#game-jam-chat
1 messages ยท Page 37 of 1
It's different for different counties, but in general I think that it's only the sweepstakes that require people to be of age, as that's lottery/gambling. For the skill-based part of the contest, I think the reason there's an age requirement is that epic has to have you agree on a contract upon entering the contest, partially to allow them to use your submissions for promotional purposes etc. And as a minor you can't agree to a contract in many/most countries.
haha
another novel incoming
Possibly there are work-arounds in that minors enter a separate contest, or their submissions wont be shown, etc etc. In the end it's up to epic to try and make the best they can of the situation without having to dedicate too much extra time/money to it.
Again the above are just my interpretations of it all, IANAL etc
I read about Swedens laws and it said that you can't have a paid contract deal when you are under 18
i will still submit it, in notes will note that im 14 :/ so idk if they will include it
or just do like me and ingore it and win anyway
lol
But my game ain't even almost finished so i probably won't win anyway
same
Hmm
Interesting, didn't know you were 16 @grizzled zenith
That would explain a few things
rahahhaha
j/k
Interesting to see how many incredibly talented youngins' we got
well im not rly talented
My bad
xd
yes ๐
k
๐ค @grizzled zenith that explains when you said you had to go school. I assumed you ment uni
yeah, half of fridays go there
@proven badge lolol
Yeah, I had the same thought
Man, I know it's probably not right, and somewhat illegal, but I would love to know everyone's age on this server.
Or probably more legal and safer. Anonymous Poll to see the age groups
I'm honestly very impressed, sure I messed around with some programming and game modding at those ages, but not anything that would come close to get anywhere in a gamejam ^^
Aye
I wish I was 16 again ๐
WITH my current knowledge
Or how the world works
And all that jazz
that'd be cheating ๐
Trying to determine how big of a scope something has is so hard, on saturday I felt I knew roughly what I had left to make and how long that would take, but as always I now find myself with so many things I thought I would do that I forgot to include in the time plan
Better focus on getting something that plays well tonight and tomorrow evening, and give up on the visuals a bit for now
good rule of thumb. estimate your time needed., and double it
haha yeah, I thought I had done that fairly well, but apparently not ๐
@proven badge how is it going for your team, are you on time? Looks like you got a good amount of characters at least from all the tweets
a bit behind, cutting features ๐
on the edge i'd say
but all jams been like that so it's normal at this point
Sounds normal yeah, I think I've cut half of my features so far ๐
if you call that one feature
we had 9, shrank to 3, and probably cut that out too ๐
I was going to have 3 different kinds of enemies, with different ways of defeating them, but ended up cutting all but 1 (which was way more powerful at first as well), plus the story side I'm cutting out mostly
I mean, I'd put hints to the story in the environment, not have cutscenes or anything story heavy, just a small amount of backstory to explain what's happening in the game
But now my custom menu's still don't work lol so definitely won't have time to put the story elements in in any way
Like, UI is always a pain to do, but in VR you can't just use a UI bp to create a menu so it's even more work, and it not working the way you'd expect it to work makes it even more difficult
I've got a 2 sentence story as text at the start, feels like plenty ๐
@hearty ferry yeah UX in general for VR is a lot of work to make it even decent
I just have a button blueprint which on spawning can get a text set on it (like "play", "quit", etc.) and you can set what it should do (load level x, quit game, restart current level, etc.), then I spawn those in around the player depending on situation, and by grabbing them they get executed
when we package our game, should it be shipping/64 bit build?
most people normally do
and can we put it into a 7z file or would .zip be preferable?
most people actually build development/64bit
this way you give people access to console to change res and quit
just in case you don't have time to add those things
ah ok, that's a good point
damn, this new inbuilt cloth solver is awsum
I'm having a bug where randomly an object won't show in the right position after scaling the parent object, yet the hitbox, events, everything it does is happening in the right place... I don't need these kind of bugs so close to the deadline lol
Basically all the gameplay is relying on this, can't just work around it somehow... why you do this to me UE4 ๐
At least you have gameplay!
Well I mean, it's your hands (I'm making a VR game), so not being able to use them is kind of difficult lol
True, very buggy gameplay, but gameplay nonetheless
Also have a bug where you can use a flashlight and make the enemies float using it since they avoid light so they'll stand on the beam if you aim right under them and move up
"So many bugs, so little time" <- that's gonna be my game's name
Bugs, bugs everywhere ๐
Just wasted 1 hours debugging my materials, not knowing what changes could have broken my lighting. If I hadn't been as sleep-deprived then maybe I would have double-checked earlier, turns out most of the big meshes for that part had a lightmap size of 64x64 ^^
bugs build character :p
@rigid fog https://gyazo.com/2a940c785cd1e93cc8fec03e26b7e377 I call my Bugs Features ;P
@acoustic crater feature ship it
The art looks amazing
Super jelly of your art team ๐
I like the art as well @acoustic crater
@uneven basin Looking good! keep it up!
still waiting for lots of art, but here is my anim test
lol i just realised the leaf he should be sitting on is gone
how's everyone holdin up?
dying.. you?
.... >_<
yeah
I'm not jamming but have to rearchitect a project
nice build you have there though @crisp coyote
All 2017 MegaJam submissions MUST go through this form : https://docs.google.com/forms/d/e/1FAIpQLSfuFo5Cr6P8-dVSEn1X8zkPXr-8uvoDEOJVKnTCo-pW8cyelw/viewform
Finished with your Epic MegaJam game? Fill out this form by November 9th, at 3pm ET to be entered for a chance to win fantastic prizes from our outstanding sponsors!
For complete contest rules, see http://epic.gm/megajam
@summer urchin since you're awake, can you pin that please?
I see the form, but is there a server where we upload to?
google drive
Do you know if there will there also be a submission thread similar to previous jams? It's fun to see everyone else's games and play them.
@cedar spindle yes
already one up
I think they didn't make it too obvious with the title
because they don't want people to just submit there
Ah, I think I may have found it. "Epic MegaJam Game Thread"?
Finished with your Epic MegaJam game? Fill out this form by November 9th, at 3pm ET to be entered for a chance to win fantastic prizes from our outstanding sponsors!
For complete contest rules, see http://epic.gm/megajam
here submit, in pinned messages
@cedar spindle they wanted a direct link last I heard
so google drive etc
to prevent cheating
but no idea
Things change
you should read the rules
I haven't ๐ญ
Wait when is the deadline
3pm?
Or midnight
It is 1 day, 12 hours, 55 minutes
K
I'm confused with the Grand Prize judging. So each submission is rated out of 15 and the top three are the Grand Prize winners?
there is only one grand prize winner
My bad, I meant finalists
Three 'finalist' teams, one winning team
Does the winning team win anything? I can't seem to see anything on the thread
GLORY
@maiden loom ?
๐
there is no prize for winning, just prizes for being in the top 3 finals
3 grand prize suckers
and yes, there are also 3 special categories
Only 2 random people from the top 3 grand prize suckers
(but the special cats wasn't the question)
go home with sexy ass shit
I say grand prize suckers, but I just want to make sure that everyone knew
You have 6 chances to win
Not 3, or 1
6 out of whatever number valid submissions
But imho, you're a winner if you just submit something cool and had fun
Guess I should rephrase my original question. So each submission is rated out of 15 and the top three are finalists?
yes
๐
@rigid fog I saw that your team was one of the finalists for the last game jam. How many levels did you have for your game?
Shit I was in the 95% lol
Are you doing levels as well? If so, how many are you aiming for?
This is my first game jam so not sure how much content they're expecting
same, first game im making and finishing
everything i did before this wasnt finished xd
as much content as the game needs to demonstrate the game, I guess
theyre not expecting a black guy walking around the level who kills player, hope it scares em
I won't lie
if you waste my time
by making me walk around in the dark doing nothing
I won't be playing much
I wonder if the Overall Visuals criteria should also include audio
Otherwise there's not much incentive for audio people to participate
Finally have most/all bugs out, plus have some modular level art, just need to pump out some more levels today and I'll be finished in time
feels good to do a play test with your flat mate and the game doesn't horribly break
i got all my art assets done
just need to make a game with them.... ill see what can i do with the level design
Best level design is random with c++ or blueprint :D
thats for my next game lol
for this thing ive decided to do it enterely with houdini procedural modelling
as an excersise
good thing is that all my art is very consistent, becouse its run through the same formulas
you can't use copyrighted stuff if you plan to win grand prizes
as in, can't download it "from google"
I'm not planning it when I saw others people work
I will not be near the first lines :D but I hope I won't be last ๐
Hard to convey with a still image, but basically the goal is to lead these light beams through nodes, and combine into a rainbow. When a node gets one or several connections to it, it lights up the surroundings in that colour, everything else is extremely dark. And the player can't walk in the darkness, so the light spheres have to be managed
not working perfectly but it is working ๐
Nice
how do you guys make these fancy gifs?
@dawn garden love that background! game seems interesting
i use sharex
the background is actually just the default skysphere with really tiny changes to the material to make the clouds lower
run out of critical work to do in the job, so took the day off to do some jamming ๐
nearly don dressing the level ๐ฎ
only need to do the empty-ish green areas, and some artsy asset placement, but the main structure is done
lighting needs updating as wel :p
@glass fossil leave that up to the player :v
@dull pendant true that!
damn, that looks good
๐
ok now i will finish the game ending
i still dont know what backdrop to make ๐
past that it's tweaking
i just look out the window and its just skybox and infinite void xd
wait how do i remove that "lighting has to be rebuilt"?
build
haha
top middle, there's a small arrow next to build, click build lighting only
that should do it
ik
but after building i move all static meshes because theyre black and they become normal
but then that message pops up
@glass fossil them being black are due to the shadows being baked when you build lighting. When you move the meshes those shadows are no longer shown as they need to be rebuilt, which is why ti tells you to rebuild
You will need to tweak your lighting so that it looks good when built
they dont have uv mapping btw
the meshes that light up incorrectly
but i have removed it by in levelBP adding execute console command node with "DISABLEALLSCREENMESSAGES" command
You have to have them at least UV mapped to have a lightmap channel, otherwise they will never get any lightmap baked
hiding the error message like that bites you in the arse now ๐
but when i move them, they look really good in lighting
or do you want them to not be affected by lighting?
when you move them the shadow map is most likely discarded so it shows the lighting without baked shadows
the tables
oke now im ready to package...
but i will add some finishing touches cuz theres 1 more day ๐
Aight, if you need any further help with the lighting you should probably hop over to the graphics channel
well, yeah
im starting to package builds, but the thing is half done..
i need to mesh it up a bit and add more map sections
i'm a lighting artist i can help majik
@glass fossil looks to mee like the best/ easiest way for you to fix it is change your lights to movable
this is not ideal for performance reasons though
to fix the black areas in your environment you need a skylight
if you want to continue with static/ stationary lighting is that
i already fixed it
but sky light would ruin the atmosphere
depends on wath you want to go for :p
fml
I don't even have any gameplay done
omg
or art
sooooooooooooo fun
@glass fossil @glass fossil @austere swift yo
my dad will test my game lol
Would you play this game?
when my current build ends, ill record a video of the current gameplay i have
i dont understand what it is
ya dont worry
ok i have nothing to say
not much tho, i need more levels
nah
Just make one good level man
lol good level you say
i have only 1 level
just add a level editor
instant rage quit
but my game is about walking around, lost in the darkness
and steam workshop
you need to light up the torches
you are a million others
everything is super dark
and achievments
This is going to be an interesting playthru
i got some combat challenge where shadows attach you from every angle
and a plataforming section
and im preparing a labyrinth
Mine went from pretty damn original to pretty meh
becouse i hate players
But I won't lie, having a blast with whatever this thing is
ive basically used this thing as an art excersie tho
ive been doing all the art (but characters) myself
for all those simple environment assets
Yea, looks like I'll need to get back into Art man
Which kind of sucks, but whatever
Can't trust artists these days ๐ but some are pretty loyal which in the end is what counts in my book
if i had a designer partner (good designer) probably we would win megajam
too bad my ideas are terrible
That's what is nice about knowing the full game dev workflow
and i cant level design for siht
Aye, I think that's my major weakpoint as well, LD
And Sound
anything else... I can scrape by pretty well
what i can do is good mechanics, core mechanics
my game : u wake up at school at midnight, u have 5 mins to find a flashlight, using that flashlight u have to find a key to closet, when u pick it up, a random black guy is walking around and kills u (#notRacist) if youre not inside a locker (thats how you get past him), you go to closet, unlock it and it gives u a gold key and then u have to go to a front door. oh and if you dont do it in time (5 minutes) you die with a jumpscare which has no sound lol, huh this is a novel...
thats why i do vr
Is it okay to share the packaged version if u have submitted the form
becouse there, the instant feedback mechanics are important
so i can get very cool shit done
Loyalty is#1 in my book
anyone even read that novel i wrote? :/
People? Is it okay to share the packaged version if you have submitted the game??
Seems pretty triggerhappy imho
Just want to confirm.
I'm sure you're going to get a lot of crap from it
meybe
@sage spoke Share?
I mean, if it's yours
you can do whatever you want
ANyone else's, ask permission, but I don't see why they would mind.
I mean share with others so they can play
the cool thing is now i have a pretty nice rocky dungeon procedural set
to reuse on different places
@austere swift Nice! You like working with Houdini?
im getting the hang of doing "actual" modelling with it
that door is made 100% inside houdini, all nodes
uses copious amounts of booleans + a few edit nodes to modify vertices directly
it seems very very useful for mechanical/architectural designs
for organic not a damn chance
ill probably try to do a really high quality weapon model soon, to see how far you can take boolean spamming
what makes this very useful is that being a node network, i have the whole "history" of edits.
i can edit anything post-fact. change the dimensions or stuff, or even re-do some vertex editing i did at the start
heh, I normally do design orientated tasks but seem to be doing tech art this time around
Aye, game jams are fun like that though
Sometimes you get to spread your wings a little
lol rip our jam submission
Eh
I mean that's the duration thus far. Wouldn't say I've been at it
4 people down to 2 with an ambitious scope anyway? nah.
FWIW the 2 are gonna tinker with it on a longer timescale
However
I could possibly throw something together to submit
Just like the theme suggests
Do I really wanna?
Lol if you're gonna pull out the theme I can crush that counter
If you sbumit and it's total poop
everyone's going to think you're poop
@wise apex crush it
Gotta bring our own enjoyment, so what's the point in crunching hard to bring a secondary and poor idea to the submit table just to prove a point?
but the enjoyment is to do something
its clear i wont get this thing done, but ill try to package it somehow
ยฏ_(ใ)_/ยฏ
looks cool
I think I found a weird bug
Left Mouse button stops registering after map changes
however, if I hold right mouse button(which isn't bound to anything) it starts working again
and this occurs as both input action and input axis
most inputs
wsad works fine for me
and, use keybind (e) as far as I can tell
Did we ever figure it out, can't remember
@rigid fog yeah...last day ;_;
@rigid fog on this game we had issues with FMOD plugin not packaging for 4.18 (it's not available for it yet, so @gaunt copper had to rewrite some sources to do that)
k im not gonna start trying to figure this out, just gonna leave a mention to tutorial
You guuuuuuuys. I can't wait to play your games โค
our whole game just broke ...
I just need to add few images and set level music to play and we are good to go
i have silence except broken light sounds randomly in the level
i just know i will not be at top 10 ๐
Do i have to specify sound i used for a game from startercontent?
not really, but if someone asks you need to be able to point out where you got it
k
and obviously that you have proper paperwork to use it
thats from starter content pack (the one that comes with a new project)
I know, Epic has given permission to use anything they share through the launcher
๐ค
download and recompile fortnite
that have you used?
*everything
that moment when you accedently revert your changes from yesterday and basically have to rebuild a complete level ๐ข
@uneven basin aww nice
thats really cool
what a tease
this guy is already done
hm
we are strugglin over here
@robust basalt what
lol
I do like that gameplay video
Jeez, that looks very well done
yeah
Looks great, smart move to keep the gameplay to something that fits well with the engine to get more time to polish all the other things
Aye
That's what I think a lot of us forget
We overcomplicate our gameplay mechanics
And then it requires more bug fixing/ gameplay testing
etc
How can we resist the urge to try making completely novel mechanics? ๐
But, yeah, his is a simple idea. But still nice.
@zenith gust Exactly
But, I don't think I have any original ideas in my game
Well, I don't even have a game
So...
๐ฆ
Crunching hard these remaining 24h?
heh, last 24?
harder* ๐
I'm gonna have to fit in some sleep, a workday, and finishing up my last models somehow.
bet it'll feel darn good once submitted though
Yeah definitely, as someone said earlier it only really has to be long enough to properly show off your stuff
with pretty much no effort whatsoever
except the first time i tried to set it up for DWVR. turns out this thing needs you to configure it on the exact way, or its completely broken
pretty flashy
mine is
initial "plan b" build uploaded to backup ๐
saved
in case computer decides to just, explode or something
So much left to do, so little time
Still, I've already managed to do a lot more today than I thought, and in less time than I thought
All that's left: finish making & mapping textures, 2 last models, some more levels, and maybe if I have time some music/sounds
I was really hoping to try some audio but I haven't touched it at all yet
will have to play around with it some other time
Luckily for me, I've been on top of my tasks for the jam so far. I'm the only programmer for my team, so they wanted to make their thing more artsy and UI-heavy.
My only complaint is that they didn't show me their design document until halfway through the jam
I feel lucky. My teammates are great and haven't bailed ๐
That's what I told them -- everybody else on my team is together irl in the same place, which is why they were late to write it down on Google Docs or whatever
I guess a game jam is a lot of work so understandable people would drop out
one idea the first day
If they wanted to be heard
The had 4 hours
they*
In the end, I ended up mashing something up and it was pretty good
i decided it was goign to be too much time to mesh up my levels properly
so i coded a tool that does it for me
mostly inspired by the automap i was experimenting with in the Aquila project
now i might actually be able to show something half good
somebody up for trading playtests with screenshare in a couple of hours?
this is what i got myself
you bitchslap those while running around the darkness trying to lit up the torches
@robust basalt - ha ha ha, like we're ready for playtests in a couple of hours xD
too busy I'm afraid
it's 1:20am here and I have work in the morning
still got a couple of hours worth of work to do D:
@copper carbon should we also post something on the forum for the submission?
If there is one I'll post ours there ๐
When you only have one thing in your scene and the FPS drops to 20FPS from 120...you begin to wonder a few things...
Sooo I'm calling set view target with blend but it's not working when I'm loading into the level. Basically what happens is that we get snapped to the player.
Even though the camera is not part of the pawn
thanks, the girl who modeled and rigged him hates moths ๐
she almost didn't want to do the jam when i sugested moths, but she's pro like that ๐
hows your jam coming along @rigid fog ?
in other peoples hands now?
Nah
that would kill me if i didn't know them ๐
I just need like a 3-day extension @copper carbon
lol
lol
my wife will kill me if there is a 3 day extension
lmfao
now is probably not a good time to add a boss to my game ๐
@dull pendant Post here if youโd like! https://forums.unrealengine.com/unreal-engine/events/1379458-epic-megajam-game-thread
No extension ๐
I wanna play them!
๐
jeeze, now that this moth is in, the game freaks my shit out
so this is the first time i make a game for anyone or anything.. do we need a loading screen, cause right now when i build the game, i just get some windows messages about stuff being unsafe, and then the game loads as if vr doesn't work, it closes and then pops back and it works.. not verry profesional looking ๐
Does anyone know how to edit or change that default Unreal loading thing when you run the game jam project?
And there description window, then game name and display name
Right on -- I was talking more about replacing that default screen altogether with some other splash thing, though.
Or swapping out the default gray background with my own thing
There is a thing which allows u to change the image here
Project Settings>Platforms>Windows
Bingo! Thanks guys
Done ๐
So much left to do, so little time
No
Can you rename a project? cause right now my game is called epicmegajam
You can rename the launcher exe manually I think
It's kinda pointless trying to rename the whole project at this stage
Things can break badly, especially if you have any c++ code in it
Renaming bp only projects is easier afaik
@crisp coyote
damit
There are either wiki or answerhub posts on this subject
thanks though
I'm in Africa, so i need to start my upload soon.. long way to upload lol
But if you have c++, dont bother if you havent done that before
You can change the name in project settings tho
But it will not change the exe
It's actually kinda odd limitation in ue4
can we zip the project and put it on google drive?
that's what most people have been using
Please name your project file formatted with your team's name attached, ex. TeamName_GameName.
Does project file just mean the .zip file? So TeamName_GameName.zip?
Question: Rules say you gotta submit your Full Name and Email Address but the form only asks for Email address ?
But in project settings do I have to name it teamname_gamename?
Or only folder needs to be teamname_gamename
I'm calling everything i can teamname_gamename ๐
jeeze, zero hour.. people don't talk much
๐
I'm looking at my upload like paint drying
it means the zip name
if you have subfolder in zip, then name that also that way
and you can probably rename the exe too
just in case
(as long as UE4 is happy)
I mean the launcher exe, not the other one
everything that can have a name on my side is called MothBalls_GuardTheLight... ๐
the point of them wanting that is mainly that when they download the submissions, they can differentiate and id them easily
this is our play vid
if everyone just called it EpicMegaJam.zip, it would be horrible
@crisp coyote I don't think you are allowed to use the sponsor logos like that
they haven't sponsored your game
just the event
so it's misleading
hood point
good
Thanks for pointing it out
I hate showing vr videos though.. you never get the real idea of a vr game from a video
so... anyone want to cook some coconut rice for me?
kinda busy right now ๐
but I'm hungry ๐ฆ
@small fern re-uploading now without the logos thanks dude
The judges have controllers, right? ๐
Judges will have access to Vives, yes
good, cause my game sucks without one
hey, good night (here).
What's a good place to upload the game build? Is there any known preference about that? ๐
Any reasonable hosting, I think many use things like google drive
Finally back home again, time to crunch out that UI/menus that I was stupid enough to leave until now ๐
thanks
I was planning to keep crunching all the night but... 2 am already and I need t ogo work tomorrow ๐
I'm done.. Now I can die
wait.. no.. paying work just kicked down the door and demanded mys ass
ugh
Just seen the video very impressive . Love the particle effects although they seem a bit random for dying moths . Like the fact you incorporated the team name into the game design too or was it the other way round . Can't wait to see everyone else's games
@orchid bolt thanks man. we couldn't decide on a group name. en the end someone skyped that and we all lolled enough to keep it
the death particles were houdini vertex animations, so i stuck them on actors
so there is way too much spawn and destroy actor going on there
but this is my first game so i don't know better
I need one of them devices everytime im coding in my room I have to have the door open because I get too hot and all the moths and mosquitoes fly in and attack me because they are attracted to the monitors lol
lol
but what you don't see in the game is the amount that frog will shit on everything
I got the moth early this morning, and the beatle late this morning. rigged but not animated at all
so i ran a sine node through most of the bones, and bam, flying insects. Bah .. keyframes are for noobs
๐
I'm such a gamedev-thuglife-nerd right now
I managed to mess up some animation imports
UE4 said 2-step run loop had +500 frames
no idea, probably
as long as you can find download button without registering first, I'd assume its ok
Good morning ;p
hello
@copper carbon jury has atleast 2 controllers? ๐
Yessir!
packaging the project ๐
And as long as you name your folder with the teamname_gamename format, thatโs enough. We just donโt want to dig through a million randomly named folders!
Yay!
How ya all feelin?
ded
Woo!
but empty cause the chase is over
Oh no, no ded :0
you know the worst part is.. i have to work on a stupid tv comercial right now
tv after gamedev is just the pits
@copper carbon am i supposed to rename the windowsNoEditor folder to teamname_gamename?
@glass fossil jeeze i hope not
cause then i messed up
i renamed the folder above that
well, the first folder has to be teamname_gamename
that one which is downloaded
(or extracted form zip)
ye
wait when project packages it packages on highest settings or the settings that were in my editor while packaging that?
@copper carbon question: Were we suppose to submit name along with email address in the form?
there was no separate field for it
You didnโt have to, no
mkay, I kinda panicked and submitted twice because of the confusion
so here is another funny part about our game.. no one on my team has seen the game in vr. I'm the only one with a vive. man I hope they are not disapointed when they see it next week
@copper carbon will we get some kind of email to confirm the submision went through?
do i have to specify my name in submission form?
no field fer that
ok submitted ๐
i dont have any (on my potato pc 30 fps when not recording on low settings 720p)
if recording it would be like 20 fps
@copper carbon Does the link to the game have to be a direct download link? Or is a link to the itch.io page good too?
@crisp coyote - No, no email. But did you get a confirmation message when you submitted?
yeah, the internet told me to get some sleep
thanks, just paranoid.. I don't want 3 angry artists on my back cause i messed up ๐
im really happy with my new stuff now. Preparing final build
finally got all the art assets (and level generators) with game logic, so i was able to create the big-ish level today
nice
currently baking geometry
Good stuff!
some of my generators for stoney stuff are very heavy, specially for long-ish sections
are you using houdini?
I was a bit stupid and waited with making levels until now, prioritizing other stuff. But with a puzzle concept I kinda need the levels to back it up, gotta churn out something the coming hours
nice
given that the game is stupid dark, i have a "trick" for level editing
i have a sublevel
that is "blueprint loaded"
and contains a big light
are you usin houdini engine, or just fbx
but as its blueprint loaded, when you game its not there
becouse i dont load it
engine, all with the plugin
its so much more convenient than fbx
have you tried to package yet?
it works
cause i had problems
becouse ys, i did
i had to disable the houdini plugin to package
also tested in another pc that doesnt have anything houdini installed
well, you are doing something wrong, then
becouse it works without any edit for me
i think there is a redshift conflict
what version of the plugin? im using the absolute latest one you can get
cause redshift poped up in the error log
yeah
but its all sorted
just baked and unticked the plugin
I'm using the latest before h16.5
dont know which one now
im using 16.5 wich has a neaaat new polyreduce
its so nice epic games removed the 65.000 polygon limit on static meshes
becouse im abusing that so hard
my game doesnt have textures
literally nothing but the main chracter runes
everything is on mesh
you should look into hierarchical instances
you can use the array generated by packed primatives to scatter them on points
its a bit of a ballach, but works like a mofo
Is there anything special I need to do to make media player work in a packaged build?
no, im not using that
becouse im not using scatter
with a more talented level designer the end resoult could have been spectacular
but eh, had to do everything (but the main character) myself
ill see if i can use the rest of the time to add a bit more detail to the stuff, more objects
that looks pretty baddass
did you vdb those blocks into a single mesh and then polyreduce?
i tweak the settings of the volume and polyreduce toget the exact look i want to get
fingers crossed that im not last ๐
My team is dumping all of the last minute work on me because I'm the programmer guy
๐
then next time go solo
That's what sucks -- I am bad at art stuff.
So any portfolio thing I make in a game jam won't look pretty enough to HR people.
Or at least that's what I'm paranoid about.
Sure
Awesome, thanks!
nice
I feel like my team's designer made the scope just a little bit too large for a 3 days of work (he never showed us the GDD until 3 days left)
It's pretty frustrating because we have all these systems and features done or nearly done and we have only 30 minutes to hook it all together into an experience
hey, i did all the maps and final mechanics today
Lesson learned: having a designated Designer on your team is only good if they can make a basic GDD within a reasonable amount of time (e.g. less than 6 hours)
the rest was all experimentation and art assets and pipeline
no, dedicated designer is 100% useless
Yeah that was basically my experience when I did the Spring Jam this year
He's also doing that to his credit at least
the level thing
For the Spring jam this year I actually finished everything like 2 days early, so I just took it easy. It was all programmer art, though, sadly.
I'm a dedicated designer
ยฏ_(ใ)_/ยฏ
though to be fair, I had a basic design document for the guys doing the jam ready before they started working on it friday morning ^^
You can do that? Start making the GDD before the jam begins?
theme was announced thursday night
Timezones
wouldn't the world be much nicer place without timezones
There's still 3 hours left right?
https://www.youtube.com/watch?v=xlAdYjHwK9Q here is my video
our video will probably come tomorrow, because tired and getting submission in before the lock
This is not my finest finish to a jam ๐
I spent like 6 hours working on implementing a Dialogue Tree system so that we could have NPCs to interact with and whatnot. We weren't able to use it for lack of time x_x
its kind of sad my levels are all basically boxes
why am i so bad for naming things holy shit
hardest thing of the gamejam coming up with a name
use a random name generator ;P
Igor's Revenge. It looks amazing!
....
2 hours and 48 mins huh
what kind of game can I make in that time
no
@copper carbon Are you accepting Gameplay Trailers post jam submission deadline?
Europe's official music video for 'The Final Countdown'. Click to listen to Europe on Spotify: http://smarturl.it/EuropeSpot?IQid=EuropeTFC As featured on 19...
yeah, that's fine
@crisp coyote were you able to see the video i uploaded?
you can see how i abused the HELL out of houdini to do the map meshes
You won't be able to edit your submission after 3pm ET, so you'll have to message me
@copper carbon awesome thanks
good luck!
Just submitted! https://youtu.be/YOzVWe-ROiU
Final Submission For Epic MegaJam 2017 Download Demo: https://www.dropbox.com/s/f8cqpxz3j7yy1vv/OptimisticMonkey_ShotInTheDark.zip?dl=0
This moment ... when you want to punch on the wall
thats why ive been doing test builds since 2 days ago
I feel ya, suddenly while trying to make some more content, I now stumbled upon some very weird behavior with my angles
thats why ive been doing test builds since 2 days ago
for some reason in one level, the actors "get forward vector" returns 0 after a second or so, but valid values before that. And they aren't rotating one bit, nothing is affecting them
works in the other level
very confused
anyone a idea how to add childactor in BP on runtime and set a public variable in it?
@copper carbon Can you confirm deadline?
There's two of them
๐
just shy of 2.5 hours from now
Is there a confirmation when you submit the form? Other than the one right after clicking submit
just the one after clicking submit, telling you to get some sleep
I'll do an email next time. Think that would make ya'll feel a bit better ๐
yay โค
Still feel free to share over here though - https://forums.unrealengine.com/unreal-engine/events/1379458-epic-megajam-game-thread
@copper carbon Do you want the links to the sourced assets or are just the names enough? (Was probably asked before but did not see)
Listing them is enough
Ofc, the packaging fails now... ๐
gotta go fast
The bug I've been hunting for the past hour seems to have been some corruption, now everything works again phew
now to try get the last things going
game is done, im uploading it and stuff
D:
thx for the weeb music again, lost it
and there were a few cool songs there
enjoy
kind of impressive the amounts of things that were thrown out
i had a boss fight, traps, and mechanics where you would use the light ball to activate stuff
i filled in that form, i dont need to make a forum post anymore?
its another masterpiece
How our game turned out!
https://www.youtube.com/watch?v=A-0y85LOBo4
Game developed for the epic gamejam 2017 https://forums.unrealengine.com/unreal-engine/events/1363542-announcing-the-2017-epic-megajam
you don't have to post to teh forum but it's fun to share ๐
im also using default animations but with some blending stuff
what is the link again @copper carbon ?
@copper carbon any way of confirming the submission was right?
i sent the 3.5 minutes video (full playthrough)
@austere swift We didn't have an animation expert, gotta go with what you have :p
mostly becouse the game is about running around
https://jonathansty.itch.io/meronikto
Our game ๐
just crop anything from half to end of video and thats good enough. Start is slower
@dull pendant dem graphix
thanks to @glass fossil
now it's bed time F* this shit :p
i did all the art in mine except the character
too bad my skills are limited. I aboused tech quite a bit
the maps are essentially BSP + a "filter" to make it rocky
it looks really cool your Kyndill game ๐
to do the grayscale -> colour in my game we used a technique Alan Willard did a tutorial for called Location Based Opacity but instead of opacity we change the saturation
you mean doing a distance check to the player?
and using an "IF"
or is it a postprocess
You have a point and in a sphere around it you change the colour, tried first with post process but couldn't handle more than 1 person close to another
"Please name your project file formatted with your team's name attached, ex. TeamName_GameName." "Project File" meaning the zip, or the folder containing the exe or what? Just so I'm sure ๐
I'd assume the submission file
I know you have to disclose any assets made prior to the jam, but what about the default UE4 templates? (the first-person, third-person, VR, vehicle options when creating a new project)
I'm assuming you also have to disclose if you used that, but not sure since it's the default stuff that gets added when creating the project
btw, for the last section of the game
its all 1 mesh
for the whole labyryinth of ruins
its actually 2 million polygons
- cubemap shadow
XD
pretty damn fucking extreme, but it ran 60 fps no issues on my 970
@copper carbon I meant the forum page ๐
d'oh
I think I saw a "go get some sleep" message
HEre's hoping this package test goes smoothly
Meh
I was a bit over ambitious on this one
I mean
I literally only need like another hour or two
i just need a bigger team to go ambitious and go for the win
i know i cant win alone
or nearly alone
so i do it chill, to experiment with some stuff
But i needed that two hours to crunch this effectively anyway
btw, the doors and torches arent hardcoded
its a smart system using gameplay tags
each torch can have some tags, and doors have tags too
when a torch beginplay-s, then it adds its tags into a thing in the gamemode
if you have 4 torches with the tag Torch.EntryPart, then there is a storage in the gamemode like "Torch.EntryPart = 4"
ROFL
3gb package for 4 mins of gameplay, gawd... them assets really weigh on them bytes.
when a torch gets activated, it removes one from the storage, and when it reaches 0, it iterates through all the doors and checks if a door has all its tags satisfacted
then it callbacks into that specific door to activate it
Ressource, as in icons, or something else in this case? ^^
@rigid fog read only
