#game-jam-chat
1 messages · Page 56 of 1
Another fun idea would have been one of those desert island games where it’s like “you can only take 3 things”
Might be a bit out of scope with how many mechanics you would need to program for a game jam though
well, if my entry sucks otherwise, at least it's somewhat deterministic across computers now 😄
unless some bug creeps in and destroys it
I might end up not having enough time to finish all the animations but the material reminds me of Majin Buu
or Gum
that should totally just be a hand 😄
I've gotten that a lot, maybe you're right. I got Thing from Addams Family vibes from people while I was modeling it.
there was a game last jam you played as a hand and it was a finalist xD
I was going for amorphous Face Hugger in a cute way
Trying to animate it walking like a spider has been a journey
that’s exactly the vibe it has, haha
it’s cute but I don’t want to know what happens if I get near it
one night learning and still cant make anything except UI sigh
@fallow lion nice work, altho when the character swings from the left, shouldn't the enemies bob to the right
So is it correct that I can submit now, and keep updating up to the deadline and the final upload, as long as it's before the deadline, will be what is judged?
Its a nit pick sorry, for a game jam it is awesome
@limber bear understand perfectly but for a gamejam there is other priorities at moment
I haven't written menu handling in a while, redoing it for the jam I realized I could do it a lot simpler than I had been
Do you think we need a video and audio options panel? I'm a little on the fence about whether to spend time on it
Graphics from above, tinted in UI
I would prioritize gameplay over menus
I’m making myself get all the gameplay stuff working before I do the art
I only spent an hour on menus, maybe less.
related: gameplay stuff is kinda working 😃 https://twitter.com/mahalis/status/1160322874902601728
there—not only are the walls more structurally sound, but I’ll be able to clean up the pieces over time. also note: head bobble. #gamedev #ue4jam https://t.co/gxV4MKLg9a
Looks fun, I'd go nuts with things to smash
that’s the plan—your other ability besides launching yourself through walls is smacking stuff with your briefcase 😛
gonna fill the place with office props
Thanks @analog walrus !
Anybody know a quick and easy high score system. Like a web page or server to host scores that the game can get scores from and upload scores to?
easy being relative
thanks looing at it now
But the most update version is for 4.20
Hahahaha
4.20 wasn’t that long ago—does it still work?
the engine or the plugin? lol
I t looks like there's not much to it. I just went through the code. I might leave it until tomorrow when I start fresh and give it a go.
@glad wing let me know if you want any sound stuff for the walls i got something
I think every time I've spelt the word "Frissbbee" in this this jam I've managed to spell it a different way
space bear is ready!
Do I need to declare engine content like the sky sphere I customized when I submit?
I don't know. I used a sprite from engine content and edited it for a particle and listed it. Better safe than disqualified
Fair enough, no real downside to listing it I guess
some air sprint
lol I love the animation
Time to start focusing on the finish line.
so, did that showreel with all the jamgames from last jam get an upload to youtube? couldnt find it
@analog walrus hey bro where do I list the contents I used ?
Is there a limit or such?😬
I have already used it for a medium sized exploration type level 😶
you list it on itch submission, looks good
@fallow lion , horsie can' t keep up with you 😉
Is there anyone foolhardy enough to attempt a playthrough stream of all the games this time?
@carmine kindle
Ah cool
welp, decided to no longer ignore the build light for x amounts of objects needed notification, now every non ue4 mesh is pitch black
Well thats weird, selecting all and scale up by one then down by one fixed the issue...
welp not really, rebuild light again and it btoke
Did you make the meshes yourself?
Yeah, the look like their normals are off but it worked fine a little while ago. I am knew to this whole thing so maybe i missed something
Was this the first time you built lighting?
i wanna say no, but probably yes
I think that someone in this chat said something about adding a uv map to the meshes or they would go black
I'm not sure if it was a uv map, but I think it was
Yeah, you need lightmap UVs for baked lighting
I'll look into that thanks
just go full dynamic light 😛
the lightmap uv is a real pain in the buttocks with a complex set of meshes, it now says 97% of my uv's are overlapping, whoops
But as i understand i could ignore baking the light and go full dynamic (which would probably take a big performance hit)?
It's fine most of the time, if you don't have too many shadow casting lights
Only a directional light and the skybox (but this does not seem to cast a light in itself)
yea but i assume you dont have battlefield type asets and judges run this on like super computers 😛
Well that's it then. I'll break my head over these light maps another time , time is precious
some devs play em too, but overall these low time spend games run on some top end hardware 😛
Well its not like i'm recreating the sixteenth chapel over here
sixteenth chapel is full dynamic light 😛
exact same mesh and exact same material
4.19 vs 4.22
this fbx only import is getting pretty retarded
think ill stop this Jam this is just stupid, only import fbx that is actively tryin to down blender
the textures look different tho
its imported diffrent from the same fbx
and it still shouldnt make the face all black its in the right location
https://gyazo.com/843714d81a06e34955906646908b32c1
Character generator
did you make sure you exported them in the exact same settings from blender ?
1 export, import in 2 UE4 versions. yea im sure
can we support vive-only for VR?
@oblique cairn for jam does not matter
Thanks for the info 😃
Trying to enter all 3 special cats, and cutting occulus libs seems like a small, but good extra step
oh, solo vr under 100?
iirc we managed to make vr submission for oculus and htc just for 65 megs
Yes 😃
sadly there was no under 100 cat that time
I'm under 100mb, but want to clear a bit more space, main things that stand out to me at the mo are:
defaultbloomkernel.exp (32MB)
%GAMEue4.exe (40MB)
bloom kernell ahhhah
though, not sure the bloom kernel is in the PAK build (or it is well compressed), the main game binary really seems to be biggest thing left, but unsure if anything can be done about it
you need bloom in vr game?
I don't, I have it disabled in project settings too
@oblique cairn I was trying to enter the 3 categories too but my coding knowledges make me drop the AR part at day 2, still got some hope for the 100mb ^^
I'm down to 82mb, half of that is the game binary, sure more can be shaved off in a couple of places, but may have to leave it for now, and worry if I get back up to 100mb
https://docs.unrealengine.com/en-US/Engine/Performance/ReducingPackageSize/index.html covers most of what I've done
How to reduce the size of your packaged game.
also unticked include redistrib and crash reporter in project settings (though, those can prob be deleted after build fine)
I'd love to know if there is a way to reduce main binary size
space bear!!!
@oblique cairn bloomkernel is there and blacklisting it will save 4 MB
(it's 32MB uncompressed)
@small fern good news! Happen to know how to blacklist it? (from starting to look around, I'm thinking it needs a txt file in build/win folder, or perhaps something in project settings)
So, i had a thought, but wanted to see waht anybody else thought....
what if we made our game ONLY playable once... ever....
could be annoying, but would make the theme perfect 😛
@tulip viper I'd thought about that (well, actualy the game locks up only if you die - 1 life) but don't think I'll go for it...
yeah
unless perhaps I am not happy enough with the game, or theme connection 😄
lmao
@oblique cairn yes, I know 😃
oh good, I tried adding it to a file \Build\WindowsNoEditor\PakBlacklist-Shipping.txt but seems I am doing something wrong
have folder <project folder>/Build/Win32 or Win64, depending on your buildtype, put PakBlacklist-Shipping.txt in it and ../../../Engine/Content/EngineMaterials/DefaultBloomKernel.uasset ../../../Engine/Content/EngineMaterials/DefaultBloomKernel.uexp inside the file
Ah, I'll try that path - thanks 😃
lessons in not trying to mess with your skeleton while working on animations: https://twitter.com/mahalis/status/1160574308768346112
this may be my favorite bug I’ve ever had in a game. messed up an offset in the animation import somewhere. it’s perfect. #gamedev #ue4jam https://t.co/yGN84rpmUm
@small fern Perfect! I'm down to 76MB! Time to fill that space up with some levels and whatnot 😃
we ready for space boys and girls!
Damn, name I was gonna use is already taken "UBERCOLD"
trying to share my character wip and it keeps getting blocked by the bot 😂
well UVs are really broken, this is def not user error
guess ill update 4.23 and try that
unless you are telling UE4 to do your UV's.... it would ONLY be user error
no offense
its blender exporter or UE4 importer
would assume blender, since i have no issues on Maya 😛
whats up with you uvs ?
same mesh same texture same material 1 broken
if i import to 4.19 do my material there, migrare to 4.22 its fine
how is that user error?
its zero nodes material, just 1 texture
was fine B4 i updated to 4.22.3
shrugs never had any issues
and i am not aware of any changes on UE4s end to import methods
well ive done plenty of UVs with no iisues aswell
havent actively used UE4 in a while but i can tell this is broken somehow
a migrated character should look the same as a imported one
shrugs good luck
Recording myself to make zombie crowd sounds :)
those are fun times
Question: When listing content created before the jam. Do you have to specify assets found in the starter content? Cheers.
Yep, start content needs to be declared.
But you can just say that you used starter content
You don't need to specify which individual meshes you used
Perfect thank you greatly!
No problem. 😃
@stable kiln looks like blender 2.8, since it just released maybe an easy there with exporting?
easy == issue... ots been a long day
the UVs in unreal seem good, there is no way his face should be black
the circle is the eye material
ive exported a lot of stuff from 2.8 allready
ah alright, I'm very VERY much a beginner but i had black exports as well today via blender 2.8. In my case it had to do with uv light mapping which i hadnt done. Maybe thats it?
i doubt it, this is not light build
there is no way this should happen, im freaking stumped
Going for a Wario Ware style game https://www.youtube.com/watch?v=CHoD0R5LeX8
High score system done. back to game play.
Ue4jam going good thanks again to @mark_hutcheson8 for voice acting for me (legend) ... now to learn how to make menus.. #ue4jam #gamedev #ue4 #unreal https://t.co/NHEB6OqkKk
asnybody know where i can modify the level streaming distance?
i want the entire island to show.. but it keeps streaming out
i have the streaming proxy's setup, but i cant find where to modify how many can be loaded
or distance from player...
We appear to have a game built with Godot engine
well unfucked that, you have to make a layer then assign the distance 😦
very confusing, but learned something new
@near cairn I'm sure someone answered, but if not it's in the submission form. No limit. Just anything listed probably won't earn points.
@vapid thistle What are you talking about?
This game looks like it is built with Godot engine: https://itch.io/jam/2019-summer-ue4jam/rate/467342
Yep
Lol. I thought you were talking about one of the posts above, and since mine was one of the last few figured I'd check what you meant.
lol
I mean, the Logo is on the game page 😃
Is it listed in the rules that it has to be made in unreal?
Umm......
"Make a playable Product in Unreal Engine 4 based on the theme “Make it count”. Package your project for the Windows, Mac OS X, iOS,Android, Lumin, or Oculus Mobile platform and zip up all necessary files for submission."
looks like we got a galaxy brain over here lol
a lot of people on itch make a game and submit it to all the game jams that are active
I'm sure they didn't make it for the UE4 jam
So I have never really been a part of the game jam scene, just out of curiosity, how many games do you think will be submitted for this? I see like 750 people are signed up, but I would imagine a large number of people wont actually make a submission (or am I being a pessimist).
150
more or less something like this
in the last one there were 185
MP takeover was nice feature. IMO it should be a general rule. Spent ~3 days making assets for the game.
well, we can still use MP content
The prizes are really good this time around
Would be nice to have a "lite" version of MP takeover rule perhaps, you still get credit for picking and making good use of assets, but not as much as making them (I guess this is already being done by judges to some degree)
Part of the fun is in the restrictions.
sorry I keep asking questions, I saw that someone submitted a game for ios, is there a way to try that out on a windows pc?
does anyone have issues seeing models showing up with no effect of Ambient Occlusion? (I'm using u4e v.4.20), does it require enabling some shaders (post process volumes) or some hidden settings for some effect. I just want to use SSAO. I could literaly see its effect from material editor if I plug a combination of a [AO texture] & a [Color (3- constant; param)] mixed by a Multiply node and have it output to the Base color input of main material. The reason I'm asking this is few things: 1. I don't really see the Ambient Occlusion showing up when its connected as its designed to be. (even examining Starter content materials; barely any change of effect..)
I figured out my question 😃
I love game development
Working on the bike riding mechanic for the @UnrealEngine #ue4jam - Make sure to buckle up before riding! https://t.co/tbmbb6SFw5
and 2. (accidently send message): I just want to follow it through that AO should be noticeable without resorting to some alternative node-salad (resource heavy down the road)
@wet rivet Are you using leap motion for your project?
No, oculus controllers
Just finished the last big system for the game. Now I can focus on level redesign and gameplay entirely.
i'm finishing combat and there is the last major system
then, focus at making this mess beauty
I feel dirty from all the sloppy code I've thrown at this thing to just get stuff done.
You can tell which BPs I worked on at the start and which came later just by looking at the graphs
Day one:
and today:
oh my god
Theoretically here could you have made an array of type text and then just accessed the array at that index?
Still clean
It was like using a sledge hammer to put in a thumbtack
it should have went to c++ or installed a regex library for ascii codes, but that was like 2 minutes whith out looking anything up
@analog walrus whynot use reroute nodes? unless it bogs down performance?
I don't know if you even needed to go down to C++ for that, since you're taking an int value from 0-26 so you could access an array of type text at the index of the int that's going in in the function, may not work for your situation though since I don't know what it is
and besides it's a game jam game so it doesn't matter too much
yeah, I jjust spent no thought on it and slammed it together
Intellisense for nodes ..
I'm surprised you can read the numbers
in C++ I would have jsut used ascii values and not had to build the index of numbers to letters
if letter ascii value >90 set to 65 else set to current +1
ah yeah that makes sense
Currently working on "funifying" my project, the mechanics I've got are a frisbee toss, tennis ball toss, bike ride and treat eating
I found a function that gives you the ascii value for a text number in BP but nothing to convert an ascii value to text
For gamifying those, with the frisbee I was thinking point system based on catch, catch in air, and distance traveled, then for the bike ride I was thinking maybe time trialing it
Still not super sure on the treat eating and the tennis ball throw
@wet rivet I have loosely been following your progress the past couple days. Your frisbee physics looks really good. I forgot to tell you that before.
Thanks! I was really happy with how it turned out I'm beginning to feel a bit more comfortable with working with 3D Math
One thing that I'd like to look into implementing is the curve that it can get when it catches the air, but I do like what I've got now
this might be a stupid question, but is there a way to quickly and easily do a slow loop using blueprints? for example, When a player presses button A, a function will call every 3 seconds until they press button B. I could do it with bools and delay nodes, but I was wondering if there is an easier way
Add a wait
I think this'd do it
ah thats smart ok thanks
So what's happening there is after you press the first button you call your function, the function executes what you want it to do and then after 3 seconds it calls itself again
I was trying to use a do-while loop
I may be wrong with this but I've had for loops ignore delays in the past
it was ignoring the delay, that was my problem
I fixed it by using a bool that stoped the loop till the delay finished
@balmy jacinth Use timer by event
you way works perfect for my needs, thanks
Timer by event also works well
Ive never heard of that (new to unreal kinda)
There's kind of a whole bunch to program something
It's basicly a tick tthat you can turn off/on and control how long between each call
if you set the timer to 0 it stops it.
Oh that's really cool. Ill remember that for the future. Its a little more then I need at the moment, but thanks for sharing 😃
is creating custom events the way of making finite state machines?
I'm possibly going to have this project wrapped up by tomorrow so I am going to spend the entirety of the last day working on this dog model
IT WILL IMPROVE!
Honestly I've spent so much time looking at it at this point that I'm starting to love it
how about dog editor, let users customize and shape the dog
Would that make it better?
dogphin
Take your dolphin to the park
i like it!
im still making a fucking dropship, which the players sees for a wopping 3 seconds
lol
damn anal retentiveness
if it makes youf eel better it looks like a duck 😛
Whenever I see the art reels that people make it shocks me that people are so good at working in a 3D space
I can do hard surface but like not good hard surface
thats in part, why i do jams, to challenge my skills and do things i dont normally do
and it has a time limit, so i cant slow roll it
I do them solely for the glory - no intent on improving myself at all
It’s super nice to have that pressure to challenge yourself though, I’ve probably spent more time in blender in this jam than ever before
Kept me making new things and learning more which I really like
hehe
@tulip viper I like it.
See now those are some cute character models, they look great!
The drop ship inside reminds me of the PUBG plane
😛
PUBG -> PUPG
PUG-G?
that'll do
I love your dog, I don't think it needs to change. Its really quite charming.
Someone made a submission that requires you pay to view it lol
music for a fighting level in the game im helping on 😃
enjoy the interstellar vibes
lol my plan of what i want, and the time left do not align
so is the curse of the jam
My plan is to leave art to the end, so I can ultimately resort to drawing stick figures if I have no time for anything else left 
god I suck at UI
trying to make it not increase in size based on the text
So the white bars would stay at a constant spot
just about to hit submit !!!!
Just did my last play through of the testing level. Most of the stuff is tuned, time to start building the final levels.
whoo! congrats to both of you
grats
art goes first for me as i'm learning both ue4 (again after years) and want to learn blender properly.
so shaders + modeling + rigging + physics > game ... atm
not like i'd have made it if i didn't make the assets.
but retopo be slow a f
for me at least
just realised its not the 13th and I panic uploaded....😂 😂 ah well time for sleep 😫
@desert pecan any issues uploading?
no everything went fairly smooth actually
I’ve never done it before. Anything a complete fool like me could manage to mess up?
my first time too, you should be fine once you go to upload a game it makes a page that acts as a draft so when your typing out your stuff or uploading things you can double check it and save things ect before making it public was good
I'm trying to do basic bubble sort in blueprints and it's making my headspin
For some reason I thought the deadline was in ~12 hours
I could do it in C++ pretty quick but for the nodes thinking about repeating logic is weird
Hype that we have more time
how many numbers are you sorting? I might have an idea on how to do it if its not many
It's just 3, I think I've got it working now
oh ok cool!
So I have a question if anyone is willing to help. Ive been fighting with this for like 3 hours now and I dont know what I am doing wrong.
Go ahead
I have some simple 2d sprites that I made in Photoshop and for some reason when I import the .psd file, unreal adds this really weird outline to it.
I have an example I made with a test file
so image 1 is the file in photoshop, if you zoom in to the pixel level like image 2, you can see it should be solid black outline, but in unreal, its adding that weird ghost thing
yes
@balmy jacinth if you send over the file your importing in I could have a quick try to some sollutions
One sec let me remake it
I always find that gamejams/ collabs make me think of things id like to do after its over.
Test File for 2d
Unfortunately tonight was the last time i can help on my teams game, i am back to work tomorrow and taking a trip so no more game jammin
Been fun though, being the dedicated sound guy on a project was nice, plenty of time and space for me to design and implement how i wanted to
if you open the texture and in the details under texture tab change the filter to nearest and that fixes it
wow, I never even thought to check texture settings, I did not see it doing a border on the texture part, so I just assumed my issue was when it translated it to a sprite
do you happen to know WHY switching to filter fixes it? I'm still learning graphic related stuff
absolutely no idea maybe its good for blending like vfx sheets or somehting.
I'd love some sort of intermediate between C++ and blueprints for math
No clue what it would look like or how it would work but running nodes all over the place is a bit rough, and i try to keep my BPs fairly clean
couldnt you just make the function in C++ and make it a ufunction with exposure to blueprints?
Then I'd have to make my whole project C++
Something that'd be flush with the BP UI
I dunno, I could just be complaining for the sake of complaining since there are ways to make it easier
this is a little thing, but have you tested out using subsystems any? they added them in one of the more recent updates, and its super handy for keeping Blueprints looking nice
I use them for complicated calculations and handling variables that need to be accessed everywhere.
Keeps me from using casting nodes all over the place.
Do you have a link for that? I haven't heard of it
There is very little I have been able to find on it. https://docs.unrealengine.com/en-US/Programming/Subsystems/index.html
An overview of programming subsystems in Unreal Engine 4.
@desert pecan I forgot to tell you thank you. So Thank you 😃
I'll take a look into it, thanks
no prob
a game with only one genre is the worse and a game with multiple genre is the best
Anyone want to take a look at my test level and see if they have any suggestions for anything that might be good to add before I start working on the levels?
or just general thoughts?
I can DM a YouTube link
so the deadline for upload is later than the end of the jam
ought it was tuesday 5am CEST
11:59 Pm EST whatever that is for you.
:/ fuq i only took vacation till tomorrow not wednesday

oh well another day to code... so maybe my game might be something
😃 and now i can actually design some props to make my lifeless scene look less dead
hm... what are the special categories in this jam ? i'm just starting now 😄
I am an idiot omg
@marsh oxide
I created a variable I was using to check if my scoreboard was sorted as a global variable, not a local variable
I have spent 30 minutes going over every part of this code trying to figure out where the bug is
Like I could hand write each node from memory at this point
And the solution was so simple
Damn you occam's razor
I mean I am advanced stupid how did I not see this
My final submission for the game jam
I think that mainly comes from art assets
@radiant badger congrats on getting it submitted 😄 imma make sure to check it out after the jam
@polar totem it is highly blueprint heavy. there are a lot of functions for movement, hud, and menus
@wet rivet thanks 😃 I look forward to seeing what you submit. i saw some of the submissions already, and their looking good. I wish you all the best of luck 😃
Quick reminder to everyone, make sure to do some test packages on your project
If I remove 64 MB of content I could go for the triple threat of Solo Dev, VR, under 100 MB
and army of one?
I've checked them all but XR
nevermind, late and tired, ugh solo same thing
Not deleting that , I live with the shame
haha, yeah I think it's impossible for me to go under 100mb though since I'd have to disable oculus
I'm really starting to love my project, I hope I have time to improve the dog model
Same here , I'm really surprised how well it's turning out and it's a lot of fun.
Tomorrow I think I'm going to add in all of the sounds, do the game part of the frisbee, polish up the other 2 mini games and then hopefully just have Tuesday to make it good
Spoilers for those who plan on playing my game: ||I'm doing this thing where it's the last day before you go off to your college and you have to beat the records that other people have set, there's a bit more of a story to it but that's the TL;DR||
the under 100mb special category
I can only send the executable or do I need to send the entire folder with the requisites?
Supposing every judge has UE4 installed
I'd say DM them on discord for that one
in older jams it was the executable (all files in the build) only.
idk if you still need to strip some parts out of the engine to get sub 100mb
Should I keep the puns in? 👍 for yes, 👎 for no
i still thinking about the theme
my idea is not completed...i want to do something simple and online with a plugin i'm making
TIL that Corel Painter has no auto-save functionality at all. And I also lost 30 minutes worth of work, yay.
must fun thing about itch analytics is what search terms ppl use
had a few really strange ones
makes sense those ppl end up on my page in a way tho
unreal engine still goes a bit mad with ragdoll at extreme time dilations
Guess it is a feature (though, less so with other physics)
I think it helps - but not enough (with a time dilation of ~0.01 ragdolls seem to accelerate)
I think this happens with any PhysicsConstraint to a lesser degree
Changing time dilation in smaller steps seems to help
quick vid: https://www.youtube.com/watch?v=eTBvzxwU4gs
I think ragdolls on the right had gone to sleep, otherwise theyd float off too.
Right at the end of the vid I disable slowmo (it interps off)
has anyone encountered when packaging their game, it opens the documentation in the browser instead of triggering a build?
it worked when packaging with no changes, then adding a new blueprint actor and packaging, just opens the browser. Using 4.23 preview
i dunno preview basically says : here be dragons 😛
found the error message: "LogWindows: LaunchURL http://docs.unrealengine.com/latest/INT/Engine/Tutorial/Installation/InstallingVisualStudioTutorial.InstallingVisualStudioTutorial/index.html". Just confirmed, my VS install is on a drive that has been corrupted. Repairing the disk now and if that fails, will re-install
the hyperlink being opened doesn't navigate to an actual page, so it just lands on the documentation home page. Will open a ticket for that
repairing the disk and a reboot, Windows now can launch Visual Studio. Restarting the engine, and now I've successfully packaged my game
teaser for the game we are doing for the jam:
can anyone guess.. what is it about ? and what might be in it ?
the Sandbox level of my submission
@solid abyss A narative game about a talk with someone dying ?
@sharp peak Looks good, and animation looks satisfying. Just the force of the arrow may be a bit too high ^^
@sharp peak that's your assets ? that look clean !
@clever barn Those are not my assets, those are free assets from the Store (Paragon/Infinity Blade). Using them just for prototyping and will replace them before submission
@rapid adder Totally agree, that's an explosive arrow that is the default on the sandbox level. The game is basically multiple levels consisting of enemies (similar to Hitman), and all you ever have is a single arrow. You have to assassinate all enemies in the level
might wunna keep em in and make em fit 😃
@stable kiln Can I submit with free assets from Marketplace? I assume I just disclose which assets I used as pre-existing assets
@stable kiln lol, you just relieved a whole lot of stress
Just dont forget to tell it in the description, but if it help you be better on more valuable concepts, yes you should. 😉
yea, some ppl on itch actually try these games, might wunna keep that in mind more than the rating
try make it worth the install
My concept to make children crazy so far... 😮
It's a "Simon" like game, with numbers, shapes, colors and languages possibly mixed. 😉
@clever barn Nice. I dig the use of colors
@fallow lion really digging the low poly knight
@fallow lion Looks like a lot of fun, really like the short stops when pushing them aside 😄
Really sell the impact
It's a "Simon" like game, with numbers, shapes, colors and languages possibly mixed. :p
thx guys, hope the game is fun at the end
@fallow lion Well, that look nice for now 😉
@clever barn You can edit your messages when hovering over it on the far right is a context menu : )
Morning folks! How's the jam going?
Don't forget to make sure your game packages and runs successfully! ✨
lol i just started my 1st package 😛
still dunno if i get anything decent to submit tho
I've decided in the future I'm going to leave multiplayer games alone in game jams
I actually turned mine into a 4 player couch game just so i don't have to write any ai 😄
@final arch That mean you requiered friends to try your game ? >< As requierment to play it's almost more limitating that an Occulus ! :p
There are some great local multiplayer only games out there and a lot of fun with friends, But ai could be possible but not within my timeframe for the jam
make sure you add it on itch, some ppl use coop as filter
get some of them free indy coop off itch when a friend comes over
@wet rivet that reminds me, what can I delete from the content (like the starter content folder) for assets I'm not using
@keen crown so does the executable have to be under 100mb? Or does all the contents of the packaging have to be under 100mb?
@radiant badger on package it should just include what you use
Is there a way to remove the "WindowNoEditor" folder during packagem
Just rename it before submitting.
why? every1 loves windows no editor 😛
Unreal names the directory after the platform you packaged to.
so it would be safe to just rename it windows?
If that's what you want. I usually rename it to the name of the project before distributing it online.
It depends on how your local dev environment is setup too, how you organize your folders, etc.
you don't have to even have that folder
just zip things inside it
@radiant badger
this jam went like previous jams for me, I implemented tech, but no content 😄
I still like my idea tho
ok that makes more sense now. thanks guys
does the packaged build have to contain the prereq installer in the zip file when aiming for the under 100mb category?
because that thing is huge and incompressible
it takes up like 40% of the allowed size by itself
I don't believe that it is required, at least it wasn't required for previous jams. But I would still check with judges, just to be on the safe side
@gritty beacon definitely not
I mean, you can't even realistically fit the game and content under 100 megs if you need prereq
depends, not every game needs ginormous textures :o
😍
@gritty beacon I'm more interested on how much that is unzipped
130 currently
as that's what counts afaik for the 100mb category
under 100mb unzipped is literally impossible, that's full with just the binary + engine content you can't remove
it's not
but definitely challenging with that prereq :p
I got my older gamejam entry to 75MB unzipped
and it got few textures and many minutes of audio 😃
yeah that doesn't seem possible to me
I got 4.22 packaged for this jam without extra content to ~60mb
that's 40 mb of content left
the binary starts at 48MB and there's a 30MB bloom kernel in the engine content, how'd you remove it?
blacklist the bloomkernel
altho it's just few megs with compressed pak that you save by removing it
and win32 shipping build is smallest
@gritty beacon put PakBlacklist-Shipping.txt to discord search and look at my comment for it
interesting
you can blacklist other engine content as well
ee wtf has pak file compression changed since the last time I used it
and from packaging settings, make sure you don't package editor content (unless you used it - which you shouldn't if you go under 100mb)
just noticed it's not actually doing anything because the new compression format field isn't filled in
it does work
that'll be why it's so big
nah
it works
try without it and you'll see
the new fields are there just if you want to use 3rd party compressor
last ability "i think" 😄
there we go now it's under 100mb unzipped
@fallow lion You're a one man team?
2 man
Still incredible, it look so smooth
Wow, i absolutely love the main character. It reminds me of something though du you guys wanna share your inspiration for the character?
Hahah, i just love it and can't wait to see/play the final game
I hope the gameplay will be fun in the end
oh man that's a beautiful art style
quick question: Should a ps4 controller work when connected with windows 10 or does it still require third party software?
Just for testing gamepad control sheme
@stable kiln It's not precised that the game has to be free ! ^^ He will sold at least one for the jury ! 😉
Their is also a game that been add to itch.io one year ago (it's the one not free)
Just have to look for the feed
I don't think that particular one is really going to make the top 3 either way
Oh wow, I didn't even read the part with the sweepstakes bit
Good idea, let's go back to work, I'm already 1 day late on my schedule ! 😒
I'm rather off my schedule too
I never bothered coming up with a schedule so I can't be late
Work is putting a dent into my gamedev time
Excited to actually have something to submit this time! It's my second game jam, and the first one never got to a stage where it was ready enough.
What work do you do?
Write code for drones and fly them
Has a VR game ever been a finalist before?
It seems like a pain for them to setup a playthrough for the livestream honestly
I dont have schedule neither, but the last day was suppose to be only polishing and play tests, and it will be more than just polishing ! ^^
Especialy if I make an AR version as i wish... 😒
Interesting, what kind of game are you working on if you don't mind me asking?
@balmy jacinth @wet rivet FYI, I'm planning a future livestream dedicated to Subsystems
Just a simple "Simon say", with hardcore options :p Quite basic but I have to put some efforts on my assets so it work well
Ah, cool! Seems like it would be a good fit for AR so I hope you get around to it
Model is here, logic code is done, right now I'm configuring my click to respond the logic.
The problem is that last time i used UE it was almost 2 years ago, and It was for a very simple project ^^
@scarlet lotus I have no problems setting up the livestream studio to play a VR game on the stream. I've done two streams with VR equipment already 😃
It might get a bit tricky with Oculus Quest, but as long as the screen sharing works as intended we should be able to make it work.
once youve submitted you can still change your game yeah before deadline ?
@desert pecan Correct
I always suggest submitting one build early. It allows you to fill out the submission form and gather all the information for it before the deadline is over.
@desert pecan Even after the dead line, but let the "on time version" available to download (for juging) and tag the new one "PostJam"
ok sweet
anyone got any good resources to learn how to make an end game if score reaches a certain amount I've been learning BPs as I go with this jam and I cant seem to work that out everything I've made crashes or instantly wins lol
actually I might just do a game countdown timer
@tranquil matrix Awesome, glad to hear it! I saw that last jam the VR game was pre-recorded so I figured it was more hassle than it was worth with so many people in the studio
@desert pecan I'd recommend creating a "end game" event in your blueprints and having the score keeper trigger that event
I think I got it actually I think yesterday I was overcomplicating it and kept trying to do it in the level blueprint instead of in the gamemode thanks
Sure thing, glad you got it working
Hi guys, Regarding a timeline i kinda expected the finished node to trigger when i triggered the stop node, but this does not seem to be happening? Is it supposed to work that way ?
@final arch have you set the timeline length correctly? I've before assumed it would finish on the last point I put in it - but it needs the time set in seconds at the top of the timeline
**reread your message - no idea about triggering the stop pin
Though you could put a sequence node before it, and link to the node you run after finish
Yeah got that going for now as a "work around" atleast it feels like a workaround
I'd guess finish is only when the timeline reaches the end, not when stopped before finishing
Yeah its appears so, i have it on repeat however and this make sit never finish so it makes that node a bit useless 😄
I often use the finished pin, but it does sound usless in your case
I guess i could make my own loop, plug the finished in the start from beginning node but with a if brach before that ?
That works like a ||hack|| charm
@tranquil matrix just to wanted to ask for confirmation
is it allowed to remove the prerequisites installer to make a game fit the under 100mb category?
basically that is the installer for things like directx on machines which never played an unreal game before
I assume no judges would struggle playing the game, however I wanted to make sure that making a game that could not technically run on some windows machines would be allowed
@azure flicker Yes, you're not required to have the Prereq installer for the judging. But, I would recommend to add that information to the description of the game for others who might want to play your game!
It's fairly hard to get under 100mb without unchecking include prerequisites in packaging options.
@tranquil matrix awesome, thanks!
btw you wouldn't happen to know if there is a way to provide the same installer separately?
@clever barn You can't submit anything to the jam post-deadline, but you can upload another build on your profile if you'd like to update it between deadline and winners announcement (uploads will be turned back on once we've announced the winners)
@azure flicker I was actually going to figure out if that's the case, I'm not sure myself
@tranquil matrix I think I've found it: open your engine installation folder, then go > engine > extras > redist > en-us > and inside there you'll find the installer
@tranquil matrix is it allowed to repack the exe for 100mb?
Woo, work was slow so I got off early. Back to the gamedev grind!
@gritty beacon do note that if you compress the exe, some virus scanners can flag it
so that's always risky
this happens because shady things often use these compressors to hide the malicious code from the scanners
@gritty beacon do note that if you compress the exe, some virus scanners can flag it
I don't know if it's necessary yet, but for example upx -9 reduces the exe by 20MB so that's quite a bit
yeah, I got similar results when I tried it on ue4 executable
only difference is it takes a few more seconds to launch
got the empty project with packed exe to ~30 megs
but because the risk of getting stuck on virus scanners, I wouldn't recommend it
it's not worth it
especially since a lot of players can download these and you don't want to get a rep for sharing malicious code 😄
can you add multiple builds?
so the small one and then a normal one that is win64 like it should be + prereqs + stuff
you could have win32 and win64 builds separately, and ask to get judged on win32 build
or I dunno how the submissions work now
itchio itself lets you put multiple files
I'm not really aiming for the 100mb thing, just if it happens to fit, that'd be nice
of course the challenge is to get it to exactly 100MB
Just started on development for the day, time to work on the delicate art of dropping stuff to make sounds
@azure flicker I don't think you're allowed to redistribute the prereq installer, but you can add instructions on how they can get it themselves
@gritty beacon What do you mean by repack? It needs to be under 100mb unzipped. You can still compress it using the setting when packaging.
it's basically visual c++ runtime redist
sure, that reduces the size of the pak file, but we can also replace the exe with a smaller one
@tranquil matrix there are tools that let you compress the actual exe, how it works is that when you run the compressed exe, it uncompresses itself in the memory again and runs it from there
it will looks like any other exe
since the rules are not explicitly telling you can't use this, I'd expect it to be allowed, but I wouldn't recommend it for reasons explained before
how much time before end of jam should I start packaging game?
I haven't finished it yet
I mean how long does it took to package
more than hour?
regularly till the time ends but since about 200-500 people are going to submit at the same time itch might crash like it did with GMTK
oh
they had to extend it to 3-4 hrs because of the site getting overloaded with requests
The good idea is to make your Itch.io page early, you can already make the draft, and upload your package when it's ready, the earlier, always the better ^^
Btw if I use music from internet can I still win in category of game made by one person?
cause the first time you make it you can't post it. itch always requires you to make the draft first before releasing it publicly
dunno
making like 90% myself. rest are engine stuff.
@broken stone Only if your game is good enouth ! ^^
if you need a DAW use soundtrap
i suck at making music but it's easy to make a drone like bg music/sound
i should prolly make a build tonight... even if it's just a boring 5 second driving sim
And we are starting our draft build for itch
Think I still prefer LMMS to soundtrap (Though, sure I suck at making music more)
I love it when systems work together - I can upload a sound recording from my phone to my one drive then get it on my windows PC and it all happens just seemlessly
I will move my questions to the packaging channel if this question gets out of hand but i wanted to know after I'm done packaging what specifically is required to upload to itch.io. the >1GB .zip is intended to include what exactly? When packaging the output is an Engine folder, Project paks, manifest and .exe. Is that all that is require or should my .zip file include my UE4 project files as well?
@ionic yarrow you only need to zip up what the packaging process spits out (folder called windowsnoeditor usually, you can rename)
a second question is the itch.io a basic browser based upload (select file, click upload) or are there any technical specifics. i should take everyone elses advice and upload early to test.
@oblique cairn - Thank you! Thats a relief. I've been busting my butt keeping my project file under a Gig
I run butler using a git bash script
rm -rf EdgelessChill/
mv WindowsNoEditor EdgelessChill
butler push EdgelessChill chozabu/EdgelessChill:windows
removes size limit (though, my game is only 80mb now anyhow 😃 )
nice. is a command line upload required?
I don't think butler has a GUI, unsure though
got it. i was asking are there other alteratives for upload rather than butler... checking itch.io now as well.
@tranquil matrix @gritty beacon Repackers are not allowed as far as I've been told by people whose knowledge I trust. Might want to verify on your own. I don't know why they'd allow them though. It's more potential for trouble than it's worth dealing with.
just seems a bit weird that they'd go "try making it below 100mb... but 50mb of that is used by engine stuffs, good luck"
@small fern Oh , throw back to the past. UPX use to be a trojan writers best friend.
Just uncheck include prerequisites in packaging.
ok so we're talking about repackaging now not uploading to itch.io. I'm just looking for some basic upload info if anyone can quickly form an answer.
I'm under 80MB with a ton of stuff.
50mb for your game code and content is fine
40mb is too
the whole point of the category is to keep it down
Engine content is under 15MB if you hit all the settings to bring it down.
wtf does this bloom kernel thing actually do considering it works just fine without it
yeah, I got mine to 14 mb
The 30-something MB file? It's for cinematic bloom, so it's not needed for games. I wish it was excluded by default.
@gritty beacon cinematic fft bloom
ah 
Probably.
probably harder to check if it was needed
lmfao
I must have accidentally reverted the config file
because the prereq thing was back on...
there we go, 65MB unzipped
@civic dock Do you have a link to the small project template you made? I'd appreciate it thanks 😃
@wet rivet https://github.com/BlueVoidStudios/Nano
Thanks! I may end up disabling the prerequisites installer so I can include the VR plugins
That should leave you with a little less than 20MB of headroom.
But that can go a long way because it's 20MB of compressed headroom.
are you all just banking on the >100mb category or is there something important i should know about? The jam requirements says the .zip needs to be under a gig.
am i mistaken?
I'm hitting all of them except XR
congrats to you thats super cool but thats not my question.
My game concept just fits well to the under 100MB too.
It's more if you can go for it why not go for it @ionic yarrow
I'll probbly ship this after the Jam and add mobile controls
Also smaller file sizes make people want to download more so there's also that
understood! Thank you @wet rivet - helpful info for the future i'm just concerned with qualifying.
for ios/android . It turned out a lot better than I would have expected
For me personally I'm probably going to do a Quest build or my project after the jam, so smaller packages are good for that as well
Happy to help 😃
I'll add some levels , right now it's just one main level but it's setup to allow for more to be streamed in and out
It's time to eat cookies and chips into my microphone solely for game development I swear
@ionic yarrow It's more chances to win and bragging rights.
I just like the additional challenge
and that
which is why I never finish
@small fern thanks.. the more info the better.
doesn't look likely this time either 😄
I was just asking other questions and everyone kept talking about packaging i was making sure i didn't miss anything specific.
I did come up with new setup for fixed timestepped physics and made a vehicle with pacejka tire model tho 😄
I decided to switch to physics too. SPent a bit of time messing with the substepping settings to get a good feel to it
Are we expecting the results to be announced during Thursday's livestream?
this weeks thursday?
no way
more like in 2-3 weeks
@scarlet lotus
you can't even playthrough all entries in 2 days they have
It's usually about a month after the deadline.
unless you do it nonstop
How long do you think is reasonable for a playthrough to take? I only have time to do one level, which has about 5 sub sections to it, and I have control over how long on average it will take to get through it completely. This is a puzzle game and best times are recorded.
Last one I promise.
Every model, every texture, every particle made during the Jam.
I hate my own writing man
Is it possible to write something, read it back, and not find it cringy?
If so where do I learn that skill
@small fern ah makes sense, thanks
@analog walrus not a super useful answer but I'd say it depends on the content. Playtest it and tune the time based on how it feels
Thanks for trying at least. It's one of those , who knows kinda things. I'd idealy make a bunch of smaller multiple levels but I don't really want to deal with that in the time left for the jam.
considering how many entries they have to review, if it takes more than 10 minutes that's probably a problem
I'm trying to decide if I want to redo the dog model or add another mechanic at the moment
I could add in an obstacle course mechanic which may be a lot of fun, it'd take a little while to program but it'd be pointing where the dog goes and also pressing a button to tell it to jump
Or I could spend a day and just figure out how 3D modeling works to redo the model
or learn sculpting 😃
you could just tweak the existing model with it
in general tho, I don't think it matters that much
I dunno, the existing model is pretty, ruff
probably worth more making the game more fun instead
Yeah that's what I'm thinking since I've only got 2 point based mechanics and 2 normal mechanics
or polish it in general
it's not a huge difference
just call the character a doggopotamus and the problem is solved
Dog has no nose - How does he smell? 😄
Like roses.
dude
been having a hell with simulating bones in UE4
can't find the error, but one bone interferes in the other
brussells, ez through the mouth and eyes
still think it looks like a halfbreed of a duck doe
Oh jesus christ it is a duck
omg
People have been saying it looks like a duck and honestly I haven't seen it until now
but does that make it a dug or a dock?
I'd be down to call him Dug
Looks like we have doe weiner!
I said it yesterday and I will say it today. I absolutely love your dog the way it is. Its your creation and you are free to change it, but If you do, can I have a copy of the original? there is something about it that makes me wanna make it my background.
lol thats kinda what I am doing.
I thouight I would have time to make some simple 2d animations and I didnt
so I am using 3-4 frame mr game and watch esque animations
thats looking really nice
something like that i guess
glad i made a toon styled game so this will work fine
just a bit weird with the zombie noises..
WAIT since this will be a 3d model
i'll tape a speaker to the back
is this an improvement?
I updated the meme for you
This jam has awakened my hidden passion for VFX art. I always had other people make them for me, but I have been making particle systems and having a blast.
👀 i'm dreading it
need to make an explosion
so t'is what im gonna be doing for the next hour or 2
... great tutorial, 'gonna show you how to make texture', shows steps of how he did it and skips making an actual texture (with dimensions and sizing) cause ' here is how you make texture, already have texture so let's move on'
make your textures in substance painter
once you start getting the hang of it you'll wonder why you even have photoshop or gimp installed
yeah people been telling me that on stream, but still no one answered my question. is it free now or sum cause way back when i came in contact with it it was paid only
also does substance work for sheit like this
you could probably do that kinda stuff in substance yea
just uv map a plane to that grid
i could probably make that texture in 3-4 minutes
if not quicker
would probably take 5 minutes total including the getting the plane uv mapping the plane exporting to substance and exporting as textures
welp guess for this i'd stick with ps
same amount of time
but ya... beats making textures like this i guess
That and you can UDIM them and they're dynamically scalable
so if you want to make them 16x16 and then dynamically alter them to 8k textures with 1 click you can do that
without loss
And yea substance comes with those kinds of things in the "shelf"
prepackaged
photoshop isn't bad but it feels abnormal to me now
ah well maybe next jam
whenever i use it i'm just like "I wish i could see my model in real time."
been (re-)learning ue4 and blender 2.8 and its been my undoing
anyway i have no need for high res textures (luckely)
Yea, atm i'm really not a fan of UE4.
the editor is broken for me
It is so stuttery
my game runs fine easy peasy 100+ fps
it's the editor that is wrong for me
haven't been able to use ue4 in 2 years + have barely touched unity.
fq regular office work
buttery smooth, even on 100% cpu load
though if i try to interact with a slider... oh dear here we go again
Mine is around a 2018 pc
6700k 1070 SC 16gb ddr4
This is what we're working on atm for the jam, it's just a race to get everything into the scene now
3770k + cheapest 1060

i went full asset before gameplay just cause
prolly more because i wanted to properly learn blender and took vacation for this jam
wanna finally make God of War VR a reality instead of an old vid on me yt's
lmao i tried to upload an image and for some reason discord thought it was NSFW
dat hot
already a retopo'ed zombie in the game, shame i'll replace it with a texture
i should probably also reimport some models with the missing smoothing data if i have the time (like the fqing door)
: D
i'm happy that i was able to cheat some of the modeling work with making "props" in photoshop
old school fake it till you make it :)
This might sound like a stupid question, but in regards to submission, It says to list any assets we did not make. Does that include engine default things like the skysphere?
👀
🙏 dat be a good question ... maybe something for on the forum
I just thought one of you would know the answer off the top of you head. I will ask on the forum 😃
fuck it imma just list it just in case lol
better safe than sorry right?
only engine thing i have left is the gun anim, and first person bp (which be modified) taketh that the skybox is just default thus in engine thus not to be listed
I know, just thought it cant hurt. I would rather lose points for not making it, then get disqualified for not documenting it
hmm would, using a picture i took of last year, count... if i take the clouds from those and add 'm as a texture.
you know if you can submit two games ? thinking of using the last 24hrs to challenge myself... see if I could get something out in that time.... but don't know if its allowed cause of sweepstakes ect...
you can always do it whilst waiting for a response no?
You can only make one game. Make your current one better instead if you've got time to spare. 🙃
Just finished a version of my game that could be submitted, feels good 😃
Gotta do some average and minor bug fixes then see if I have time to squeeze in a new mechanic and dog model - I don't think I will but I hope I can
dat de spirit
Does anyone know the rules on using Substances or textures in the UE4 Jam? Like, if I go to gametextures and snag a texture or use a Substance, do I have to list that out as a "premade asset?"
default textures from another software probably, yes. but those altered/made in the software I'd say no.
but you can always add those to the description just in case.
That's what I figured. I just know they said any premades won't count toward the score, so wanted to be sure it was vague before I spent my last day designing new substances so my nice textures will definitely count toward the score.
Thanks
a regular person with a tablet, lets draw this asset digitally. me an intellectual, draw on paper, take photo and trace with a mouse (cause tablet functions poorly since win8). big brain
BIG BRAIN
finally got the first playable on itch https://mad-mushroom-games.itch.io/moonlight-maze
👀
nooks nise
welp .. went from my 3d model to this
so i'll stick this as a sticker to bunch of planks and animate it like a "stick" figure
@keen crown I love your art style
@wanton furnace can't wait to give it a try after the jam 😄
Realized a fun mechanic last minute, now I gotta do it - Rip improving the dog model https://clips.twitch.tv/ElatedEntertainingButterflyDoggo
@wet rivet ty, do suq at it... also here is the thing i mean with what i'm about to do
maybe an idea for someone else whomst be behind
Theoretically, a finished game at this point. Not necessarily a good one. Taking a break and going to get back to it in the morning and work on polish until the last hour.
I didn't even notice we're past the 1 day left mark
My sleeping schedule has been so screwed up recently that I'm just keeping it screwed up at this point
Yep. Final push
I did spend 30 minutes trying to figure out why my dog isn't running up a surface with physics enabled
I promised my family I'd take a week off after this
turns out he had collisions disabled for it ]
I just cleared my schedule for the jam
I really need a checklist of things to go over that are basic and I don't check when debugging
I didn't even have a schedule really before the jam started so I've been enjoying it
I ussually use trello for that but for this just used an evernote notebook
Everything goes to chaos for me in 7 days though so this is a nice thing to do beforehand
I'm going to spend the last hour doing run throughs and set my 4 best times as the 4 top scores in the high score list by defualt
You want numbber 1 you got to beat the guy who made the game
@wet rivet thank you! Looking forward for your opinion on it
Just finished a playthrough from start to finish on a packaged build. At the least, it's technically a complete game.
submitted! finally. https://mahalis.itch.io/business-dynamics
So little time, so much to do. Nowhere near done yet. 😀
Best time to add a new mechanic is 15 hours before submission at 5 am right?
ok for like the first minute I thought you were placing bear traps lmao
Yeah I gotta gamify it a bit by making it rotate and also probably scaling it down
https://dl.dropbox.com/s/uj7om4z93xqlus7/2019_summer_ue4jam_makeitcount_title.mp4?dl=0
Menu teaser. And a low effort title.
That's a really cool loading screen with the lighting and gravestones, looks great!
Thanks. It's level geometry, I usually don't dedicate time on title screen.
Park is coming together
Looks a bit emptier without the arches since those are spawned in when the player starts the bike race, may fill it up a bit more with other props
@wet rivet here is easy to setup 15mb skybox asset, if you need it. I think it's free (I own it, so I only see the Download button): https://www.unrealengine.com/marketplace/en-US/slug/good-sky
Ah yeah I love that pack
I may replace the default sky kind of depends
From my understanding premade content is judged as being invisible (correct me if im wrong) so i generally try to do it myself
In other news I put subdivision modifier to 12 instead of 2 and all most crashed my pc
Looks smooth though
100 million faces
Gosh
At these final moments of game jam I always wish to be unemployed and have more time to work at the games
Remember it's a good idea to package and upload a version of your game early - also can get that submission form filled out. 😃
Just to double check we're able to go in and edit all the submission info after we submit via this button before the jam ends right?
Ok cool, thanks
You can use the uploader thing there
the butler thing, there's a link on the jam info page to it
Mmh i'm going to try
Here's the info on Butler: https://itch.io/docs/butler/
So i have to use this ?
No, you can also upload directly through the itch Web interface
not if it is over 1GB
I can't believe I haven't really used physics in my projects before, they're so much fun
To be honest I've always been a bit hesitant to use them since in the past I've gotten unexpected results but it makes more sense now
Who would have thought the hardest part of this jam is coming up with a team name
I'm thinking "DuckDogs" personally
⏱ 12h 30mn
Got my first "working build" in AR ! Time for some hardcore polishing now ! 😃
I never got a coloscopy but I think the pain must be close to that. 😃
In real it's not that hard if you use the preset, but I just lost a full day waiting by folowing the wrong guides with endless installs (and useless at the end....) and a few blue screen on my old laptop ^^
If you want to try, follow the Epic doc, NEVER the Google/arcore one (that make you build a custom highly instable version of the engine....)
