#game-jam-chat
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Hm doesn't look like I have the authority to do so
@compact cedar Yes, for this jam it is ๐
@tranquil matrix thanks for the clarification, I suspected it was that way due to how it's been before, I just got confused when I saw older winners with higher sizes
I can't speak for previous jams unfortunately, I wasn't organizing or judging them. IMO the executable binary being less than 100mb is the only way to do it, since having access to very expensive compression software shouldn't be a boon for winning a category.
a new judge is in town ๐ค ready to bring the lawwwww
ah, it wasn't anything fancy, just one of the older winners total size unzipped was 255 mb, 88 mb zipped
for the whole project
just a regular zip
We did a summer jam submission ~67mb in size...and there was no such category -_-
67 is impressive, without prereq installers then?
@zenith gust Was that the project size or packaged size?
we removed everything...
We judge on packaged size, not project size
packaged
yeah, packaged, 67mb in zip
@compact cedar We try to change the special categories between jams to keep it interesting for people who participate frequently
@tranquil matrix yeah, not to blame, we just need to be careful next time
i should mention, that 67mb was a VR submission (worked both on oculus and vive)
oculus is ~2.5mb
openvr is ~500kb
2 hours H Y P E
physx is the worst, 10mb...half of those are apex and nv cloth you can't remove
we had a physics competition at school, with teams, and we named ourselves "NVidia PhysX"
xd
big cringe
I feel a bit jipped that we did a 94mb game, when someone had a 200+mb one and one the under 100mb category ๐ฆ
@compact cedar if you have the engine compiled from source, you can exclude those being compiled in
bCompileAPEX and bCompileNvCloth to false in your .Target.cs
can compile without physx too obv, but then you are without those physics ๐
what physics engine does ue4 use then by default?
well, yeah, to have basic collision detection you need physx
Not long until the jam theme is announced. ๐
The stream starts in ~30 minutes, and the theme will be announced at the end of the stream.
Can you guys post it here
Yep I'll share a link as soon as it goes live.
I'll also update the game jam theme in the channel topic once it's announced.
Stream starts in one minute! https://www.twitch.tv/unrealengine
Theme announcement very soon.
theme is dxracer ๐คฃ
What's the theme?
Is that the theme?
yup
yes All's fair in love and war
All's love in fair and war
All's war in love and fair.
Love's fair in war and all.
Baby don't hurt me
No more
My ping made me lose 0.0001 second to Tim
Hey, @wooden kite
i'm feeling the love and the war today
You're my favorite
Took 3 seconds to send that
oh hai!
This will be a very interesting theme.
So yeah, don't hurt me no more
No
Btw guys, if you want some inspiration you can DM !gameidea to @glass fossil for some fun randomized game ideas.
can't argue with that
Lol
lol @safe island
@wooden kite You going to jam?
i would LOVE to, but with yesterday's news (thanks again for that :-P) i have a lot more on my plate!
grrr
So time to think of ideas
Can I suggest something about love or war?
Castlevania? https://i.imgur.com/deG0FPe.png
Whip
Ok this time I should actually maybe name my zip file teamname_gamename
Didn't do that previous time, idk if they even looked at it xd
unrealbot got some good ideas
I don't find it very useful
not saying they are something to execute on ๐
Same as random word generators online
Anyways, the rules got the usual lingo of no sex drugs etc. So I assume don't go overboard with the war and love?
I don't know what to do with the love part... Why is this on valentines reeee
Well
Maybr
Your loved one passed away and you go on a search for her
Go to war against the grim reaper to bring them back?
Here are some good examples illustrating the meaning of the idiom: https://idioms.thefreedictionary.com/All's+fair+in+love+and+war
Hear me out on this remarkably stupid idea:
Ghosts vs Zombies multiplayer where it's the ghosts of the dead trying to take back their bodies.
The ultimate fight about loving one's self
Interesting! Could be fun.
no, you love them to death
Has the 2019 winter jam theme been announced yet?
yeah it's pinned at the top in the channel's description: all's fair in love and war
okay great, thanks
All my ideas so far stray way too close to the no taboo rules. This theme is wicked. ๐
Yeah, the "Submission may not depict nudity, animal cruelty, or illegal activity or substance, or offensive or obscene subject matter as determined in Sponsorโs sole discretion" makes this theme more challenging
Haha. Yeahhhh some of Unrealbot's ideas are pretty wild.
!gameidea
Want game ideas? Send me a DM!
@civic dock yyyeah... Unrealbot: A strategy game where you pound flesh-eating bacteria in Antarctica and your arms are swords.
i wonder what "pound " would mean this jam
Well, if your arms are swords...
Sometimes Unrealbot actually gives me a totally reasonable idea. https://i.imgur.com/szAcbbb.png
@civic dock A role-playing game where you fight the last of the natural disasters in the audience of a rock concert but you only have 1 minute to do it
Wtf. lol
one more good one:
Unrealbot: A strategy game where you jump on love to avenge your family.
How do you make Unrealbot say those things? I'm new here ๐
@hazy jewel DM him !gameidea
what does DM mean? :))
direct message, click on the bot's name and type there
Welcome @hazy jewel! Glad to have you here.
@civic dock thank you for the warm welcome, glad to be here!
True love: A role-playing game where you dance with achievements to find love and your sidekick is a cow.
A simulation game where you date ninjas after the apocalypse but you lose strength every time you do it.
Dating ninja does seem like it would take a lot of strength. 
hello, need official link to the livestream of the "theme", Best regards
@glass fossil The stream is over. The theme is: ALL'S FAIR IN LOVE AND WAR.
The theme is "All's fair in love and war", the stream VoD is https://www.twitch.tv/videos/380599760
It's in the channel topic.
thx
i think we have a winner so far
A puzzle game where you seduce a rapidly-evolving virus to stop a giant asteroid from hitting Earth.
A role-playing game where you punch love on a space station.
@compact cedar That first one is gold.
Seducing a rapidly-evolving virus to stop an asteroid from hitting Earth. lmao
Perfect for the theme.
this reminds me of the AVGN episode with Pit Fall and lava sharks
man, wish the theme was better, these common sayings do nothing to spark my imagination
same, interested to see how the local multi category fares though
Oh man we've got a fun idea for this theme
Once we've got some prototypes going I'll share gifs but this is going to be fun
voila, shared screen multiplayer camera
i remember like 2 years ago doing the same thing with a lot more nodes and mathematics... that 1 node does magic
I think you still need some more math. Like min and max for the arm length ๐
Pro tip everybody: Make sure the game packages and launches as soon as possible
I decided to do that and had to spend a good hour trying to figure out why it doesn't ๐
Anyone streaming their jamming this time?
I'm still without ideas
i thought about it, @carmine kindle but... i dont know
@glass fossil ex-SO you still desire texts you and their current SO saying they are home alone and you have to race to their place.. all's fair in love and war
What about a game of divorce
goal: get as much from the divorce as you can
๐
thats real "all is fair in love and war"
lmao
My main idea involves that mechanic ๐
ahaha, win
make a garage sale event
where you sell off all your shit at low prices
haha
while your wife/man is running in the background
screaming and shit
got to sell it all before the cops come
timer rushed event
then another mission at night
where you try to take pictures of her sleeping with the mailman
or him
cause you know 2019
our idea is a bit more basic
a cat fell in love with a rat
and despite their love, they are going to war
bam, done
oh and tanks
๐
that's the problem with many of the cool ideas, reducing scope enough to make something
but still keeping at least the feeling of that idea
indeed
my friend suggested an interesting concept, but i told him it was too high brow
he goes "what is high brow"
i said, if you have to ask, you aint it son ๐
he didnt laugh... but i did
๐
I am the feature creep monster, you know me all too well, I will haunt your unobtainable goals when you try to sleep๐ป
Drank too much coke watching aquaman now cant sleep
nice!
who needs turrets, just run em over!
I'm stuck at work the whole day, hopefully I have my idea fleshed out and scoped when I get home
yeah, thats a good thing to do while making money doing something else ๐
๐
same here man, you're not alone ๐
https://trello.com/b/KXugktZm/pockettanks is our game idea as of right now ๐
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
we will see what happens with it
I've been seeing neat stuff on Twitter so far, everyone :D
Nice, there's already a submission too
wow, super fast submission. less than a day ๐ฎ
and mostly finished, time to texture this mofo
looking good
ty, what # is everybody using on twitter?
#ue4jam should be the only one ๐
why did they have to release anthem this weekend...lmao
and now in game with brake lights, of course, we want to be traffic safe you know ๐
@tulip viper looks cool your Tank ๐
Maybe I have time to fix the assets but for now have to implement / fix gameplay ๐
yea xD
trying to do all 3d meshes in houdini for the jam to get better in it - so my modelling time is a bit more restrained
I think if I manage to do a character I won't do it in Houdini to save me some time ๐
till now it is manageable ๐ and not many more assets are missing
but gonna go sleep ๐ to start more productive tomorrow ๐ everyone enjoy the jam ๐
it manages to blow my mind every time I learn a new feature
I saw the cat in the tank and thought you were joking
but how do tanks propel themselves in space????
the amount of work it takes to create a character is daunting sometimes.
but the reward is always worth it
needs polish, but it looks cute!
https://gyazo.com/2836fc21bbdcdba0f36c29d2f374458c Cats say charge!!!!
Started jam stream ;3 https://www.twitch.tv/shadowriver btw @tulip viper is Awesome cats this time, so if you want to see progress of what he doing it iwll be on stream ^^
also traditionaly day after dealline i will be streaming all entries
Is it okay to use the word "damn" in the game or it is considered swearing and may infringe the jam rules?
Ask Amanda or VictorLerp
I'd be astounded if that was 'too sweary'
One of the last game jams they couldn't play the audio, of one of the winners, because it had some minor swearing.
damn should be ok, you see damning, damned etc being used in press etc., .. mild curse word, it's not profanity, which is what you should avoid
Going live and starting to show off the art side of our submission!! https://www.twitch.tv/riuthamus
grass is real!!!
Beautiful ๐
@sleek atlas thanks!
Was sitting on my fence tool ๐ https://twitter.com/HatiEth/status/1096810995094310923?s=20
Do you guys know if the assembla servers have a repo limit size?
been traveling so i havent had time to do much programming but its coming along]
WIP Video! ๐ Bow code sadly isn't mine, found it in the live training of UE4 and they did a great job on it]
Also apparently there's a jet engine next to my laptop mic
auto landscape material done, grass in, and buildings (kitbash) coming in now ๐
soon... LEVEL DESIGN!! ๐
very nice!
im still not even touching that yet, i cant wait to do level design
we got some basic combat in though!
well kind of just replaced the ground for a proper one ๐ so it is not all mushy brown
Not sure why but checking Share Material Shader Code and Shared Material Native Lib increases the game size from 130MB to 180MB, despite doc saying it should decrease it ?
trying to decrease the total size to less than 100MB for the Jam. I'll post my question in a more appropriate channel though
ok I think I managed to make it work by making sure I'm editing the right packaging option for "Shipping" and selecting that config when packaging. It's down to 93MB now.
@tired raven Nice! How many plugins did you have to turn off to get that low?
https://gyazo.com/2b1c7456a6a1e8f58a6954087802f7b1 them cats can run
almost all of them ๐ I just counted them, I had to turn off 75 plugins that were on by default
Wow, that's a lot!
Oh no... they updated Modo indie on steam and it wiped out all my settings again.
And they changed the entire UI around and I have no idea where anything is anymore.
man my project crashed and i lost a decent amount of BP work even with source control
oh well
For some reason it seems like clicking save and closing the editor and saving from that prompt do two different things
@wet rivet actually not, they do the same thing...once you exit ue4 checks if any assets marked as dirty and offers to save them
Backup is located in Saved\Backup
and Autobackup is in the Saved\Autosaves
So to test it I made a change to my BP, clicked the save button then force closed my editor with task manager and then reopened it and the change was gone
it may be other reason behind, check the asset file modify date...maybe it's the issue with redirector
So closing the editor and saving that way updates the date modified, saving via the save button in editor does not
Ok I could just be stupid, I was clicking the "Save Current" button in the editor window where your map is, which I was assuming saved everything
Yep I'm stupid
My work so far https://youtu.be/ACJXht0pA8U
Relationship Aggression Therapeutic Relief - Day 2: All's Fair in Love and War! A 2 player shooter, where you pick up and throw house hold items at each othe...
@wet rivet yeah, for that use save all
@marble flax you need some bg music, know where to find one?
Ya. I need a lot of sounds. I think today I am going to start working on sounds. I want to try to make object sounds and walking sounds myself. Background music I may need to download, or figure a way to attach to a streaming service.
Starting my jam stream ;3 https://www.twitch.tv/shadowriver
Character ๐
that's a nice style
Thanks ๐
Awesome work. I would love something like that for my game. Did you create separate meshes to break the skin up for the coloring? I need to learn how to do that. A suggestion, make the pants a separate color selection. ๐
Yeah I might make the pants separate ๐ The parts are separate materials in blender that should do the trick for you (or in any other software)
I modelled it also in pieces but iirc that should not affect material count
Cool. I would love to remove the seams from my meshes, but I don't know how to do separate materials. Maybe for the next Jam.
Uhm you would select the islands and then assign the material
i just auto unwrapped everything since i don't need have time for textures ^^'
Ya, I am purposely not using textures. Trying to give my game a cartoon feeling.
Plus it may get me in the 100mb zone. But looking at the size I have right now, I don't think I will make it.
yea, I'm trying a similar strategy, but a Windows game under 100MB is not easy to make. Just the executable takes about 55MB, so there is not much left for the pak
Ya, I asked if the executable could be excluded in the 100mb size.
But either way, I am still 100mb over.
And I have yet to put sound in.
I haven't tried packaging to android or iOS but I'm thinking it might create smaller files ?
if so that might be the trick
I'm still trying to make it work for windows and under 100MB anyway, that's the challenge after all ๐
I can't imagine playing a 2 player split screen game on android or iOS.. ๐
maybe on iPad, just make sure you can buy a new one after you break it
@marble flax have you investigated the size map? (In addition to the obvious Cook Only Map setting)
I was fairly easily able to get 60ish mb unzipped, should be plenty of headroom as long as you're not going crazy with textures
I will look into it. Thanks.
Sure, right click on the level in content browser and Size Map is one of the options
Right now I am working on a UE4 install problem.
Threw me off to find out BPSkySphere pulled in a 15mb texture
Humm. That is a possibility. I am still using the default sky sphere.
I don't see a "Size Map" option
you mean, right click on a level in the content browser ?
thanks !
that's quite ironic, I'm trying to reduce the game size by removing plugins but I can't debug what's taking up that space since I don't have the plugin anymore
yeah, be careful! since a lot of plugins are only active on the editor side of things
shoot your foot to spite the filesize ๐คฃ
weird not finding any references in source
i could just revert my commit when I deactivated the plugins and confirm that's the issue
is there an "Asset Manager Editor" plugin
or something that sounds similar to that
yea I disabled it
/slap ๐
yea that was it
thanks, hopefully it doesn't increase the file size if it's only used during dev
I think you'll find that most plugins are negligible size
I think someone mentioned disabling even big ones like physx only achieved an extra 10mb?
It shrunk down 9MB by removing all 75 of them
make good use of that 9mb!
I can only imagine how many helpful plugins are missing from your editor right now though
yea I will add your icon and your name in the credits
I'm not on a team yet ๐คท so if you win I will gladly share in the loot
I tested the game when I removed them, so I knew I was removing editor features, I just wanted to learn which ones I really needed without completely breaking the game. So far I think it was a good exercise.
I think you can look in the engine source folder to find out what plugins get pulled in at runtime
I don't know that it's an authoritative list though https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Plugins/Runtime
thanks for your help (It's my first Jam and "game")
\o/ I was jammin my first jam back in july
did you win anything so far ? ๐
just satisfaction ๐
+2000XP
@tired raven If disabling 75 plugins only reduced your package by 9 MB, how did you get it below 100 MB? The smallest I can get is 119 MB.
And that's after making several changes in Project Settings to reduce the package size.
yea I followed the article in the doc, did everything they said, except the Share source material thing, which I found out was actually increasing the file size somehow
the official Epic doc about reducing the packaged size
I followed that too. I'm writing a guide about getting to 100 MB, so I'm recording the whole journey and how much savings you get from each step. ๐
shipping/Cook Only Maps/Compress Pak were my biggest wins
and got me below 100mb easily
Wait really?
well if you check my previous posts, it should answer pretty much those questions
let me spin up a new project real quick ๐ฎ
compress pak saves close to 100% file size
I started with the first person template project, no starter content, bare as can be. Packaging that out of the box with no changes was 371 MB.
I started with basic project
A blank one?
mannequin is h-e-a-v-y
yeah
C++, not sure if that makes too much difference, only because I have packaging errors with bp only right now
Mobile mannequin is pretty light though right?
I thought it'd be fine since it's first person, no full mannequin. Just arms.
But wow, you're right. Even the FP arms character is over 60 MB.
start with full blank and migrate only what you need
yeah I'm not sure any of the templates have a chance
I usually do anyways for my games, but I just chose first person on a whim for my experiment because it's so common.
even blank level pulls in quite a chunk for sky texture :\
You can blacklist the default sky assets.
After I go through all the plugins, blacklisting engine content is next on my list.
This is more an academic exercise than anything else, but I'm hoping the info helps when I compile it in an article.
should be redundant if you Cook Only Maps though and that would mean you're actually using it right?
yea if you use the default sky I think it's 15MB
@minor hemlock Might be, but it's not 100% clear to me how the "Cook only maps" flag works. It says "(only affects cookall flag)" and has no tooltip.
heh, doc fail
I might be wrong, but it should start at the map and chase down everything referenced to package
Interesting. I'll look into it! Would certainly be an easy method for excluding unused content.
hm, it didn't save me anything over just compressing though
Noticed that making the player start slow fits the idea I had ๐ - still thinking if I have time - that once you are aimed at you get a higher max speed ๐ค
as long as it's not annoying to the player, it has to fit the gameplay
well now I'm unable to get back under 100mb from a blank project ๐ค
maybe I was excluding the prereqs installer yesterday ๐คฆ
The mystery continues. ๐ป
one last attempt and then I give up ๐คฃ
Are you doing a win32 build?
win64
that could be a nice trick then, if you don't need tons of memory
Wow, that's pretty significant.
I guess I'll look at that too, and note what you lose by going with Win 32 vs. Win 64.
On previous jams they judged on the compressed (zipped) size I believe, is that still true for this one?
uncompressed
Victor said in the Twitch stream that it must be under 100 MB unzipped.
Ok cool. Would be good if this was highlighted on the itch.io page though for those that can't make the stream.
they posted it on YT, and I would think you can still watch it on Twitch as well
but yea more info on the Jam page might be good
Agreed. People shouldn't have to watch the stream to clearly understand the rules.
Size is also mentioned on the UE4 forums, under the 2019 winter jam discussion thread.
oh yea, Win32 does make it smaller ! And the game is still working ๐
@sleek atlas To do your color changes, you use separate materials, textures, or do you use an instanced material with parameters?
instanced with parameters
Cool, I started with separate materials, but I may go the same way to allow the player to use their own custom colors. Or to have a random color generator.
If I can find the time.. ๐ฆ
Pushing things to the extreme, I was able to get a blank project down to 60 MB.
All the Project Settings tricks, nearly all plugins disabled, Win32.
Is that the full folder? Does it include the Engine folder?
That leave about 40 MB of overhead for game content, which is pretty nice.
That's the full game directory unzipped.
I am so sad, between today and Friday somewhere my sound recording system broke.. ๐ฆ
Dude that's a major bummer. ๐ฆ
Will you have to rethink your jam submission to adapt?
I am going through my old builds and figuring where it broke.
Hope you can sort it out.
Me too. That was a large part of my idea. I may have to go through the tutorial again.
Oh. I think I got it. there is an ini file that needs to be changed in the unreal engine folder. I did a 'fix' on my engine folder today and that probably killed it.
Strange. I have it working again, but for some reason it isn't making a wav file in my content folder. I know it used to.. Not that I need it, but I was going to use the same code to record some sounds for my game.
Ahh. Play in window will save the file...
https://gyazo.com/f3cc5d99d2fcca049daf62ea57a98f4c flamethrower addon :p
man i suck at programming
I am finding my cheep mic is not going to be able to pick up the sounds I need. I may need to download sounds for my game.
my rat does not approve of your spaghetti!
dont worry @wet rivet that is what my stuff looks like too
you know you could tell me that 's the best practice for boning and i'd have no idea if you're telling the truth
@wet rivet That code could look a lot worse. XD Look at this
it could, for sure
And this is after I have cleaned it up
at least when i use C++ i can pretend to look like i know what im doing
blueprints it just becomes so
If I knew anything about art i'd remake that poster with BP nodes and have it say "I want to refactor"
Almost done with that titlescreen
I love it
haha, that looks great !
@sleek atlas love it
that makes me hungry, I want spaghetti now
I wonder if to become a blueprint coder you need to become a pastafarian?
https://blueprintsfromhell.tumblr.com/ ๐ผ ๐
amazing, I like the one from "The Division AI"
Good find!
still @ 70MB, the game is still working and I have a menu and music. Looks like it's possible after all
... I would love to be able to continue working on the game but I'm working at my regular job this week ๐ฆ
phew ๐ stun effect
how is Connie going?
she can now be stunned - by rockets and me is going sleeping, work tomorrow ๐ฆ
but gameplay is almost done
that's a nice effect ! Are you using Cascade ?
niagara
mostly because I want to get more into it, and wrap my head around how to actually modularize emitters ๐
are you using the preview build ?
Uh oh. My sound recorder works when in the editor, but doesn't when released ๐ฆ
@tired raven no 4.21.2
I know a lot changed in Preview but I generally skip it for anything productive
Plus I guess Houdini Engine would need a manual build if using 4.22
Oh man, still have to start on my submission, this might be a very simple jam game this time, if I even do one.
If I join on Itch, but don't finish in time to submit, is there any negative consequences?
you get scolded by Amanda during the next live stream I believe
made some slimes for our game: https://twitter.com/Chozabu/status/1096656271607058433 ๐
https://t.co/bMye1Azzlp working on a game with @BenVlodgi @Lpfreaky90 (and 2 more, whose handles will be in the next tweet!)
oh, no preview? https://gyazo.com/e406ff5bac5c66658308daf9534016ce
tbh that actually sounds quite funny, will be giving 1.5 day winter jam a try, thanks for the info @tired raven
link dead perhaps... also this: https://gyazo.com/ec0fa507e6eb6ab4634a0df4b96beea1
@hearty ferry But seriously, last jam I just did the procedure (subscription) just to see how all of that works, but I didn't submit anything (and nothing special happens). This time around I'll go through the whole process and submit the game.
Nice
Doing VR development for this jam for the first time has been, interesting to say the least
Iโve basically got 50 if statements but thatโs fine
Lol
Man, 3D modeling is so hard for non artistic programmers like me
Oh man doing that would suck without a VR headset since thereโs been so many minor issues that have come up
Thanks, I think you didn't see that conning
Stuff that you donโt see til you put on the headset
Sometimes doing VR dev work is better in 3rd person though, like when I was working on vehicle physics from the ground up being in 3rd person was way better
do you guys know how to add padding to a texture (in the material itself) ?
for example, I have a texture sample and I want to add more black around the sides
like, resizing the image down while keeping the canvas size the same, in Photoshop language
I think I'm somewhat close, if I use a textcoord to tile it and set the sampler source to Clamp, however I'm not sure how to use the panner with that setup, it doesn't behave like I would like (not like when the texture is tiled)
are there really no prizes for the side categories this jam? bummer ๐ฆ
I will give you my admiration
I'm not sure if that list is correct. Either it hasn't been updated correctly, or they reusing the megajam shirts.
Also I would like to see the give the people a featured playthrough on the December 6th livestream
Well. I got a lot done today, but unfortunately my major feature looks like it won't work. For some reason, microphone recording doesn't work on a released game. Works just fine in the editor. ๐ฆ
done a lot today
https://gyazo.com/918d558e0df370c020c364007563bf23 game is a bit chaotic at this point, but coming together!
thanks haha will use Guns and Roses as the name of a place in the game then
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
1 day left, and not enough time to complete the tasks!!!!
i know, i know, 1 day and 20hrs ๐ but it says 1 day ๐
I've never really done map design before, this is a lot of fun
https://youtu.be/rbV0gGIRuFw Climbing system in vents
My progress as of last night... final day push ๐ต https://www.youtube.com/watch?v=8KTeSDx_z-0
im getting PTSD watching that remembering the puzzle in breath of the wild with the motion controllers
looks like fun though! ๐
hopefully it wont break people like my last one... it seem to be fun but iv been sat here far to long making it i don't know what is fun right now ๐
Starting my stream, 2 days to go https://www.twitch.tv/shadowriver
habemus title screen
@tranquil matrix @safe island Are we allowed to upload a game and then update it? Before the jam ends. I've just finished a good working build that I wouldn't mind people seeing.
@golden cape Those spiders are great!
you can update as many times as you like before the jam ends
but once it ends, the page gets locked until judging
Last day of work on the Jam, mad dash to get it all in place! https://www.twitch.tv/riuthamus
hey, how are you supposed to get under 100mb?
i just packaged a blank project and its 150mb
practice
but largely by stripping out anything you're not using
a 'blank' project isn't exactly blank
i deleted the prereq installs, most thirdparty folders, enabled pak compression, etc
the UE4Game.exe is still 105mb alone
you probably have a shit load of engine and plugin stuff that you never needed
ah, ill look through plugins
anyone else know of ways to make the 100mb challenge possible?
delete engine content you're not using
Try a win32 build. That is going to help make your project smaller
oh will do
That should help, assuming you don't need a ton of memory
32 lowers it by 20mb i think
i gained ~30mb by switching to win32
im stilling sitting at ~100 with zero added content
Do you have all the compression settings enabled? My project is coming in at 95mb, and I haven't removed anything from the build.
what other settings are there? i enabled "Create Compressed Cooked Packages" but thats all i see
Take a look at this: https://docs.unrealengine.com/en-us/Engine/Performance/ReducingPackageSize
Are you doing a shipping build?
already did, and yup, shipping
Are you excluding editor content?
yessir
Interesting, I'm not entirely sure as to what is wrong.
Is there anything in your project?
Any levels?
nope, blank project, i just saved the template map, so its a skybox world with a platform
Okay, I do not know what you are doing wrong. Can I see your pacakge settings?
yessir:
Sorry for the late reply! So looking at mine the only difference that I can see is that I haven't checked "Cook only maps"
no problem ๐ i just tried disabling that and no difference
Same here
Yeah, I really have no idea as to why you are getting such a big build
All the settings are right, as far as I can tell
If I think of what it could be I will let you know
alright, thanks a bunch ๐
Sorry I couldn't be more help
no problem, i'll keep digging, surely the internet has something
There's a PhysX3 folder taking up 70mb in Engine/Binaries/ThirdParty
That is really weird, the engine folder in my build only takes 32mb
which engine version are you on?
4.21.2
wtf
That is really weird
rip
My whole engine folder takes half of that
@slate salmon Wait, I might have a solution for you uncheck the options about sharing shaders
๐ฎ coming in at 70mb!
Awesome!
24 for my game pak
39 for engine
11 for thirdparty
That is excellent
so that means i have 30mb to work with, lol, yikes
I would suggest something 2d. ๐
lmao yeah, unfortunately we've already been working on the game
That would complicate things
we've just been watching the content folder size, been around 50mb, didnt think about the engine size
so we need to find a free 20mb somewhere now, lol
Your earlier numbers already had that removed?
yup
Darn
Yep, since it is premade.
Pretty sure that's fairly obvious anyway
Ok thanks
I think imma have to go with premade particle effects, never done them before and im kind of running out of time
Everything in my game is premade. ๐ฆ I'm a terrible artist
Yeah, especially with characters
Making any 2d art is hard enough
Is it just me, or have they not updated the itch.io page for the special category prizes?
yeah it says December livestream on it, lmao
And megajam shirts
nvm
They did update that part
It used to say megajam shirts
all of our textures are being converted from 1024x1024 .tgas to 256x256 .jpgs, feelsbad
@vapid thistle what was the size of your UE4Game.exe ?
No jamming for me due to IRL, but my size tests I got the exe size down to 30.4 mb when using a source build of the engine and disabling most things that could be disabled via compile
hard to get it lower without actually modifying engine source
damn, im only using a precompiled version of the engine
43 mb for a fully empty map + engine + mandatory 3rdparty stuff
you should be able to end with 48-ish mb in total for an empty map even with precompiled
at least I did in my test notes, think they're right
so it's only a 4-5 mb save
@slate salmon how big is your final .exe and final 3rd party folder?
80 mb sounds excessive, hmm
and it's win32 yeah?
@slate salmon have you disabled all plugins you're not using?
i did, but then i made a mistake and disabled something and couldnt package anymore
but sure how to tell which plugins im using or not
and yes, win32
win32 saved me on about 30mb
not sure*
the minimal you need for things to run are C
the network ones, tcp/udp
and if you're using something like procmeshcomponent or vr etc, whatever you're actually using
but if you disabled udp/tcp then that's probably why it would not boot
interesting, alright ill try disabling some
80 mb still sounds like a lot though, I wonder why it's that high. Could try checking the full rebuild and for distribution boxes just to see
oh true, didnt think about full rebuild
what settings did you create the project with? I can boot up a new one and see what steps take me to what size
80mb still after full rebuild.
i do you mean the target hardware?
mine was
i tried switching that but it didnt change anything ๐ฆ
it actually went up a bit, +20mb
wait, what did you change before it went up?
it was always desktop/max quality, i changed it to mobile/scalable, and that change made it go up
im trying desktop/scalable right now
this is also +20mb
ill try mobile/max quality
back to normal
so desktop or mobile doesnt change anything but scalable3d adds 20mb for me
@slate salmon do you have large amunts of code/plugins?
Plugins that I don't use may be taking some of the space. I may go through and figure out what ones I can cull.
But since I am under 100, I am fine ๐
on a fresh project, desktop/max, with just shipping/compressed, shared material, my final size for the whole project with no map set is 70.7 mb
Shared material makes the size go up
it should not, but might do depending on your materials I guess
Does it count as a game if there is not win/loose condition?
Interesting, but it was for me
@marble flax I think having some kind of goal is good, but as long as there is a clear mechanic it should be fine, say an infinite exploration game has no win condition but may still be a game eh
@vapid thistle on a fresh proj the shared material stuff saves 1.3 mb for me
not sure what would make it go reverse
Hmmmm, that is very interesting. I would look for why that is but I don't want to mess up my game. ๐ And I don't really need to since I'm under 100mb
alright so fresh project, blank, desktop/max quality, no starter content, shipping, compress packages, share material code, and shared material libraries. packaging now in win32
71mb *
damn I wish I wasn't away all weekend, really like prepping for size and figuring out good procedural content pipeline, next time
@slate salmon really peculiar, what engine version are you on?
๐
so on your real project, the exe size being 80 seems to be the real killer, your game content being 30 makes sense since that's where the real art/content cost is
are you using any code plugins etc which could be adding a lot to size?
and if that 80 can be brought down to the 70, i'm golden
vr?
no plugins, havent touched any of them
hmm, if you did not disable plugins then go ahead and at least remove the vr ones etc
and media players unless you're doing any movies
and online subsystems can go too
do you have a package blacklist file? even if we dont get further with the .exe we might be able to squeeze out some size by killing some of the default packaged content
i dont think so; never heard of it
114!
disabling those plugins cut down
i was 120ish
@slate salmon I'll dig up a blacklist file for you to try in a sec,
are you using static lighting? otherwise disabling that under rendering and restarting the engine, deleting built map data and building again (only nav data) can help
ohh, will do
@slate salmon if you go to YourProject/Saved/Cooked/targetname/Engine/ , is there a plugins folder there still, and if so what does it contain?
wow, what a hard work for the "The Tiny Award", good job guys!!
it only contains paper2D
if you're not using that then disable that plugin too, saves another bit
I cannot even think on that for this jam, i'm doing it alone this time. Just wanted to share with you my progress:
And just to confirm again, your UE4Game-Win32-Shipping.exe file is how big? @slate salmon
@queen heart nice, get some materials in there to replace the engine ones and you're solid eh
I only had some time on friday to prototype, got a nice idea but fully booked weekend so no time to actually make it
78mb right now
yup, working on that and also in sound
@slate salmon and you're 100% it's 32bit?
ill super extra confirm right now, one moment
how much blueprints do you have? maybe try nativizing them if you're not doing that already
ive been doing this:
sad to hear that @zenith gust it was an intense weekend for me haha
and i have 16 BPs total
yeah looks good
only 2 or 3 have much of anything in them
Ok so I had to use a particle pack but I modified it a bunch which makes me feel better about myselfd
i have SceneCaptures being used, idk if that adds overhead*
it should not add to exe size I think
it's just weird that yours is 78 mb if you dont have much code, how big was the one you made in a fresh project?
yeah that lines up with mine
im going to migrate my content into it, just for shits, see what happens
worth a try
The 100 MB adventures continue, I see!
lmao yup
hmm, something not triggering the full rebuild or the proper build target in the old project then probably
it's quite the journey
glad to hear it works!
Would love to read a blog on how it was achieved
even if I didn't get to make much jamming myself, at least I got to help others with the size stuff ๐
absolutely, you helped me so much, saved me actually โค
I'm doing an academic write up on all the things you can do to reduce package size, including size, savings, and side effects of each step. Hoping it helps folks in future jams.
@zenith gust I've gone to jams and acted "support jammer" when I didn't have time to participate 100%
It's good fun
@civic dock - Ooo, be sure to share that with us.
Will do. ๐
yeah a compendium thats more than the old wiki article will surely help a lot
well if it counts for anything, i originally made the game in 4.20, then pushed it into 4.21, and that game had the win32 binaries stuck at the ~80mb, where it should have been 37mb. moving to a fresh project made in 4.21 allowed it to sit at the 37mb.
that could well be the culprit
it's my only guess, i cant think of anything else done to that project that would make it different from the current one, besides setting up input controls
So far in my experiments, I've gotten a blank project down to 60 MB packaged.
with a map or without? @civic dock
with a source engine build, and various stuff not compiled (slate, nvcloth etc) I could get a blank map with just 1 mesh and 1 material down to 44.8 mb packaged
Should share your ways with the world ๐
I can try to log a list of steps if you want to include it
Oof, 44.8 is impressive.
@civic dock I think the most difference is blacklisting, the compile flags from a source build was only another 3-4 mb, so heavy blacklisting accounts for the rest of the difference I think
48mb here, almost finishing the game
nice
@hardy rune Is yours a source build too? That's an impressive size!
@civic dock I think 60 mb is close to the limit if you want to have full feature support, most of my notes to get below that is stuff like no slate/umg, no default bloom kernel, blacklisting render2texture material, default engine sky, etc
@hardy rune is that on PC or another platform?
it's impressive numbers for sure
is it zipped?
That's especially impressive for Win64. I could only get down to 60 MB with Win32.
But again, source gives you some extra flexibility. ๐
I tried writing a blacklist for my launcher build, but it doesn't seem to work. The stuff I'm blacklisting might already be excluded through other settings, I'm guessing.
I was thinking there is a place for something like a dummy physics system to be able to build without physx, some mobile titles can probably do fine without physics and also benefit from the size changes
@civic dock getting late here, but if you want I can do some tests on exactly how much different blacklist options gives you and send you that data sometime later this week
Sure! That would be helpful.
@zenith gust No, it isn't
@hardy rune you should share your secrets too then ๐
after the jam when there's time
I'm using a source build but the majority of the size loss isn't because of it
how big is your .exe? and 3rd party folder?
those alone add up to around 40 mb for me even when not compiling most things
but I might have missed something there
Reutilizing content, compressed audio and images, and this https://docs.unrealengine.com/en-us/Engine/Performance/ReducingPackageSize should lead you to the size we are talking about
I was able to get a blank project from 241 MB to 60 MB using that article + a bit more finessing.
241 MB being Win64, out of the box with nothing modified except adding a single mostly-blank level.
60 MB being Win32 with all the tricks applied.
@hardy rune I guess what I'm wondering is how you got your executable size lower, even with only 3-mb of content I end up with a total size of 44-45 mb just due to engine and 3rd party binary size
anyway, bedtime, best of luck with the last 32 hours for those of you jamming!
There something called UPX which allwos oyu to complress exe files
UPX homepage: the Ultimate Packer for eXecutables
only issue is it increases execution time
i mean lauch
as it need to uncomress exe
it can shirink exe even x3
you can get a normal blank project down to about 17MB, IIRC
granted I last tried this a couple of years ago, but you can really get it down
17 MB? Holy cow.
I'm assuming that requires a source build so you can cut a bunch of stuff out of the build config.
I'm not sure it did, but yeah, I suspect that would help
you can get to the point of replacing engine textures with four pixel textures etc
really cut stuff down
our megajam blank project in 2016 was just shy of 30MB, I think, without needing a source build
Impressive.
is it "cheating" though, since the requirement was that it should be smaller than 100MB unzipped ? This is the equivalent of a zip file but in an executable format...
I can compress the win32 shippinhg exe from 33MB to 11MB with it (I'm talking about the UPX tool)
Does the PakBlacklist text file only work for Android and iOS? The docs seem to suggest you can use it for any platform, but mine has no effect.
@zenith gust are you excluding engine content from the package?
nuclear rats? lol they are huge
lol yeah
they are the ratboss ๐
not suppose to be that many ๐
but what fun is it, without testing limits ๐
Mmh cannot package with the houdini engine plugin enabled ๐
well disabling it works - but then i have to disable it everytime to package xD
I swear unreal like to test you when your tired, packaging and hoping it works ๐
had some bizarre errors over last few hours!
I have been having strange errors all day. Just got a build error reading a uasset.
But restarted the engine and it works just fine now.
Good old restart always works!
i had to transfer all mine to a new project... then it worked...
๐ต
Oh, that is the one I usually hate to have to do. I backup often, but not often enough.
My game is almost ready for submitting. Just need to put in a couple more bits of logic.
Ok, my projectiles don't always register as hitting, even when they clearly do, but I can live with that.
Ah, yes. Build errors. Just as expected.
There is an INI file I need to modify in the UE install directory to get one of the plugins I use to work correctly. When I build a release, is there a spot to put this change in my release directory?
I need the change WindowsEngine.ini located at \Engine\Config\Windows.
@marble flax I believe you can override a config file by creating one in Project/Config/ with the same name and adding the properties you want to override.
Cool I will try that once I figure out why I can't build any projects any more ๐ฆ
Just running a verify on my UE4 release.
Its funny, because I can build using the Files->Package button, but not the project launcher.
I can't even build a built in template. I may need to reinstall UE4.
Always happens just before the deadline..
Humm 4.20.3 builds, I wonder if I can move my files back a version or 2.
Of course not, none of my UAssets load ๐ฆ
If you build a release version from 'Files->Package' does that still count for submission?
Yes. You don't have to use the Project Launcher.
Phew. Because I don't think I can get it working.
Relationship Aggression Therapeutic Relief - Day 3: All's Fair in Love and War! A 2 player shooter, where you pick up and throw house hold items at each othe...
the crunch is real!!! am i the only one who tries to add in 50 features on the last day?
Well technically you have one day left. Though I would recommend you reduce scope and try to get it in early. Never know what could go wrong. You can always do an update if you add some final features before closing.
hehe
yeah we constantly build to test and make sure, but certainly good points.
im adding another game mode, assault mode
I don't even have the basic features haha
I literally just got all my stuff together and now it's time for the "OH GOD REPLACE ALL THE PROGRAMMER-ART...And bug fix, I guess" phase
LMAO
damn,... good luck
im doing somwhat the same, while adding the new game mode
im doing all the level design, i have 15 levels to make ๐ฆ EEK
so my upload speed has been < 1Mbps during this jam, i could deal with it until submission time, it keeps throwing errors on itch, rip
so, i transferred the game to phone and im uploading it through my data. oh tech.
This will seem like a daft question, but can someone just confirm how long is left until the jam is over?
21 hours
Phew. I had my own timer set off by a day; luckily it was one day early. A whole other day now!
nice 99.5MB packaged build ๐
level design process ๐
spline editors are the best
Yeah very efficient ๐
Anybody have an issue with navmesh not building on compile? for whatever reason it works in editor, but on compile navmesh is nowhere to be found...... this is like a 100000000% killer for my gameplay
no AI navmesh means AI that just sits there
Hi there, is there any C++ coder, willing to help us with our project for the UE4 Winter GameJam?
is it not a bit late for that?
@glass fossil if it's quick question i might be able to help
bit busy with my project atm though, there's also the #cpp channel
@tulip viper Thanks for pointing this out! We would need help for a side scroller character. Unfortunately, Iโm an artist and only use BP. The character was already made using C++. I will try my luck in the cpp channel.
๐
you mean @wet rivet ๐
and im an artist as well ๐ i know the feels sir
why coders try to use CPP for a gamejam, is BEYOND me ๐
then again, im no coder, so...
i used to be super against CPP but its actually really nice
its good for normal gamedev
but is a super waste for jams
compile times, reloads, delete build folders
blah blah blah
BP is really fun for game jams, although the complexity can get out of scope
Yes @wet rivet Thank you!
and then you do like we did....
link a fucking BP in CPP
and have it crash load
at 72%
.......
tbh the whole BP vs CPP thing is a bit silly, they're great together
that was a fucking 3hr waste to fix
@tulip viper did you fix your nav mesh issue?
good luck!
Where's that?
I'm getting an issue with it, not using ai but using it for teleportation]
little towards the bottom
yeah the navmesh doestn load, i think its 4.22 issue
4.21**
I was planning on packaging on 4.22 towards the end of the jam converting my 4.21 project
yeah
Ive got a bunch of repeating static meshes so that instancing would be nice