#game-jam-chat
1 messages ยท Page 16 of 1
@wind aspen i have a 1080 so... as long as you can run what you make, so can I
pre-ordered zbrushcore. did i just waste my money?
cool ...good to know
Core should be enough for basic sculpting, "core" brushes are there
biggest downsides are that there's no poly reduction tools unless I missed decimate, zRemesher definitely isn't there and mesh projection tool is also not there
but for basic high poly sculpting, it should be just fine
yeah you are...
Good morning guys! Hope you all have a good and productive day ๐
Or if you haven't gone to sleep yet, save my message and read it when you wake up again
i can't build empty project ๐ฆ
@foggy shard what's the error about?
pretty sure there is more descriptive error above that "unkown cook failure"
if it's about virtual memory running out, then that's "normal"
I get that 75% of the time on certain packaging setup
someone reported getting the error with a bad BP, but if your project is empty then that can't be the case right?
apparently fmod
ah
you need fmod folder in contents folder and need to put that into packaging settings too
mm
guess just do high poly in zbrushcore, then retopo in modo/blender
ok i will try
yeah, those instructions are poor
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 27.856ms to complete.
UATHelper: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.10.10-06.20.16:749][ 0]LogFMOD:Error: e:\jk\workspace\1. Build_UE4_1.8_Libs\studio_api\src\fmod_bankmodel.cpp(346) - Failed to open file '../../../../../../Work/Games/MyProject2/Content/FMOD/Desktop/Master Bank.strings.bank'
UATHelper: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.10.10-06.20.36:623][ 0]LogInit:Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.10.10-06.20.36:624][ 0]LogInit:Display: LogFMOD:Error: e:\jk\workspace\1. Build_UE4_1.8_Libs\studio_api\src\fmod_bankmodel.cpp(346) - Failed to open file '../../../../../../Work/Games/MyProject2/Content/FMOD/Desktop/Master Bank.strings.bank'
UATHelper: Packaging (Windows (32-bit)): UE4Editor-Cmd: [2016.10.10-06.20.36:634][ 0]LogInit:Display: Failure - 1 error(s), 3 warning(s)
UATHelper: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for X:\Work\Games\MyProject2\MyProject2.uproject; see log C:\Users\sZXZ\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+So
UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
PackagingResults:Error: Error Unknown Cook Failure```
for example, I have mine like this-> <project folder>\Contents\FMOD\Desktop\Master Bank.bank
entered error in search in output log
ok but there i get this?
oh i see
they have some bank there
ok thanks ๐
to make your own, you'd need FMOD Studio
yeah i got that downloaded but i was like i need to check if build works and what size i get
you also need to add this to your packaging settings
unless you want to manually copy those files after packaging...
yeah, I wouldn't recommend learning FMOD during the jam though, unless you have some nice walkthrough somewhere ๐
unless I remember wrong, FMOD overhead was like 6-10 MB
on packaged build
I usually learn pretty fast. And got experience with audio software shouldn't be very different?
well, if you do, please tell how it went ๐
what could be so hard about fmod? As i understand i will spend more time trying to sync standard audio
I'd love to do interactive music with fmod but haven't bothered to learn how you'd even start doing that
that like main thing in my game idea so it's only way ๐
cos Settling The Music Score
But i have ideas how to simplify if fmod going to be troublesome
start small son
or quit sleeping
coffee
hmm, camera actor wai u not tick when paused
but actually just opening the project and start working is best way to motivate yourself. At least for me
umm
how do I exclude actors from pause
I did set my camera actor to tick even when paused, but it still can't move
Got the battle/consequence system finished, though its terribly imbalanced towards military players over farmer players. Going to start on making a little story segment at the beginning to set up the "why" of the game. (only half the consequences visible from this shot)
Automation.Execute: BUILD SUCCESSFUL yay
you check build size just by clicking Properties on a folder?
Ye
70 is ok for empty?
I already vote for my game for most simplest game
is it balloons popping?
and just HUD with scores
you just quickly press on balloons with mouse pointer and they pop
if your screen filed with balloons your loose
gradually increase speed for balloons spawn
Call it "Bloody Balloons"
simplest game to make would probably be something that can take advantage of the first or third person template
no, it's a bullet hell game ๐
spawn a s<3t ton of projectiles and make some tweaks here and there to make it not look rubbish ^^
and cross fingers everything works with collision and I don't need to do math ;P
not like the theme is kinda suited for bullet hell ๐
and hopefully with music composing
sounds fun ๐ looking forward to seeing Alex play em
Allar and Alex are already in my game, wanna join next @glass fossil hueuhe
๐
๐
hehe sure, do I get to be a bullet type? Or maybe an enemy ๐
nice ๐
fmod tutorials is pleasure to hear...
that sound more pervert then it supposed to be
just did my first test build for my jam game it decided to spook me for a minute and freeze for a minute thought it was going to fail thankfully it built
o god she is nervous on second video and i watch it on 2x speed so effect intensified
why does editor connect to epic
LogHttp:Warning: 000000DC66629D80: libcurl info message cache 8 (Could not resolve host: datarouter.ol.epicgames.com)
god fmod is cool
now i god strange mystic music going on
not procedural yet
just random
Added a very basic settings menu so that players can pick the right res, fullscreen, windowed option, that works for them.
reminds I should have follow Matthew's new tutorials where he explains game settings and saving them and stuff
that's just console command and get resolution something, right? โค
Looks great @glass fossil
My main menu just starts and exits
Wanted Dead - Start Menu
oh my brain started to hurt again
It's crunch time, I've taken like 12x the recommended nootropic and caffine dose, first game jam is brutal
you doping son
ariticle D section 5 subsection c, thall shalt not exceed recommended doses of caffiene, failure to do so will result in immediate disqualification
Im excited to play some of your games ๐
lol say that after youve played mine ๐
troubles waking up yawns widely
running helps me
usually about 8km
then I'm awake
that's 5 miles, maybe, I dont know
After running roughly.... 200 meters gravity starts to increase by 10 times
I've no idea what miles are other then airmiles that you can save up
1 mile is 5280 feet, ~1.609km...... what the actual fuck do they teach their kids
1 mile is exactly twice as long as half a mile. :mindblown:
2 american presidential candidates are still 0 candidates
I could work on my game or I watch the 2 hour debate now :3
Current presidential candidates: http://vignette4.wikia.nocookie.net/powerrangers/images/b/bb/ZeddAndRita.jpg/revision/latest?cb=20090720205925
๐
Im constantly fighting my self, the urge to post a screenshot is big but I dont want to spoil anything
I wanted to put trump in my bullet hell game and his biggest weapon would be a huge wall and you have to move around it and hit him from behind
but political games...
10min in.. nope, back to work ๐
you know though, look at all the field events, do you think they are in metric? ๐
blabla blabla MAKE AMERICA GREAT AGAIn
1.6km, 800m, 400m, 200m hmm
miles isnt so bad its all those weird gallons and tonnes that arnt actually tonnes ๐
its not a debate actually SI units are well established ๐
Imperial system is like Apple, things must be different because.....
standard units are just to mainstream
me atm https://imgflip.com/i/1c36tl
sounds about right ๐
not much you can do about that
If it works, dont fix it ๐
well least yours works, mine looks neat but its still broken lol
I do have a new list of suggested fixes for BPs though, the reroute node should really be a 4 square instead of a 3 wide so the dot is on a grid point
I have all my game mechanics in place, but still no actual game. No win lose condition. I think i will have to work on this now.
Plus, lighting sucks. Two years of using ue4 and I still don't know how to properly setup lighting in my levels.
Easiest: Directional Light -> set to Dynamic, add Skylight. Done
lighting is hard, thats why i go self lit
i have too many other things to master first
Static lights can't overlap, dynamic lights are expensive, eye adaptation gets in the way
Dynamic Lights are 8ms expensive, unless you have a world of 1kmยฒ, there is nothing to worry about
I just noticed, you can disable your whole static lighting and go from 140fps to 200fps on a radeon r9 270x here
and yeah, dynamic light for such small games is cheaper than half life on a steam sale
The only image i will release for now ๐
I wanted to post some gifs, but I need to fix lighting first
already saw it
the map is coming together so Im not allowed to release it haha
we demand more HARAMBE!"
well, it totally nailed the theme ^^
I wonder who will get shot first, me, hillary or trump
now Im hoping it's not a clickbait game ๐
ads, ads everywhere
I've made it so you can do fast arse lunging, slam down, meele, leave devestation in your path
I mean, I just need to look at this beautiful menu and my body wants more :3
On the unrelated topic... Would anyone like to see a video playthrough/review of their game, once the contest ends? I want to make some videos, and people might enjoy that.
I can give you another sneak peak but it's not ready for release ๐
@tepid light yeah man, #HarambeRip
@upbeat wren I see your are going strong with the memes...
aye, ill tell the other guy haha
One Widget to rule them all!
With (at least) 522 people participating in the jam, I expected it to be more crowded in here
Im shy too
flops out his big long... code
i just not that i would do better if i talk to people
I need to make a dialoge system.. #FM
dem feels when your debug code has been lying to you
well now you need to ๐
It looks like a 5th world country
i usualy don't use so many keyboards
Candy papers, ash, stuff everywhere
procedural music isn't simple
isn't procedural music just booping some beeps till your bits are bopping?
hmmm needs more boop
it's random one
if(boop == 2) boop++;
Haha, boob boob
yeah music is easy you just hit the notes till it sounds good right?
also i probably not going to press a lot of buttons/notes and it's mostly blueprints
so just using music theory
ah see that's what gets me. you have to be smart to do it well lol ๐
is it strange to hear other instruments if your character with base guitar?
when I played bass I would listen to the drums mostly but it depends on the mix in the studio or on stage. You do hear the other instruments of course but focally you have to keep a timing (or in the bass case, timing and off-timing with the drums) so you kind of drown out the rest a little.
@upbeat wren Wow Wasp that looks amazing haha
hahaha amazing @upbeat wren xD
We've improved it since ๐ but thank you, @dire heart @pearl roost the hands are being upgrade now, the buildings have become modular and the frame isnt so bad, also now there are launch pads and you can lunge in any direction you aim if you launch from one so it be going cray cray and you 2 just give me a motivation boost
Hello devs
hello
this is getting really fucking hard. client has 0 chance of getting hands on AI controllers
I'm killing my baby now
this is where I was day ago:
there's no way I could finish the idea I had on that, even if I got to model the things needed
Me and @pearl roost gamejam central
Looking clean
@sharp berry Thanks dude, and yes those are pokemon cards on the walls
The pikachuw hat and pikachuw doll gave that away already :p
@small fern wait, you're giving up?
man, thats a shame, scope ended up too big brother?
First to sign up... RIP
yeah, scope is just too big and I can't make any fun gameplay with the parts I have alone
heh
well, I might do a totally different game though
Was is your first idea?
@sharp berry we also have a Pikachu amiibo haha
@small fern You can always go for a Bejeweled game :p
Or a super mario game where Bowser takes revenge against Mario and Toad for kidnapping his true love, the princes
it was supposed to be mini adventure game thingy, with wing commander element ๐ but even I went full crunch on it, my plot would have too big holes for it to make any sense at this point
oh
if I do another thing, it'll be just as silly as this was ๐
@sharp berry that bowser idea was on my initial list too ๐
I feel like I might aswell be working at quantum mechanics labs when doing unreal networking ๐ฉ
Aye, better off building your own API to be fair with networking based upon low level sockets used in UE
right, nuke the code and start again
There has to be a way for clients to instruct AI controllers
@uneven basin Just send a request to the server and they can instruct the AI
@small fern good luck with new one
I tried, it kept telling me it's accessing none on AI controller
like screw this, ill do the whole logic on server side
why not turn it in avenge death of the crew mate?
Does the server keep a reference list of all AI?
aliens and stuff
no I was referencing character -> get AI controller
and that gave me null on client
it worked on server
try storing the AI as references in a Tarray on the server side as they are instantiated
and accessing it like that
but I would have to make logic to find out the specific controller too when I want to hand out instructions
mk2 will pass mouse click and vector3
and server has to figure out the rest
If you add a variable to the AI actor say, ID, just an integer ever incrementing, then use a Tmap<int, AActor> on the server
when the player makes a request concerning the AI actor, send the ID
yea but client would have to be up to date on those ID's too
then you just access the TMap with the ID and it'll give you the right actor
which creates a point of failure
You dont need to replace old ones unless you think you'll have more AI than an int32 can handle ๐
just keep incrementing it since TMap uses keys
can just delete by key, add by key, a global incrementing index stored within the server gameinstance
Trust me, I've worked in McDonalds, I know my shit ๐
...
I hate lighting so much...
also, droping items work, but I cant pick them up again..
no idea why..
man, I'm having too much fun with my movement to continue developing anymore, rip jam
i just sit here and play on my little keyboard
This is my second gamejam, and the first one I'll probably finish my game. How should i package and submit it? Build windows 64 bit, zip it and provide a dropbox link? Appreciate anyone helping me ๐
I don't know why, but if I put 4-6 dynamic lights I get 40 less fps.
Damn no D:
and Thats too much
Good news everyone
don't cast shadows from them
like use one or something
Linetrace fails every time
I cannot reattach actor to component.
don't know why.
i spawn an actor and immidietly attach it - it works. I try to detach it and reatach it again and it doesn't
same linetrace that works fine on listen server
fails for another controller
correction, it works barely
very very unreliable hits
Are you making sure you're linetracing from the correct player index? 0 is server, anything above is additional players
no, I'm shooting at thin air and getting first hit that matches the character class
lets see if amping up the trace distance helps
it might fall short
try debugging it with a debug trace
I am
bu there seems to be some sort of issue with the capsule component
trace stops to actor mesh, but does not register the actor
point of origin is another actor yea?
for the trace?`
aye
camera location
I guess youll just have to use a visual debug trace to see whats happening and check the return actor
also having issue with logic somewhere
match starts if host is ready, while it should check if both host and client are ready
build a struct dataclass, store into a list of players which it holds a reference, booleans such as, IsReady which get toggled when the client requests it from some action then when you're about to begin just loop through the list of structs, checking each IsReady
booleans should check out
checks if both players have 8 pawns on the field
It looks like this is server side logic only meaning if the client isn't ready it doesnt know as the server will probably be instantiating pawns, it may start before the player has a pawn ready, youll need to get confirmation from the clients prior to advancing
players manually place the pawns
unless that PlayerArray variable is lying to me
since it's gamestate's default variable
You guys, i cant make the jam anymore so my music guy is looking to join a team
^music guy
can you show me your music for reference?
Ooo what genre u lookin for?....man guess i shudda updated my soundcloud before barrelling in here lol
We're doing a harambe revenge game in a cartoony destructive sense
we've been considering a music guy
lol
i suggest you post your wip's and he post his sound cloud so ya'll can decide
lolol....well well...so something not tooo serious...or are u going for epic music contrast on silly plot?
wips or jam ideas
#MusicForHarambe
#SkinFlutesOutForHarambe
ok Imma upload a couple demos and link u in a bit.....keeping in mind u can tell me what u want exactly after.
Monkey music, comical, boom booms, can you do sound effects too?
Listen to Bass Cmaj by Alexander (sZXZ) #np on #SoundCloud
get me more examples the other boys will be online soon so I can send them de work and suggest them that we need music guys
going to be*
cool...i'll whip up a short original demo with the exact theme in mind.....fast paced game?
and feel free to say "oh no no no that sucks" lol
It's fast paced, harambe can slam, jump like a rocket, go crazy, jump pads, things breaking everywhere, walls, trash cans, marriages
aye np, ive gotta pass this with the other 2 of the team but we do need music and sfx, free stuff never settles as well
talking about music and games
loved "Loom"
old lucasfilm point'n'click adventure where you basically just interact with things by playing notes to cast spells
if I remember correctly, it also had reverse spells
so if you learned notes for open spell, you could just play it in reverse and it would then do close spell
\o/ yatta
everything works again
but im still 1 day behind because of that controller shenanigan
Well, I think I won't be able to finish this in time..
@feral halo Looking good, especially being drunk ๐
@uneven basin Doesnt array start at 0? So if you == 8, it's 9 in total?
afaik length starts from 1
not 0
I got confused since I use the same array to check does match have 2 players
and it worked there
but at that context I pasted, I switched it to GetAllActorsOfClass and it works now
yeah
length is 0 if there's nothing in it
1 if there's 1 etc
but array itself of course is starting from 0
ye if you get last element, it will result element count - 1
Any workaround for the Cursor not showing up on a UI widget? Even if I set it to "Show mouse cursor" to true
happens in PIE or when you launch the game?
CTZN are you using steam subsystem or what for netwrokign
@dusky wyvern when launching the game, and opening "the shop"
you have the mouse lock on with the set input mode to ui?
not sure if you really need to set it
@feral halo yea I planned on using that, haven't set it up yet thou
once I get the match scoring, round reset etc working tomorrow I'll do first multiplayer test with cooked build
Is it cool to use Materials in the StarterContent for our submissions?
it's allowed
you just need to disclose the materials on your submission
(state their origin)
What about textures pulled from the net? Just source it too or do I have to get permission?
you have to have rights to use them for this purpose
Alright, ty!
This plugin is very CPU intensive.
T_T
as always i want to do something impossible
@outer quest basically the rules mention that too (that you need to have rights to use to everything you include on your submission)
so, random google images are always fishy
but if you got like textures from various cg/game graphics websites, they would probably be cool as is
they all do have licensing though
Indeed. Found such a good snowy one tho ๐ข but yea makes sense. Its a relief can use the StarterContent stuff though. Our artist is actually a coder so no real artist, so any art stuff is really hard for us to get done x)
yeah, I can relate to that ๐
materials are fun to work with if you have time though
I offered to do it too (programmer) but apparently bright red blocks are not approriate art \o/
saving like ton of files manually or bad performance?
getting pretty pro at fixing mixamo characters, at this point there should probably just be a script to do it
and i don't know what to do about it.
anyone here knows AI?
How do I make NavLinkProxys work? I set it up, left on the ledge, right on the bottom, Link direction left to right
it shows the arrow in the editor
but it doesn't work
out of time?
Not really just like
Team fell through nothing's got done yet
Is it possible to put together a game with the time left
?
the normal jam time is 3 days
you have 3 days still so yes
hell you could get a game done in a couple hours if to focus your scope
ok looks like i am not doing 100mb thing
time to make amorphous blob goes on a existential journey through weirdly lit cave land and learns true meaning
well, 2.5 days
so one day less than in regular jam
but if you don't do super complex game, definitely doable still
yup blob journey is slated for full release in 2.5 days
now to play the wainting game to see how much the blob journey season pass costs
i can't work out why my projectile is going right through my static mesh without generating overlap events
is it a thin mesh?
basically if you don't sweep things, things might teleport through objects between frames
Do you have the projectile setup correctly? I had this problem. Projectile needs to have a sphere collision as root not static mesh
at least that was a source of a problem in my case
no idea how projectiles do things on unreal though
If you add projectile component weird thinks happen.
yeah, i have a spherecollider as root and static mesh sphere inside it
*things
That's a pretty cool trailer @tepid light already shows a core fun gameplay element without giving too much away ๐
Thats 90% of my game.
I'm trying to optimize to have a whole horde of enemies that fall apart and chase you with axes
everything is always better in slomo
I also used ue4 to make a game that looks like it was made in ue1 ๐
badass projectiles
i want it to destroy the projectile when it collides, but i am not even getting collide events with static meshes
does it collide with ground?
if that projectile for first person template or something you've setup yourself from scratch?
- Does the mesh have collisions setup?
you use projectile collision preset for the root collider?
yeah, it shows a collision box
2)Do you use proper channels
in fps template, projectile actor has sphere collider as root
and mesh with no collision attached to it
but it should work with mesh that just has sphere collider setup for it
do i have to create a BP for a static mesh to collide with it?
how you even setup the projectile without actor?
when i drag static mesh on, default is to not generate overlap events
well
it should still collide
those settings are just to generate the hit and overlap events
i have projectile set to overlapdynamic
so it will only generate overlap events, i want to destroy it, not bounce it
well, that makes more sense now
always something dumb i do
Cool Jazz
Game is finished and the player can now get four distinct endings. With the remaining time I'm going to try to balance the game as much as possible, add sound, add visual variety and flair.
Is this accurate? 2 days 15 hours remaining - http://www.timeanddate.com/countdown/generic?iso=20161013T14&p0=207&msg=Epic+Submission+Deadline+(start+of+stream)&font=sanserif
oh nvm saw the pinned one
wait thats for the start of the jam
@indigo harbor its for the start of the stream for the end of the jam
this ain't a bug, Anyone can guess what he is doing? ๐
toilet?
so, how can i get a destructable to break on command, and not by getting hit by something?
nope
if i disable impact damage on a destructable, it doesn't seem to get hit events anymore
@velvet echo it will if you use something such as radial force, impulse force and have the damage setting
Cheating instead
Set a large damage threshold on the destructable, then i apply a large damage when i want to destroy it
@upbeat wren you said ui artist?
I might be able to lend a hand
unless that was all said in jest ๐
did you make that pirate for the gamejam?
why arent you on my team... lol
I still havent been sent a single piece of art yet ๐ฆ
though I have seen a screenshot so at least theres that
I spent too much time making animations. Now I barely have a game
Hows everyone's jam?
seems i am making a very simple game
since i have spent far too much time on less important things
Had my day job today so i can't wait to get back to it tonight
Has Harambe Simulator Gamepad Input? @upbeat wren
2-ish days left until the MegaJam finishes.... How's everyone getting on??
hmm
LogScript:Warning: Runaway loop detected (over 1,000,000 iterations) - see log for stack trace
BobbleHeadAnimBP_C /Game/Maps/UEDPIE_1_TestMap.TestMap:PersistentLevel.SmashCharacter_C_25.CharacterMesh0.BobbleHeadAnimBP_C_25
except I dont have loops in animbp
runs at @somber hazel and gives them a spectacular flying hug which energises them for the final days of development!!!
โค
@lapis lichen Badly -.-
RL stuff getting in the way
and we still need to do like 3/4 of our gameplay mechanics
whatever it is, make it fire Donald Trump faces and leave it at that !
ATM strugglign to make a throwable object
that destructs
and applies effects
But at least we have a boudicca with booty https://cdn.discordapp.com/attachments/221796616653373441/235277830508773376/unknown.png
@feral halo If I was in your situation, what I'd do is strip the game back to one or two mechanics (if possible) - then polish them ๐
We uh cant
we have like 3 mechanics total
or 4
But we wrote our own custom netcode
It was hard
ooh nice
Then it sounds like there is still room to pull back a bit ๐ฎ
basically our job list is:
Textures & Animations
A few props
Pickup / Throwable Objects
Sword Swings
And the last bits of NAT punching
putting in last logic bits
still need to finish main menu things, and tomorrow will be pretty much tweaking
well "tweaking" adding audio and stuff
postprocess etc
cool i am doing tesing on packaging
you are teasing packages? Cmon now this is a family show.
@lament oar bow chicka
@somber hazel aye it has my default gamepad input along with k/m
Play Dynamic Force Feedback: Intensity: 42
there volume 10, and 11. but for this night we go to 42
over 9000
notice me senpai
pulls out his secret weapon...
dont be scared its just a lil jon ๐
well i not sure if i will be able to do actual gameplay
@somber hazel do note that different controllers have difference force intensity
I have two same model x360 wireless controllers, just manufactured at different years and they have difference in forces already
either that or other is some superb chinese replica (bought it online)
Or just old joystick decrease it's rumble power
i am redoing all of my proc sound set up coz didn't know better
but then if not on game jams learn new thongs?
game jam thongs... Lil Jon approves
heh
I'm done with this jam now, I got way better idea now but I don't feel like crunching next two days for entry that'll be super bare bones again
done as in giving up or finished?
sad still because I was really excited about the 100 MB thing, didn't get to even utilize all my planned tricks on that
giving up
for the record, I got empty fully working unreal project with physics and audio still working down to 25 megs, on desktop ;D 30+ with some additional plugins
that would have given me plenty of room for content, especially since it would have been proc gen for all but modular meshes
all that power and Im using UE4 to render text.... cmon Im a genius admit it ๐
heh
most advanced post processing for text
I still got alot to do but the data stuff was the trickiest bit and thats out of the way now, I havent even started on gameplay really ๐ฆ
I didnt even need an engine to do this really I coulda used webgl straight up
java script
slate does render text good tho ๐
but there is requirement for platform mac or pc
well its under 100MB thats what matters ๐ and Im a solo dev making a reasonable sized game
should have decent replay value I hope
you have to make the game with unreal to qualify though
lol which is why Im doing it this way ๐
Is there a way to make a spline straighten up on a specific axis/path?
was there an option to not package un-used assets?
@upbeat wren yeah. You get the Spline point and set it's rotation and tangents to equate to a straight line
well you will have to do it on two spline points to get it right but if one is already the right direction, you can do it with a single point
@uneven basin not that I'm aware of, but if you don't know what's used or not, you could just migrate your maps into blank project and it would leave unused assets behind
@quiet thistle I did not saw you looking for a team. Might have teamed up if you have placed your post ont he forums ๐
@lament oar Thanks matey
@ruby cradle What kind of spec will the jam computers be running mate if you do not mind me asking?
I think something badass is the normal answer. It's probably similar to the stream machines so massive cores and titans
basically "don't worry about it" seems to be the response heh
if you ask the question, it looks like you made something wrong ๐
usually if you can run it, they can run it ;P
challenge accepted!
except you got your own youtube channel about making tutorials on Unreal Engine, then your rig is probably more beast :3
Im gonna make tutorials on how to make tutorials
nah epic's machines are beastly by every stretch of the imagination
it's like nothing held back for them as every second counts when doing dev work the money pays for itself
Epic has giant battle robots
when "the dude" at Nvidia gives you the first Titan X you know your awesome
and then when you give said signed Titan X away as a prize to your customers you just made awesome look bad
Does anyone know why I have to restart the editor to get spline control points to show up XYZ movement?
they are like... "it's new, it's probably gonna explode, better give away as a prize"
lol
"New driver released, quick, give the titan away"
^:D
@upbeat wren I have one with a titan x, i7, 16gigs ram
another with a 780 and similar specs
980ti with vive at my house for VR games
what about your laptop? ๐
16gigs ram? I hope it's DDR4 :3
@ruby cradle thanks matey
@somber hazel difference between DDR3 and 4 is barely anything in terms of raw FPS performance Q_Q ๐
lol, no idea, I just know they are new... and more expensive...
haha yeah RAM is a weird one
some people go for raw higher MHz and don't realize they get bottlenecked due to the latency
I learned it the very hard way
I got corsair platinum 3xxxmhz ram
had to sell them on
for just gamedev purposes, type or speed is not the most important thing
what matters is that you have enough of it :p
I have 24 GB on my system and it still runs out
will make sure my next system will have 64
for games, 16 is just fine
I will upgrade if I get them for 30โฌ
I was running kite demo last night fully loaded in the editor ate up 24GB alone lol
Timelines are so awesome!
i need to save around 160 audio files
! i need to download that
if you just think of things on unreal alone that need much ram
why else i need 1070
yep I mainly went with extra ram for lightmass. I can actually do it now lol ๐
yeah, even some epics examples need more than 8 GB
oh yeah 8gb was rough on the laptop and even 16gb was pushing it for stuff like infiltrator
and kite demo hated 16
need 16GB of vram ๐
yeah the kite demo was slurping down 7gb VRAM.. I was impressed
redownloading GTAV now to see if I can break the machine heh
should just play with particles one of these jams and just do the entire game out of it both cpu and gpu particles
a game only with particles? sounds fun if you had access to single particles
would be a good way to test the new particle stuff when it gets released ๐
yeah I am 3% experienced with Particles so it should be fun to learn and try
attach an emitter to an actor and move it around. kinda form a particle blobby character thing. have it like go do stuff. As you can see the design is quite rough... heh
hah
I wonder if you can get the current FPS in game? like actually get it. "Settle the Score" theme game could be you having to introduce particles to the scene by holding down a button. You have to reach, or settle on, a defined target FPS. You are timed on how long it takes to hit it without going lower.
yeah I have done that before
I did it for an interp system that required exact frame times to determine any discrepency from fluctuation
one sec ill dig it out
I can just use the frame delta time, doi
strange, these spline roads end up looking like they're off, I've tried using flatten as well select the landscape components to get them right but something seems off
man I wonder if I could learn particles and make a stupid entry out of this in a day ๐
@uneven basin not sure about the partial mesh but if it can be separate mesh, then you can just set custom depth buffer for it
and if you need to separate many that way, you can additionally use stencils
you can read those in PP material
hmmm
got yet another idea on the theme
bit late though
basically you could make a game about fixing the results of some sports event, to make gambling.. less gambling
like boxing etc, sabotage opponents you want to lose etc
nice
that could be fun, like one of those small mobile sim games like gave dev tycoon life but your bookie
problem was, my character mesh was already set for custom depth for the post process
but I made the material self-lit
looks "ok"
well, if the char is custom depth, you could still separate various submeshes with stencil values
but it's like the custom depth thing, so needs to be applied to the whole mesh at once
right almost forgot, need that waypoint indicator
51.5MB without the prereqs and extra exe
think I'll call that a night after the successful package, got the crunch to go still ๐
i did only music this whole time
I only started on actual game stuff today ๐
wild man
i was surpirsed to be the first to submit a few hours ago
psure by this time last year half the submissions were in
still 48hrs to go
not sure how much i could get done with devs days so blitzed to get in early
yeah those game events are insane, you could pretty much travel the place all year around these days and still miss a few ๐
ya dev days is the only one i do.. so much better this year with ue4 presence
i think 4.0 wasnt even out last time
last event I went to I was actually pretty dissapointed tbh, I was expecting to have some cool dev talks but everyone was kinda tight lipped
being pre-PAX probably didnt help
i typically dont like dev conferences but i was impressed at the value of the last steam one
hmm might have to check it out in the future, Im not big on small talk so yeah I dont really go for the social ๐
we need a unrealcon with a giant onsite game jam
that would be something Id attend, might be hard to fit us all in one room though ๐
mind you Unity seems to have a bigger presence here still ๐ฆ
unity has a big summit rite?
smaller regionalised events work better
probably but they seem to dominate most of the events here regardless
its because we lost alot of our AAA studios so theres a huge indie culture, its pretty much all we got is hipsters, whales, cows and coffee
ur in NC?
I saw someone pitch a game about a Melbourne coffee shop...
ooh aussie
pitch was decent, game was lame as shit XD
or oh the guy with the new born baby who pitched this little mobile game which was basically a metaphor for a new born baby
sigh one day I'll meet someone who will impress the shit outta me, until then...
I really hate having to patronize people, like oh hey yeah thats really great dude lol
I should really just go Jim Sterling on peoples arses tbh bwahaha, no thats shit, gtfo and dont put it on greenlight
I got an idea, its called Army of the Clones, its about game developers who make the same games as other developers and just rebrand them... <insert awe>
aww
You know how Hillary Clinton has been found to say she has a public standpoint and a private one? Probably a good idea as long as neither know about the other :p
Bill Clinton is her private face ๐
have you seen his face recently? Man looks gaunt. Probably gonna die soon.
its like Batman and Bruce Wayne cept they can both be present at the same time
Does creative Commons share alike license mean I have to release the source code if I use music with that license in my game, or is game being free enough?
nope its not really the same as proper open source, which license in specific is it?
first born child.. minimum
lol is that your entry requirements?
@pine fulcrum here?
Probably going to spend half the day trying to balance this game. Keep fluctuating between too hard and too easy.
oh, I was just asking if your steam subsystem tutorial is up to date
but I found the issue, the plugin was not enabled by default >_<
I have an idea! I can do slimes as enemies coz they are easier to animate!
proceeds to make 65 bone slime
LOL
Slimes got bones yo
why bones i can use blend shapes
it needs exactly 1 bone for jumping and stuff
but what if i want my slime to hold items?
2 floating slime arms blobs
but it is sure easier then tentacles
Streaning game jam stuff. https://www.twitch.tv/jvthewanderer/
is there any way to disable input for certain keys?
just add ifs after key events.
Either means 2 clients same machine (cant do that on steam)
Or firewall or something
we did try with 2 different machines and steam accounts
both report fine playing spacewars
bAllowP2PPacketRelay=true?
its on
could be nat issue really
I've tried getting public ip from ISP, they outright said no
welp, I'll add direct connect tomorrow
and debugger for connection errors
america?
nah, north europe
they said it's a policy issue, they have ip addresses
i got my public ip for free but it's not static
business lines only or something
you have to pay for static
oh static costs extra on top of the public
got to have good internet
I got solid 50/25
which is more than enough for me, I would feel bad for paying x4 for x10 bandwidth I don't use
i would not understand
It's only reason why i don't want to move
i got 80/80 for 7.170$
Doing a leaderboard type thing for my game, it's a part of the story. Anyways, i need a name or two for it. Anyone want their name in my game?
Ninjin - 42.000 Points
I got you
that was ez ๐ค
give him 1337
๐
Any idea how to make bullet trails if for shooting, I use line traces?
Haven't found any tutorial on Line trace shooting, only for mesh projectile shooting
@sullen flume something like this https://www.youtube.com/watch?v=DTNO4kULts4 ? I wasn't watching this tutorial just googled it
I know, this is how I use my weapon. With a line trace. But this does not add bullet trails. Only an explosion on hit. I would need bullet trails, but I think I just figured out how I'll do that.
interp between the start and hit location
so i need to think of somekind of puzzle or mechanic fast ๐
oh no i forgot about something then was doing my music
well now it's pretty hard to implement and i don't even know if it's fun
BlueprintEditorCompileResults: Info The execution path doesn't end with a return node. NewEnumerator1
I wish it told me the location
Oh wait, it does
try turning the volume down a bit :p
6 hours of continious work, can I take a break? ๐
every 2
Used blueprint debugging for the first time today, previously I had made liberal use of print string. Really powerful debugging tools here.
๐
Did you figure out how to step through just your code in blueprints?
yep, discovered "Step Into" which appears to be equivalent to most debuggers Step Into for blueprint stuff but doesn't go down into the C++/API layer and so is kinda like Step Over at the same time
It goes through Blueprint standard library, though.
IT NEEDS STEP OVER
anyone know some software for writing procedural music(actual sound files) ?
coz saving loops one by one it's fun
its coming along, never used the mapping tools before but harambes stomping ground is coming together
@ruby cradle is it ok to use UE4 logo as environment decoration in the game? Like a poster on the wall, etc.
rules tell to not use any trademarked logos if I remember right
There is also a rule about not showing Epic in negative way
then again, you can use example content on your own games and they have ue4 logos all over them
so I dunno if that applies
yeah, I'd not use anything that goes in the gray zone though
I was thinking UE4 logo is an expection since 1) they own it, 2) it is a tradition to show a logo before the game anyway
90% of games advertise the engine logo
nah, I mean after launch
yeah, I was thinking in game here as that's what you were originally asking about ๐
@rigid fog heh, now we know why you were too busy to not attend the gamejam ;D
also, major update on my work: spent few hours yesterday trying to pickup dropped weapons.. With no luck. Couldn't reattach them....
workaround:
just destroy the old weapon and spawn a new, identical one in hand.
5 min of work
and it works.
yeah, whatever works ๐
it's not like these games would be production quality in code anyway
as long as it doesn't break too bad
Power came on a little bit ago
Mine always start nice and clean.. And as I go along it gets ulgier and uglier..
I still plan on participating, but have homework to catch up on ๐
@rigid fog yeah, I'm just messing with you, I know you didn't really have a chance
@rigid fog with less than 2 days remaining that's some strong effort ๐ฎ
Trying to work out the logic, it looks like they seperate the layer base colour then they plugin the base color to the wrong layer at the top
It is a bit of a #humbebrag, but shooting enemies in slow-mo and watching them fall apart is so satisfying
But I also have so many ideas that I won't be able to add to the game..
That one lost day cost me a lot.
how would one make a slime that has physics, think like breast physics(retains form but forces make it wobble/jiggle)
essentially jello
If I wanted to make it fast, for the jam
I would just use a material with world offset
and some sines there
to make it look wobbly but not actually change shape
not sure how to go about that tbh
you can also just scale the whole mesh
add and event for impact
create a timeline or sine that would scale the actor
x and y increases and z decreases
to make it wider and shorter
like a compression
on landing
and then slowly returns back to normal
@fringe aurora for jiggles, just use animdynamics on unreal
it's built for that exact use case
if you need slime/blob physics for gameplay, you need to approach it totally differently
but if it's for visuals only, then the builtin anim thing is what you'd want
blob physics
well
but you'll have hard time implementing that for this game jam with the remaining time
unless you are really good with physics and coding ๐
physx itself doesn't have any soft body physics
flex has but it's cuda only and not in the official ue4 builds
but...
you could still fake it
I'm honestly surprised at then lack of soft body physics
well, physics driven gameplay has never been any bigger focus for unreal
even the way how they've integrated physx tells that
as it plays totally differently from computer to another
am i allowed to use flex?
just use blend shapes and fake it
you can use anything
just disclose it
you can even just just WPO on materials if you need to fake it
or blendshapes/morphs (probably even easier to do if you are not familiar with shader approach)
yeah, it's not that hard to setup
then drive this morph with some blueprint
I've only briefly tested that in past
but it was really straight forwad to use
that's a really really old test project I had
from early 2015 I think
I got flex (I needed/wanted it for a few things)
I'm gonna have some fun with this
i don't want to save 200 files manualy again
so many particles and lights!!!
wonder if you could have just embedded some VST to FMOD, although I'm pretty sure it doesn't support that
not for instruments anyway
71 for me so far
music, haven't even thought about music yet
