cuz I disabled the plugin manager its packaging plugins ๐
Then put it back
btw, cool soundplugin game inc. @random parcel
how to get it back D:
Open .uproject in text editor
oh right, cheers ๐
Np
@somber hazel What? :D
always forget thats an object file lol
well, I heard someone is using your plugin for this jam :3
Oh that's neat :D
wish I could blacklist the deferred renderer, my game looks dope in Unlit
well
you could try running in forward shading then
not sure if it'll reduce anything though
@small fern ooooohhhh prettyyyy
@upbeat wren , you don't sleep?
I tried upside down shading but it didnt have the affect I wanted
@blazing light It's only 2026, I've still got hours of jamming to jam
it's 22:26 for me, where're you from?
England mate
I'm at Allans timezone
Ah, cool. That accent doe ๐ 10/10
@tiny creek where are you from ๐ฎ
Holy shit
wrong tasg
tag*
Olento :/
Oh, no wonder, lol. poor Owl will logon to an inappropriate tag
btw, is there anyway to set server name for a session in bp?
It lives
is that a free or paid plugin? I'm seriously reconsidering making my game single player
It's free, lemme check If I can find the thread
Advanced Sessions Plugin
I don't ask for donations and this plugin is free for use with no strings attached, however due to repeated requests I am adding an (optional) donation link
PayPal Donation
Updated 09/01/2016
New
Parvan/Metahusk has made a menu example project that also shows the general usage of the plugin, you can view it here:
Now we have to write the connector for UE4 to our NATpunch system -.-
thanks @uneven basin
awww crap, got brilliant idea on landscapes, but can't lod things then
could have put almost infinite amount of landscapes in but can't afford those millions of polygons
I wish the artists on my team would give me more art ๐ฆ
I mean if they didnt want to do it I would have done it solo and planned for it better
i have like 3 artists and so far all ive seen is one model
and i dont have it yet
๐ข
I think some of them are working a job this weekend though so i can understand a little
yeah, I was referring to myself though, but probably should boot myself as well ๐
soundtrack from unreal tournament would fit my game so well ๐
if they dont pick up the pace I might just go solo, I dont know. Its sort of frustrating for me.
I hate to do it because they are local artists at the community college
also Im doing their game idea lol
If you are going to go solo, at least don't steal their idea. :)
But I get your frustration.
When other people aren't as dedicated as you are
@quiet thistle that sounds like most of the uni game project I did
I then ended doing solo projects and work amount was still the same
- didn't need to compromize
yeah ๐ฆ
@tepid light well in my defense, their idea was pretty generic... a mech game
its not like im stealing much
Working with others at uni was a nightmare. Four people want to design and be in charge, none of them actually knows how to code...
And that was for a mobile app, not a video game
its always a nightmare until reality kicks in and people realize they have to work their asses off to make money or get a job in game dev
well thats how it seems in my experience
Eh, my eyes can't take it anymore, good night people , and thanks all for all the helpful pointers
no pun intended
later allan
gonna be the SICKEST mech game tho when its finished
G Gundam style
I made this cool weapon system so the weapons are easily interchangable
so much rigging an bones though, my username has never been this relevant
oh, that is cool
thanks hah
its a lot cooler in VR
not to brag or anything ๐
i think it will be fun
The game should start with a disclaimer... "We cannot include it, but we strongly suggest that you listen to Pacific Rim soundtrack while you play"
lmfaooo
Say what you want about this movie, but the music was great
I actually havent seen it
that reminds me, I gotta go dig through my soniss audio library
jjust watch the trailer
that bad huh?
no. I think it was good.
stupid, but good
Giant robots fighting giant monsters.
it is exactly what you can expect
hahah
lol
couldn't resist
hahah
dunno
imdb says 2018
hmm kinda starting to wish I had made the weapons actors that attach rather than components. my mech has so many components on it right now.
Imgur: The most awesome images on the Internet.
lol
i really liked that movie, glad they are making another one
Making your adviser change emotions based on the decisions you make.
So... instead of the calculated lost of saterday..... I totally procrastinated the full sunday away
Livin' life in the fast lane, movin' at the speed of life and I can't slow down, only got a gallon in the gas tank but I'm almost at the finish line, so I can't stop now
hows it go, lifes what happens when youre busy making other plans
Protip i discovered while game jamming
Turn brightness all the way down on monitors
Your eyes will thank you
I'm scared that's going to mess up my texturing etc
lol everything will just come out quake palette ๐
Hahaha
it doesnt actually affect the underlying colours though since its an overlay
i just use calibrated monitor
it's not about their monitors ๐
my images is more correct and will look better in any environment that way
coz then you look images on different monitor everything looks more blue or yellow
but if you go blue a bit more that is bad
thats why I have 2 PCs ๐ one I use for art with a shorter monitor time out and no filter
the dell monitor is better than the samsung or benq too
there no better monitor there is only not calibrated ones
they will look the same but with different colors not showing
it isn't that important as correct white balance
๐ถ I don't really know where I'm headed, just enjoyin' the ride
Just gon' roll 'til I drop and ride 'til I die ๐ถ
if you do any art on blue monitor it will be yellowish on normal ones and ugly yellow on bad yellow monitors
I've perfect eyes, never had that problem
white balance is what damages your REM sleep which is why I use f.lux
pushes his glasses back on his nose
@dire heart protip, do that always, not just on jam ๐
Im not sure what the obsession is with white backgrounds anyways, its some stupid thing that came from print media
but you can't work with art if you use f.lux
back in the day people used dark backgrounds
you have a narrow perspective of art
I always try to match monitor brightness to the background lighting
ok not art more like graphics and design
you can do art anywhere but it's philosophical question ๐
about wight backgrounds. Reading black on wight is easier then wight on black. Simple as that. That is why most news and social media like that. It's usability. For programming and staring on same text you got to save a bit of eyes strength and dark background got benefit here.
Reading white on black gives me a huge migraine
And mega gamejam gives me migraine
It's worth it though
don't overwork
I only got migranes like twice, both were from extended PC use had nothing to do with colours and everything to do with light
my migraines usually come form walking and overworking
welding flash is much worse though ๐
and sport
but hey I got lucky still perfect vision
i am at monitor almost 24/7 - around 8 hours of sleep everyday
I rest my eyes by using other monitors
yeah I havent been able to do that in ages, this is the most PC time Ive had in months, I have a disc bulge thats on the tail end of repairing itself
and all those people who told me not to slouch are shaking their heads right now
How's everyone going? I just a little shuteye not back at the jam.
Im doing alot better than predicted ๐
cool
wish there was debug only exec hotwires
you engine crashed?
forgot to enable that little box
Oh.
The engine-crash moment I already had, fixed that too ๐
I tried to texture the landscape in substance painter
failed so bad ๐
my ue4 material is miles better
I'll try designer next
Its always awesome when your drawing skills is almost impossible to separate from realism
wait are you using photogrammetry? ๐
heh, that actually look way better than my face when I tried to use photogrammetry
that looks better than my face when I use photography
@glass fossil How's your game coming along?
about 2/3rds done getting the game to play from start to finish, then after that have to start on actually balancing the thing
lower bangs and it's look cool
Sigh... I gotta throw in the towel on this.
Just now got the chance to start... but I can't do something competitive in half the time.
Such a good idea, though. Megaman-style game where you could cut the play world across score lines.
Settlement: The \ Score :p
71.4MB, #FML
Took a 2 hour break for the debates, should have kept dev'ing ><
Yup, that was a mistake
I tried to combine 5 textures with substance painter, then designer, and eventually just used ue4 materials for it :p
RT tools ftw
@glass fossil your environment is looking interesting
Luckily since my game is a visual novel you don't get to see the undone portions ๐
@pine fulcrum how good is your computer at rendering HD details in games?
what i don't get is why it looks different in the PIE mode than the packaged version
Maybe you have a skybox or light that you've disabled via the eye icon but haven't removed completely?
Those still end up in the actual game.
It seems like it rendering at a higher quality than in the PIE mode
The textures are also taking longer to load in the packaged version
i've just wasted another half a day on rigging my character, this time in modo, really hope this one works or i will just have to give up
omg it worked
i need to fix up the skinning, but i have managed to retarget ThirdPersonRun to my character
so your good