#game-jam-chat
1 messages ยท Page 17 of 1
and no sound either yet
sound + music usually comes in latest unless you have audio guy in team or the game focuses heavily on audio
I need to stop trying to get sound i like and accept sound i can get
yeah painter
ah ok
forgot they have designer too
I wish I had more time to learn it
really it's my favorite program
I usually use it just like ue4's materials
i've got it, just haven't used it
i wish fmod had some procedural functions substance designer got
like random seed
how can you do proc gen without it
only real things I make with designer are substance painter filters and if I need to do channel packing
but it's more about placing and changing sound based on game play then random music
but it's also first time i use it
so may be i don't know something
btw
you can save individual notes and randomize them but it's no control
I used to dig substance painter
but I haven't used sp2 that much
but when I tried to do something really simple with it on this jam
it was crawling at 2k resolution
it was never that slow on SP1
I could barely use manual brushes at all
just different shaders
hmmmm
you need 1080 to use sp ๐
was it metal/rough ?
but it's been fine for SP in past
yeah
I'm talking now here just handpainting simple shapes
but I can't even do masks freehand
and mask is black and white
it just lags too much
I know it has to recalculate the materials etc if you mask
but I had super simple setup there
just bit worried about the perf downgrade
SP was never great at manual brush work anyway, but this is at whole another level now
as i understand it mostly needs Vram
i wonder what limitations Sp1 had i never used it
i got very little time in sp2 too
it's just kinda sad to do something and know that you can't randomize it with one button in runtime
with sliders and stuff
I am a bit crazy about how everything should be proceduraly generated
that look nicer then thing i did before
my biggest issue with SP workflow atm is that I really dislike game assets having individual textures in them
now i just need to copy it 11 times
it's nice from artists perspective
as you get more control over it
but that's how we max the VRAM on GPUs
and need to stream content in constantly
that is why we got more vram now
those assets still add up in loading times, disk space etc
not really fan of downloading new AAA games as you need to reserve like 50-70 GB of space for them
question 2 (how the heck does one integrate nvidia flex into eu4) there are absolutely 0 helpful tutorials online about how to do this
@fringe aurora https://github.com/NvPhysX/UnrealEngine/tree/FleX
you need to use specific fork for it
build it manually
404
that's just one fork
yeah, you need to have linked github account to epics repo
then you need to be logged into your github account too
was logged into github
smashes head into keyboard
if you've never done those things, I really recommend against doing it on last 1.5 game jam days
also
not sure if they want nvidia exclusive games on jams
even though it's pretty safe to assume epic uses nvidia on their computers
Time to make the sphere of a thousand random joints
I think jams usually produce games with strange hardware and it's normal
does unreal have particle collision by default?
and nvidia isn't strange
i think i might make a empty actor with a particle effect and shader to simulate slime
that wouldn't really work
well
that's what flex does for fluids
but it's pretty complex setup
you could do metaballs approach though
but I kinda doubt you'd get the effect easily with it
why does ue4 feel needlessly complicated sometimes
like unity was so straightforward and easy to navigate
you can use it like unity if you want
and build everything from scratch
but yeah, it's way more complicated than unity
you can pretty much learn the whole api (like 80% of it) just in few months
unity?
heh
yeah
but I mean, you need to know what you can do with the engine somewhat
to even know what to google about
that is then you do something not obvious unity start to suck
I don't mean like you can memorize the whole api, just more like to know what is there and what is not
ture
ps
for the stuff i find myself wanting to do it's like the world is spiteing me by having no/not relevant resources/tutorials for what i want
unity doesn't do soft body physics either
but I wouldn't be surprized if they had 3rd party assets for that
on asset store etc
idk there i would build slime faster
morph
but morphs are quick to do on unreal too
and then add some cod to drive morph amout
based on velocity + height
but blueprints can save you a bit of time or can take away a bit of time
ah, well that's a topic on it's own
I tend to prototype in BP but still do real code in c++
I wish xamarin gets their c# integration for unreal done soon
they are working again on it
not sure if it's needed really? Do you get better performance?
they already had it for some really old unreal 4 version
well
blueprints and loops or math are just pain
I end up wiring things for minutes that I write in seconds if I use c++
and make less mistakes on c++ by doing that
nodes just isn't that good for that
yeah
also, I mainly do physics code myself
so I need all the perf I can get there
for regular gameplay scripting, blueprints are just fine for perf
and by physics code, I mean actual physics code, not just applying physx some forces
Like i know that i going to build simulation in c++ i don't think it even possible in blueprints //not for jam
definitely not for jam if you haven't done that line of work before
but opening doors and stuff very good with blueprints
you can do sim in bps though, it's just bit tedious to debug and do the math
and sometimes it is all the game needs
so much still to do
i am mostly worried about ui and ai
my AI is going to be super simple. target player, chase player, attack player.
i still haven't created an enemy model though
mine doesn't even run around. i'm doing spawns and they chase straight away.
i haven't made any levels, all just mechanics and looks so far
yeah my ai should be just like this too
but also they shouldn't fight themselves and stuff
so tomorrow i going to tell myself that i can't do music till gameplay is complite
so many things to do, so little time.
My game is about guns.. and I have no models yet.
@upbeat wren yo yo wasp been trying to PM but not sure if it's going through. Wanna know if to finish the demo I sent ๐
@quartz flax sorry let me check, I've been struggling with this issue so I've been on track minded, send it over brother
oh i havent touched it...u said u needed to speak to some dudes lol
lolol...here's fine too im not fussed ๐
ill ping him now else ill get lost in time
i have the same problem
I should have a week to balans my game.. I will have maybe 4 hours.
This will not end well
I either instakill everything or it takes ages to do so.
Epic MegaJam
HOW TO SUBMIT AN ENTRY
In Unreal Engine game jam tradition, we kicked this one off by announcing the theme on the livestream on October 6 and we're giving participants an entire week to create and submit an awesome game built in the engine.
Submit the following to this thread before the end of the October 13 livestream and include the following info:
Link to a download of your game
Team name
List of team members
Someone already posted their game.
lol
my mega jam has come to an end. my editor no longer prints strings so my primary way of debugging is now gone
i cant find any solution to this either
I made a list of all the things that I still need to make or fix. It seems longer than the list of everything I made so far.
Are you printing to screen?
yeah they all worked just fine earlier. they suddenly stopped
i didnt change them, i had quite a few already made in several different BPs
You can always print to log
you could just do the thing I do always when things go wrong
which is, wipe intermed + saved folders ๐
It's on by default
(make backup first)
hmm
There is an output log
where is this?
at least on BP
Can't check right now
OK. It early morning here. Time to go to sleep. Cya
basically you need to have taht Print to Log enabled for it to work
but it should be like that by default
gnight
I've seen that happening occasionally too
but I don't use that much myself
I'm also occasionally having huge issues with the editor freezing, mouse right click getting disabled etc
whole editor has been super bugged for me since 4.11 or 4.12+
@slate salmon hmmmm
you know how to use Watches on blueprints?
you don't have to use printing to see the values on something
Pause execution using Breakpoints to inspect graphs and the values of variables.
I'll try this. Thanks!
Guess it's time to join the fray
gah dont go to riverrun, bad things happen ๐
lol this EULA update, Epic shouldnt put no refunds thats bad cuz the ACCC already hit Valve for trying to bypass our local consumer law
lawyers are funny like that, too lazy to travel so they try to use the law of a US state globally
national consumer law isnt something an individual can waive but maybe the lawyers knew that ๐
EU law is good for me, i've had refunds from games i bought 3 years ago on psn
its why the ACCC goes to court on our behalf and they didnt waive anythin
yeah Steam didnt offer refunds in the early days, they still dont offer proper refunds but you can atleast get the value back to use on the store. Even places here say no refunds but its illegal not to offer one
PSN said they couldnt help me set my ps4 back to my primary
so I refunded every last penny for the full 3 years I had the account
just went to the bank told them the score and told them to do a chargeback under eu consumer law
ahh yeah Banks tend to be good like that cuz they have a reputation they need to keep, every time Ive had wrong charges to my card they been really quick to resolve it
Did playtesting with other people today.
Take away one, people want combat statistics to be easily boiled down to one number.
Take away two, grammar police make good play testers as they tell you every place where the text is wrong ๐
huh
so my tablet can run 32 bit builds
well, that eases up the testing
at like 10fps
Hey Jammers.๐
elloo
lol sounds familiar
I got most of mine done, but the performance wasnt good. I am working on improving the performance
I guess the good thing about having a 51.5MB game is I can push the upload to the wire ๐
Im actually convinced I might be able to get it a tad smaller too lol
@tepid axle Ours @ last check was 2.6Gb -.-
I bet yours looks and sounds heaps better ๐
but I do have my secret weapon... Crunk Juice XD
i don't know why I think I can finish in time
yeah but all i got is nothing really
only like main mechanic
that dosn't work without things to hit
I dont even have that yet lol, Im just flying blind, teaches me for making something so complex
i need a character to hit things that move and hit back and i am done
I need all the things
my game doesnt have an interactive bone in its body yet XD
well theres a timer that ticks, its a start ๐
thats awesom
First submission is in I saw in the thread!
Epic MegaJam
HOW TO SUBMIT AN ENTRY
In Unreal Engine game jam tradition, we kicked this one off by announcing the theme on the livestream on October 6 and we're giving participants an entire week to create and submit an awesome game built in the engine.
Submit the following to this thread before the end of the October 13 livestream and include the following info:
Link to a download of your game
Team name
List of team members
he's got two halves of coconuts and he's bangin em together
itll become clearer later
the pen is mightier than the sword
hmmm, i've never done ai with attacking, i guess i should learn that now for this jam
What type of attacking?
yeah thats a bit trickier than firing projectiles
want him to chase player, then stop and do an attack, then chase again
so player has chance to move while enemy is attacking to avoid the attack
good thinking
but no idea how to do it yet
made a montage with a notify, and then got stuck with the next part
@velvet echo I have a melee attack for ai
No. Controller checks the distance to the player...
Greater than melee range and it tells the bot to move. Lower than range and it plays the attack animation
Hit check is done by weapon overlapping player
And simple bool makes it so that it can only deal damage during the swing. Player can't randomly touch the weapon
works pretty well
I could never figure out one important thing for behavior trees
that's what i need fpwong. lol
i'm not sure if im using behaviour trees properly though
coz i try to avoid making blackboard variables as much as i can
How do I do: if you see the player immediately stop all you are doing and chase after him
you add a condition with an abort allshar
yep
check the state= attacking branch
the ai moves from idle -> moving via aiperception
i need something like yours fpwong. i just don't have the BP's for all the tasks/services/etc
you can replace my movetoactor with the default MoveTo
the within attack range is really simple
and then theres just playanimmontage and set state nodes
actually playanimmontage is a bit hard to setup properly...
to do rotation and changing state at the right time
@feral halo is there some documentation on how to make that 2nd camera on the top left?
I remember when windows was a good OS
now transferring files to tablet
and deleting old ones
wifi > hard drive
as in it's copying new files in faster than deleting old ones
is it adding something to a widget or you had to go into c++ and make your own custom class?
if you set up move to actor, then get rid of the actor i was expecting them to stop, but they dont
pixar got nothing on me ๐
@velvet echo
@indigo harbor custom C++
what is the limit day for the jam ?
not sure what is happening with my BT but my task's AIMoveTo is getting a result of aborted
I had heard there were some bugs in the 4.13 with AIMoveTo
you aren't using AIMoveTo?
i changed to MoveToLocationOrActor instead, that worked
my AIMoveTo was bugging out, it would keep aborting each call
yea currently I calculate a new path using the navmesh every .1 seconds
probably want to make your own moveto task
can't get playanimmontage to work anyway
oh, didn't add a slot for it
phew
finally got the steam multiplayer to work
...kinda
it's janky as hell, but it works
someone already submitted https://forums.unrealengine.com/showthread.php?124973-Epic-MegaJam-Submission-Thread
Epic MegaJam
HOW TO SUBMIT AN ENTRY
In Unreal Engine game jam tradition, we kicked this one off by announcing the theme on the livestream on October 6 and we're giving participants an entire week to create and submit an awesome game built in the engine.
Submit the following to this thread before the end of the October 13 livestream and include the following info:
Link to a download of your game
Team name
List of team members
i knew that i will get to see alot of low poly art
or voxel art
based games
link to it ?
If I don't remember bad even one of the winners was hand painted
or used one of these new apps that paint all styilized
let me finc the link
substance ?
yeah I imagine you can use today substance for that too
i like these types of games over realistic
to play or to make
Due to the massive size of the Epic MegaJam, instead of having you post your submission in the original thread, we're asking you post it here. This should be a easier to read through.
Submit your entry here with the following information:
Please remember to rename your project to _ ex. TheEpicTeam_AwesomeGame
If you have used assets that are not your own, you may provide details about those in your post if you desire. All we require is a yes or no, but feel free to clarify.
that are the complete list of last year
first one is the mine ๐
there only the video keep alive
XDD
oh i have seen yours nice ๐
more or less yeah ha
and finished 2 days before
XD
but I remember spend the other 2 days making the video etc
i was one man army and then a 3d artist joined me ๐
that is nice
too many members is not good actually
@indigo harbor i got the attacking to work how i want, thanks for the help
theres only one no man army ๐
its trademarked
No Mans Fruit
that is not related with bananas then
@glass fossil by the way what stylized games you play ?
oh god why there is no random seed in fmod?
I have no idea how to balance my game. I'm starting to get worried.
Single player, but a lot of random stuff
28 hours and 26min left, hope i gonna make it
Hows everyones jam?
Its going ok. But still a lot of fatures are missing and I can't decide what to cut.
Sorry, what is missing?
*features.
Well... One thing is going great. My game is 83.6 MB in size.
That means all my assets are only 4MB ๐
and I have 15 MB for sound effects.
Also, I don't yet have a name for my game.
Then just do <TeamName>_<JamTheme>
always works with jams
So much work to do still
@tepid light you're not using textures or very small ones?
My project is atm 71.4MB (packaged)
Nice,.. we have no time at all for optimisation
It helps a bit to convert all audio to 16-bit 11K Hz Mono
Well, my game looks like this:
Yea, sound wont take much space.
everything from http://www.superflashbros.net/as3sfxr/
Still wouldn't say assets are below 5Mb :)
Too much stuff!! Arrrrrrrgg
lol tell me about it, is that all your BP ๐
Thats just the GameMode
My whole game is using only 2 widgets, 1 for menu and ingame ui, 1 widget to spawn option buttons
yuss
Functional build success
so lets back that one up and everything from here on is bonus content
I got 15 widgets and 3 game BPs
My editor is breaking
I never used Enums this much, never used Structures or Datatables, and I must say, I learned a lot again this jam ๐
I learned how to panic when you get "connection timeout" error
no i am not worried that i only just started doing controlls and ai and stuff
yeah this what i do
27 hours, dont worry and dont panic
as you can see I spent all my time on graphics ๐
I should really fix that phrase before I move on
I dont see how Hang-Man is related to "Settle the Score" (it was my first idea tbh :P)
Making music that sounded awesome while making it, but absolute garbage the next day is normal
My soundcloud is filled with it ๐
well its abit more than just regular hang-man, its about making Epic suffer not knowing what the phrase is too, bit of payback plus its a time attack game
so theres alot of things that relate to the theme
I also wanted to show its not all about graphics, least I want to if I can get it done ๐
I wish that this UI would be more user-friendly (mouse cursor is going all over the place)
obviously thats all for me though and I get that not everyone will understand thats why Im not competing with anyone but myself here ๐
I coulda just tacked onto a template, thrown some assets together but Im using all of 1 open sourced font to make this, Ive made the entire thing from scratch in the time given
@sharp berry you have another hour or so more than that. deadline is end of stream tomorrow
Last 2 hours I reserved for last minute "Fuck, I missed that bug" fixes
whooo last minute fixes ๐ Nothing could go wrong there ๐
could not possibly break your jam entry and forget to hook back up the middle levels like I did last year lol
Im not too worried about that, it's pretty straight forward
that was a pun wasn't it
if not it should have been ๐
man I love your little figures
They can get angry and happy ๐
I need to go in and replace my static cube "character" from my example project and make a new one that has actual definition lol
I made only 1 master class for the NPC's (they are all NPC)
This way the least amount of time was required to have them animated properly for their side and their own Court-Job (like Judge and Typist)
๐
learning to "abuse" parent/child classes is like the best feeling in the world as a programmer
ahh 3d makes me wish Id gone that route myself ๐
"I can only do things once and still have things different?!?!"
I felt like McGuyver for a sec ๐
It's why I love programming. When shit starts to come together you get so amped up.
You are in the corner screaming "whoo my guy can move" and everyone else is giving you weird looks heh
Hahaha yea
People will see only a Dialog-Option-Click game, but I know what it makes ticking ๐
I didnt have much choice cuz I needed the unicode to generate the cipher text, the text renderer is limited and I couldnt make that many textures
"But look at it!!! look at it!!! all of the art is using 1 texture!!! my god man look at it"
this way though I can generate non repeating ciphers for a large dictionary of phrases ๐
We should form a team for the November Jam
My OCD is still being triggered by the wiring
UE4 MegaJam playthroughs Oct 17th 9am PST
I wish they would have the overlap like electronics engineering wires so you can see they go over the top instead of just getting all mixed up
like this
yeah they need a little hoop that jumps over
What an enum
why not just use a list of names ๐
Because I need it more than once ๐
Aye, only commenting on enum names themselves
certainly an interesting idea, will have to give this one a shot
shame you cant get law and order characters in there
ยฉ prevents using that sound :p
lol yeah mr wolf would not be pleased
I dont mind that LA one, its bit better than UK
@sharp berry you upset about the line not being straight in your BP?
Yea, I just deleted the thing
you can always use the align tools to fix it as well ๐
do I get to hit people with a judge hammer in your game? ๐
whack-a-mole but you get to hit lawyers instead lol
Guy on the left looks angry ๐
Awesome Realism Drawing skills :x
what is that purple thing on her head?
the yellow block you mean?
Red = Enemy, Blue = You, Grey Hair guy is the Judge, the pink/purple is the typist
fair enough lol
The glowing block just shows whose turn it is atm
least your characters look better than mine ๐
the Typist has no ingame meaning, but script-wise it's the backbone
I did want to have an online database I could update but I didnt have time to implement it, Im gonna be pushing it as it is
that way I could add cipher lists and phrases later without it bloating the download size
might do it later cuz I need an excuse to use my domain ๐
MY LOOP WORKS!!!!! QUICK GRAB THE FIREWORKS!!!
Im curious how big it'd be if I used HTML packaging, its kinda small enough to load decently as a web game
Weeeeeee ๐
Now its just a matter of filling in the DataTables and the Win/Lose condition ๐
โ hmm lol
What is that for character? o0
tomorrow is the end ?
Yes
I want to check your game @topaz scroll
26 hours and 27 min left
burn it all!
I probably should
saves me the trouble
I mean main menu is same map as the game map
just different gamemode
Getting the End-Game to work seems a little hard ๐
Just have it pop up "You a Winner" and fade to black
I made dialoge texts for the Judge :p
I also made some work for an "Objection!" call, but not enough time to actually implement it ๐ฆ
aww damn
save it for the stretch goal ๐
spam
no prob
25 or so hours to go
@uneven basin you should be able to change the camera post process settings in the Blueprints
well I tried setting post process settings, it gave me dead end node
which usually means its not exposed
get the camera, set post process?
ye
and then use a make post process node and plug it into the input
yep and click on the make post process settings and set the settings
because it has so many options it's a special node
oh
yep they did that because when they allowed splitting it the node itself was HUGE
well they should do like add pin + dropdown what to change
but I was kinda hoping to change the DOF focal distance to match the spring arm
can't do it like this
duh
profit?
hmm.. I think I broke something..
each time I open my project in tells me that I need to rebuild lighting.
even if I rebuild, save and open it back again
yea mine broke too
now It constantly wants to save one particular widget
after breaking light bake in one map
not sure why
em
ok I tried setting that focal distance
it disables the effect
lets try not put it on tick ->
yup
I guess I need to set everything in that node
and that sounds like a lot of work
yeah I don't think the post processing at runtime is a very "sleek" option =/
alot of setup work then adjusting afterwards
I just wanted it to keep the focal point synched with camera height
nice ๐
is it ok to use mixamo?
damn I should get started on mine then
๐
@foggy shard you can use mixamo but you need to disclose it with your submission
i will probably just put long text on how i did things in this disclose thing
final testing starts in ..
when wifi transfers 150mb of datas
ooor not, I forgot to update gameinstance with new map names
2 strings, takes 10 minutes to fix
aand it is done
aww, 139mb
Hmm... I spawn emitter attached to component, and even though the particle doesn't use local space it still rotates.
how can I make a particle use global coords?
how to do this animation blending then arms do one thing and hands another?
for example smoke: always goes up, no matter the rotation
or how you call it
gj
ima play all of your games sooo goood
@uneven basin what MB did you start off with?
Started with starter content
after removing extra assets
it was 180'ish
plugins were about 30
what plugins WERE you using? lol...
Mine only took off like 3
3 different VR, google play, ios store you name it
well, sounds in my game suck. Maybe it's better to just leave it silent?
@tepid light Game without sound is even worse
21 hours, 56 minutes left
Disclosed content:
- All of the photos for the textures were taken from http://www.textures.com
Is this a requirement?
Telling where you got your textures from?
Of course it is
If you did not take the photos yourself, you have to disclose where you got it
*create textures by hand
ANYTHING not made from scratch needs to be disclosed pretty much
But what if I processed it in Photoshop before using them?
...
It's not that hard man
Anyone using Substance has to disclose it
It is the same thing
You did not take any pictures for your textures, so you used a source, that's a sourced asset
Victor just said where the line is, If source != yours, -> disclose it
like for example kit bashing? is it ok?
Kits, templates = source != yours -> disclose it
no if you did it before game jam too
Sigh
If you did anything PRIOR to game jam, you are REQUIRED to disclose it
So, what does it matter?
^
if you used outside sources for content, or use your own content that you prepared before the jam, then you have a possible advantage
thus it must be disclosed
I'll take this in to consideration at the next jam when planning it out, first few hours -> Photo time!
to late to do it now
The "line" if anything would be things like DCC apps, like Blender, Maya, MODO, if you created 100% from scratch a model.
IF you bought an asset and just modified it in a DCC, that's sourced
With nods
mods*
To be sure, definition of scratch = Non-existend prior start time of the Jam
DCC includes photoshop too
Yeah
Anything created prior to gamejam needs to be disclosed
Thanks bro
But technically, you could have made it from scratch
But, it still falls under that "disclose" clause
Also, just in case anyone is wondering, Alex has defined Mixamo/Fuse as needing to be disclosed as well.
I've used http://www.superflashbros.net/as3sfxr/ to make the 8-bit UI sounds
It's an online synthesizer
Is that required to be disclosed?
It's based on pre-sets, but using an Synthesizer in Fruityloops, Cubase, Reason or alike is the same (except offline), so this is a bit vague to me
argh
last minute bugs
so, for some reason shipping does not include steam stuff
only dev build
the easiest solution would be to just put in the post what you used ๐ won't hurt you if they don't need it.
Good point, better save then sorry
Can i modify post after submitting?
up until the deadline yeah
so i need some time to write compose it then
Be sure to update the "Reason" field when updating your post
oh ok then
For reason and time tracking, easier for own use
(makes you feel save too, at least i did that like that in the september jam ๐ )
RIP 100mb-goal
I reject the editors reality and substitute my own
oh god it's almost there, almost have balance after two days of pure balancing
lesson learned about complexity of having 10's of variables in every calculation
@glass fossil Will you do a "top 5 jam entries" for Light needs to be rebuild? ๐
I will definitely do a retrospective both on things done wrong, and things learned.
FINISH BALANCING SO YOU CAN DEMO AT MEETUP
Error Unknown Cook Failure good stuff
need to add sound effects/music so demo can happen at meetup ๐
Awww yeah
Meetup? You guys going to have a meetup?
last squeeze
131
My laziness is at its peak
right, so it's an engine bug that it doesn't include steam properly to shipping build
thus im 40mb over the 100-limit
I'm curious as to how people got their shipping builds under 65MB clean
im using dynamic lighting which removed lightmaps for lvls, not sure whether ill make it under 100mb though
I've read some people saying that UE4 empty project package = 40mb
That's a lie
Empty would be like 140ish
then taking the steps in the docs + 32bit build got it down to 65MB
Still 35MB to play with, and I doubt I'd need it, but I am really curious how people get their games under 50mb
Or how they did it before for Play Store
Tappy Chicken was 32MB
@small fern clamed he got an empty project down to 30is mb
around 800mb here!! ๐
I've been trying to get this thing as close to 50MB as possible
I removed all non essential plugins
and followed the docs
I don't even need physx
but can't seem to kill it from build
aye
\Engine\Content\EngineMaterials\WorldGridMaterial.uasset is like 4.9 MB
fonts folder 13.8 MB
i got it down to 118 mb with 4 decent sized lvls custom meshes @random parcel soundvis plugin and 4 .ogg tracks.... i removed prerequistes which shaved off about 30mb i assume those wont be needed for epic or anyone who has the engine installed to play...im scared to go much further though in case i break packaging lol
but 18mb off 100 so close
Hopefully my plugin adds these 18mb 
lol
What? you don't need 4k textures? Sorry ):
man it's like voodoo getting the project down
hmm, just have to figure out which folders you can disable from engine
i found the 32 bit build fails but 64 bit is fine not sure why that is happening
final build = 71.5MB
I won't be able to submit this time ๐ we had release week inthe office and the game is not even half done xD
while I do think to upload all the procedural level code ^^
booo
xD
http://imgur.com/w6RelpS
Sneak peak - legit way to prevent your boat from sinking
Imgur: The most awesome images on the Internet.
@rigid fog life mate xD
yeah mate xD
lol
Well, my game is 89MB with over 7 min of soundtrack and some other sound assets.
I'm almost feature complete so that leaves me with few hours tomorrow to balance and bug fix
but one more day would be perfect
31MB here xD
why/how
WTF
Precedural approach, plus no engine content, plus custom engine fixing crashes due to no engine conetnt, plus custom stripping of windows libs in exe etc
The custom engine is just for the build
Slowly getting there
ok was xD
Don't think my blacklist is working
Ah, maybe 4.13 added some fluff
@topaz scroll Did you do all of that just for fun or is there a reason? Did you plan on having a lot of assets or was it just to check how low you can go?
my exe is only 8MB xD
just to check how low In can go
Like nearly all of the time I had for the jam went into this xD
any my other quesion: did you check if it works on more than one computer? ๐
yes xD
MP xD
while McAfee says it's a virus xD
but yeah you can go way under 100 MB xD
@tepid light also try to nativize your BPs
I even wrote a syntesizer for tye music xD
Question
0 Texturesm 0 waves
Shipping Build- WindowsNoEditor is the Platform right?
yes
are you using UFE?
nope
ok just go to youes engine folder
Binaries/Win64/UnrealFrontend.exe
there you can create profiles for your builds
once mine is done (just checking for the final size) I'll post some screenshots of my shipping profile
you could with a source build
what is this magic
XD
so much red
anyone have a good blacklist for engine content?'
Just exlude it entirely
Why are my UI's not centered in packaged game, but running them in Editor its fine (ive set the anchors properly..)
You may have sone crashes though
gotta look into tomorrow
or, today
its past midnight anyway
only need 30mb
or so
hmm
I got it down to 53MB
I'll play around with this more after gamejam
Now I am very interested in how they get it down to the 20s and 30s
@sharp berry thats your jam project?
yea
Holy shit
But i'm having serious UI problems
the buttons functions are a lower then the actual button
This is how mine looks: https://gyazo.com/fa2d4dfe5dbfebafda1015d068f019e6
So, anyone with anything is better than mine
Windowed has no problem, Fullscreen broken UI...
But at least we have musics and sounds
cool, got rid of all the annoying engine problems
@sharp berry I had that with the ortho camera
now I can finally build a game
Pawn Camera influences the UI?
might be
stuff gets wierd using ortho
The ui problem is like the actual buttons are exactly under the buttons
quick question how to exit root motion animation early and not brake capsule rotation?
@dull basin if that's your entry that is beautiful and insane
Ye holy crap thats brilliant if its done in a week
or heck in 3 months that looks awesome
yep, all from scratch
@upbeat wren I'm actually impressed by your effort and dedicaton in bringing us memes.
thats insane
I still don't have a name for my game
You all took the week off or?
@tepid light man, I've been up for 3 days, i've had so much caffine, nootropics that I've even ended up doing blueprints... i never do blueprints
ofc we did
@proven badge
yeah
Ah we still had work
Ok, screw it... Windowed it is
@proven badge Cant wait to play that - looks similar in concept to ours but with waaay more time put into it
My tester is playing my game now, if thats a thumbs up i uploads it
@sharp berry Good luck man, your other entry was great fun
Thanks ๐
Man, my quality at the start was insanely good
now I'm using blueprints and crossing wires like crazy
dat timer, it haunts me
Omg, I got thumbs down ๐ข
Yea... I always start with my blueprints so clear and well designed. Now it's chaos.
When bullet hits a bot it informs him that he dies. Bot informs the interface that the score shoule be modified. Interace informs player controller. player controller informs hud widget, that runs an even on one of its children to display the score...
I'm ashamed.
@tepid light the thing is, I dont even use BPs, I hate them but i've ended up using them with time smashing down
But that is the biggest chain of failiure that I could find.
I think blueprints are greate.
*great
pfff. that looks clean ๐
Hmmm, C+ a new language?
@rigid fog I'm just not obsessed with having to add an extra +, I'm sure abbrievating it won't be too bad, lots of smart people to deduce what it refers to
You're a bit weird aren't you? I bet you nit pick every wee thing
When all planned art assets are done and you wait on coders to catch up
@proven badge gobsmacked at how amazing your work is
aww thanks
credit for characters goes to @dull basin
i'm a rigger / animator
well i model to, but not organics
๐ฑ !!!!
post-jam condition
Whats the gameplay like?
pvp naval battle arena
whelp, just broke my project. time to think about assuming the post-jam condition early and just wait to play slapunas'
that looks siiiick!
I've submitted it: https://forums.unrealengine.com/showthread.php?124973-Epic-MegaJam-Submission-Thread&p=608275&viewfull=1#post608275
Epic MegaJam
HOW TO SUBMIT AN ENTRY
In Unreal Engine game jam tradition, we kicked this one off by announcing the theme on the livestream on October 6 and we're giving participants an entire week to create and submit an awesome game built in the engine.
Submit the following to this thread before the end of the October 13 livestream and include the following info:
Link to a download of your game
Team name
List of team members
ye i saw
ah, the first post didn't say not to do that
pretty sure the actual megajam thread did though
Welcome to the Epic MegaJam!
https://cdn2.unrealengine.com/HostForForums/2016/October Epic MegaJam/EpicMegaJamThemeImage01-770x250-336c0077536e96d88cc4d15e2e9099cd154ca022.png
We have had TWO YEARS of #ue4jams, so once again we're making the October event into a massive extravaganza! Larger prizes, more award categories, and
that participation list
its insane
I've just submitted my entry
heh
pretty sure we'll not get 400 submissions
that's from current list
I did count myself there too as I'm still on the list :p
poor @pine fulcrum
gotta wonder how people at allegorithmic will find time to judge the entries ๐
I kind wonder that on Epic too
If all 418 would submit their entry,if each of them is played 5min and there is no time between the previous and the next game, it will only be a sitting of 34 hours and 50min or so
well, just judging these will be one month of full work if single person did it
and it's bit bad if just one people judges..
so it'll mean several months of work
oh wow
I can't count
40 hours is just one week
nevermind ๐
All submissions will be featured in a highlight reel posted to our YouTube and shown on Twitch. All winning members will receive an Epic swag bag amongst numerous other items, a "Game Jam Finalist" forum badge, a featured playthrough on the October 27 Twitch stream, as well as a highlight on Unreal Engine blog!
2 weeks, gg ๐
heh
Will Allar do a playtrough?
ahhh, my task bar.... It's good to see you again. It has been a while.
One more feature to add
and my game will be completed
- I need to balance it
and guns have no models. I think they will have to remain with programmer art
i'm adding a win condition, then add some more levels and it is complete
then i will see if there are any other features i want to add, and do some polish
I added a game over screen and a lose condition 1 hour ago.
oh, and some more UI... win screen, lose screen, currently it just jumps to the menu again
There is no winning in my game
