#game-jam-chat
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No way my current game would be playable outside VR but I'll probably do something to try it out eventually
Me if i got time I'll try to make a web browser version, but probably post jam ^^
Still got some UVMaps to paint !
sweating profusely damn day job
Should be basically done, just a little more testing and polish
I spent a bunch of time this morning polishing UI assets nobodyโs gonna look twice at ๐ฌ
Does anyone know why my lighting is having problems? I built my lighting and it looked good, I want and worked on a different map and when I looked my other map the lighting was wonky here's what it looks like:
Any ideas?
Have you check your normals ?
I haven't a clue about the normals. I'm using a marketplace pack
How would I go about checking them?4
Not a clue how you make this inside the UE...
I just rebuild the lighting and it looks fine again
i went to bed thinking ill sleep an hour or 2 tops
7-8 hrs later when supper is ready
fq
At least your are all fresh for the last 11 hours ! ๐
๐ well all that's left is the gameplay
but still
till 5 am and got work tomorrow
failed to plan my vacation proper
If i'm not admin in my group i can't send the project ?
I finished my game! Relaxing and browsing the other submissions now
Compiling shaders is so much fun
What i have to do when im here
Oh okay thanks i found ๐
@vapid thistle Yay ! So much fun ! โค โค โค I Love compiling shaders !
he quick question when i move a object using set world location and apply sweep i would expect it to trigger event hit when it collides with something but it doesnt, am i missing something ?
Its even pushing other objects away but still no hit event is triggered
Cant help on this... It's well configured to receive/cast hit and trigger the event ?
Yeah never mind, i realized how random my question was. i'm moving away from a physical "bullet" and will just use a line trace. Thanks though
Fine, if I can help, I have some time, I'm compling shaders right now ! ๐
That sounds like fun, I'm fairly new at this, why would shaders compiling be "fun". Does it just take a long time or is it error prone or something?
@final arch Ue has a built in projectile movement class. But a bp together with that and collision volume and you're good to go
Thanks ill look into that
Oh, what'd do for one more day
@final arch It's just so long on my old computer, each change i do on ONE material I have to wait he recompile 80!! materials, take about 3/5mn each time, and all is frozen during this time
wow, so you could really use that main prize huh ?
Note : I only have about 10 materials in my scene
I realy could, my 600โฌ 10 years old laptop is a bit outdated ! :p
Especialy for the UE ^^
i wish you all the luck
I don't think I'll win this one, and with all the computing time, I got half the time than the others :p
Well i only started sunday, not sure if i'm gonna make it at all ๐
Well, I'll add something to my porfolio and get an excuse to work on something for 5 days, it's already nice ^^
I think I'm gonna drop a few features to sleep earlier tonight ^^
I can't wait until there's a VR headset that is a good replacement f or a monitor so I don't have to take it on and off 40 times
Thatโs the dream ๐
Oh and also while im dreaming something with flawless tracking having the tracking screw up and making it thing it's something wrong in your game is ugh
Honestly I think the index would be fine if you had a tracker for your chair and keyboard
I haven't used the index before, how's reading text on it?
My main issue with the rift and using the oculus dash to see my monitor is it just becomes awkward or I have to upscale my image a whole bunch to get something readable
Yeah, i am ready to be plugged in matrix style, why depend on your eyeballs when you can just get it directly ๐
I haven't tried the index yet but text wasn't so bad on the quest which is the same resolution if I remember correctly
Still recommended to upscale it though
You could do some real coding inside it if you could find your keyboard and avoid falling over I'd say
When you promise yourself you wont add any more features on the last day, convince your self it will only take a few minutes and do it anyway and it ends up actually only taking a few minutes and adds something the game really needed.. It never goes that way for me. I think it has to do with the Ozzy playing while I work. More Ozzy = better games.
Anyone have a suggestion on best way to record a gameplay video for VR? I am planning to record with OBS, but wonder if someone has a better suggestion
OBS is the best I've got. I haven't had anything that works better.
The only thing I hate about OBS is you can't move the start streaming button from next to the record b utton, at least not that I can find .
I delete my streamning keys everytime I stop a stream now, ....
I wasn't even able to get OBS working for me
I prefer nvidia recorder for fullscreen, but not sure if I can make VR preview fullscreen effectivly
... actually, I think it is in the packaged game
@oblique cairn I made a drag and drop VRSpectatorCamera with mouse+kb control that you can use if you want to capture from a different perspective (download in post): https://forums.unrealengine.com/unreal-engine/events/1586143
VRTrailerCameraForumHeader.jpg
WHAT
On this weekโs livestream, learn how to create a project agnostic, VR spectator camera in your UE4 project. Our team will
So help me out with the itch part of this., If I submit a project early, I can upload revisions until the deadline?
@analog walrus yes, you can!
@tranquil matrix sounds good! will check it out ๐
@analog walrus You upload to your itch dashboard first, and you can then submit it to the game jam
@analog walrus yes, I'd recommend submitting as soon as you have something that may have a chance to win, then doing updates with butler
Ok, so then I just update the project and that updates the submission?
You must update both
project is for itch, submission is a bunch of extra info for judges
So if the files on the project change the submission stays the old until I also update the submission
I know I'm getting into the minutia, but I want to be sure I understand clearly
you only need to update the submission if info needs changing, it should point at new files automatically
https://itch.io/jam/2019-summer-ue4jam/rate/467801 is my submission
Do I need to be sure I don't update it after the deadline then?
after deadline, file upload is locked
okay that was my concern that it would allow me to overwrite and then disqualify myself
but you can still update game page and submission - info, add screenshots, gamplay video, submission details
Dang that is a tiny filesize
Lol we both ended up with a super hot mechanic vr game
@scarlet lotus which is your game?
@wet rivet I made all my models and textures, and collision , I focused on basic geometry from the start
that's why, plus I ran all the audio through audacity and made it into shorter loops, and a bunch of little things like that
@oblique cairn https://tgower.itch.io/make-it-count
The biggest file is the music
https://itch.io/jam/2019-summer-ue4jam/rate/467850 Here is the link with gameplay description
This is my most complicated mesh, other than the player
I'm amazed how well the music compressed in mine, 10min track + 1min track was only about 10mb in packaged game
think it is ogg internally
Yeah, I tried rencoding to ogg before putting it in the editor and it blows it back up on import, but the file on package matches what the size is as an ogg
dmmit, I got to stop gooffin g off and focus
I perhaps should have done more of my own art, using polygon samurai meshes, some with a few tweaks in blender. A good portion of my "art" was in the level design
simplest asset is perhaps a 1x1 white png, made in mspaint ๐
Aww yeah, finally done and submitted. ๐
Hey guys I need a second opinion on a mechanic I'm working on basically for the agility, the dog can either be 100% obedient and go to where the player says or have a bit of randomness to it and look more natural, I'm wondering which one looks better. I'm worried that the first one making the dog have it's own instincts may make the code look buggy rather than it's working as intended, as the dog doesn't follow directions exactly
Version with wander: https://youtu.be/o5F1HPb5G7g
Version Without https://youtu.be/tVgcfwNuYog
Personally I'm leaning towards the first version with wander
The second version looks a lot more robotic and like it's just a "move here" command with nothing else to it.
Right that's what I was thinking, also it makes the game super easy
Thanks for your input ๐
You gotta tag me when it's submitted that looks awesome
Man I only did about 8 commits this jam since I was solo, I really need to get into the habit of committing as I finish stuff so I can revert back when I break it
In other news though all of my medium priority and high priority tasks are now done so back to the fun stuff! ๐
๐ noise
i'm glad that i often commit.
but i did stop using branches after the 2nd day
ue4 didn't like it too much + the project got dereferenced a couple of times
but hella handy for some broken scenes and models
Almost ready ! ๐
It's less than 6 hours to submit time and I'm rerigging my dog omg
There's some really awesome submissions this jam, I can't wait to play them
I don't have the link to it but the game where you draw with the pencil, I'm calling it now that one will win
100%
I didnt take the time to look yet, I only see Sonic and the one on Godot ^^
I'm rooting for the godot submission
A lot of unedited market places assets, and stuff from other places.
As team of one (and UE novice and first AR project) I'm quite happy of myself, I still have 5 hours to make the packages, splash screens and others useless but necessary stuffs ๐
And all assets are homemade ! ๐ (except generated voice and small sound effects)
@clever barn there is a godot submission?
also, could be good to submit before doing splashscreens and whatnot
(you can update it)
@oblique cairn Their was ! ^^
I already uploaded a package 10 hours ago ๐
The first one working
An Unreal process has crashed ! ๐ โค
Is 5 hours enouth ? ๐
Yep but much better than where it was at before haha
Run corgi run !
For some reason when I move the bones at the far back of the body it moves the whole thing
Not gonna worry about it I guess, just gonna live in denial on it
I didn't need tail animations anyways
it fine
... the slowest progression ever
working for finance sure has made me slow in development
sheesh
A bit less "break" in the movement and more speed could be great @wet rivet
fuq i want to implement a http request
wonder if it's possible to do this garbage in bp's even
@stuck hearth varest?
Ready for liftoff
OBSCeption !!!!
I'm still not sure about my game title... Is "A Jellyfish that counts" sound well ? The game is about a jellyfish that learn you how to count in different language.
The problem with finishing an AR project by night, is that with low light it's now working very nice... ๐
f
just every time you test open a blank page
or write one for your browser
make an empty html file with <html><body></body></html> and press f11 in your browser
hmm dunno why death screen ain't working but at least my additional win condition works (if your car survives, about 999 explosives charges refilled)
might as well build it now
how rubbish it is still
look nice from here ^^
it's rather dull, but all my games are ยฏ_(ใ)_/ยฏ
but at least got some good practice in for the game ill make next week
goon b good
For some reason importing a new mesh broke all my physics interactions
what was fine on the old one now gets pushed around by the new one
No clue where the issue is and its stressing me out aaa
Found it - physics asset changed
This actually had me so stressed oh my gosh all I need to do is generate a convex hull physics asset and it's working - I need to do more with physics in the future
I just add a function that broke everithing else me ! ๐
And now time for the winning condition ^^
I think all my functions do that already
It was already implemented, but caused a bug that I couldnot see before build, and the fix broke the rest ! ๐
And I noticed I had forget a "winning condition" but it's 10mn to implement this.
Jellyfish doesnt like cheaters
I like the accent!
I chose british accent, french is canadian :p
If Iโm not going for size is there any reason I should package as win64 vs 32?
Do both
only did 32 bit
what need is there to target 32bit these days?
So I can edit it to add the highlight reel link after submitting?
ยฏ_(ใ)_/ยฏ
i find it weird that the link on the page itself isn't enough
well time for a small break before doing the rest.
What Android build should I pick ? ATC DXT ETC1 ETC2 ASTC ? ๐
I love the "Unknown error" packaging error.
always useful ! ๐
is there not a real error buried further up, or in another log?
@oblique cairn sometimes yes, sometimes no. I have failing build when Houdini Engine plugin enabled but not installed into project without any indication. Luckily it fails even empty project, so, easy to isolate.
@west wing I remember issues with houdini packaging a few months ago: https://answers.unrealengine.com/questions/842915/packaging-error-object-reference-not-set-to-an-ins.html
Ho ! I start a build, go take some tea and when I come back, Unreal is gone ! ๐
Thats a nice thing about my current <100mb project... I set a build going, think about going to make some tea.... and the build is done before I get up ๐
I'm at 135 with 0 optimisations, but it's already too much for my computer ^^
Some ultra-cool ninja fighting: https://www.youtube.com/watch?v=tZ-8s29Y3KA
https://chozabu.itch.io/edgelesschill This is a time-slowing ninja game, for the epic summer game jam of 2019 Inspiration taken from superhot, gorn, general ...
still making some last-moment tweaks, should have done video after jam really...
You should add some corgi to bring you back the shurikens
Also managed to get < 100 from ~450 MB. LOD bias on textures works great.
98,1 mo ! Well, I can check that box ! :p
Will there any penalty if my YouTube video wonโt show cause itโs processing?
Only if it's still processing on two days when they'll start looking at it.
Lol k Iโll be good haha
do I need to do anything special when uploading a game created with a team? or does it just go on my personal itch account I just made and I'll list the others in the submission form only?
on the ue4's jam page on itch, when you hit submit a menu will pop-up where you'll fill in the team and such
ehm if you don't have a proj on itch ja
btw the first time you make an item it will be a draft
after saving and refreshing the page you can edit it and set it to public
once it's public go back to the ue4 page and you'll get this
do they want usernames or real names of the members?
I'm assuming user name
I will be able to update the build after submitting this form, right?
it doesn't explicitly say that though
In your Submission, please include the full name and email address of each Contestant on your team and indicate if the work is 100% original or if assets were sourced from an online marketplace. All contact information provided must be current, accurate, and valid.
please do read the pdfs
https://youtu.be/OmVPr7XqNHE Well, I'll add a nice app icon and it's done for me ! ๐ I'll take some time later this week for some polishing, splashscreen and menus...
Screen recording of the first build of the game "A Jellyfish that counts" made in 5 days for the UE4Summer Jam 2019 [ https://itch.io/jam/2019-summer-ue4jam ...
Submitted,....
Get back to work Kuro
I spent the last two hours doing play throughs , bug fixes and polish. but yeah there's one or two things I'd like to add, but might let it go

I am 50% of your viewers.
lol
Sure I'll realize at 12:01 I disabled the input or something
If there's anyone with a VR headset who isn't rushing to submit their game and wants to play test for me I'd appreciate it ๐
Entering my polish phase now
I won't finish my game :/
@hardy rune do your best, and you can still finish post jam, it will still be a great achivement. ๐ Publish what you have so you can tell "I did it" ๐
I'm trying to change the game to fit
Good luck ๐
jams not only to be won but also to gain knowledge
i'm likely even able to clock it as work hours ๐
welp finally able to exit the game with a better control schema
I'm updating my porfolio prior to job searching and game jam like this are VERY VALUABLE , even failed

idk how my guidance councilor wants to flip this because i took the past couple of days of as part of my vacation. but prolly cause i need to write a blog etc he recommended that i change these to training.
<- work in finance
how dis related
games have built in exit? alt+f4 ๐
I forgot to disable the debug quit on mine before submtting, I'm on the fence about whether to fix it. I always set the option key on the controller to quit the game while developing
I'm done, going to bed
Think I have a chance to win this one, perhaps a finalist or special cat - though I am by no means confident
Looking at submissions, I see there is a hitchikers guide game, and a sonic remake, both made long before the jam...
Good night @oblique cairn , let's slash some Corgi !
do need to model it still doe
Yeah guys, I'm retiring from the jam
Me too, lasts edit are done ! Time to sleep (Just i dont plan to win this jam :p )
fuq uv unwrapping doe
thanks for the help and support
Can you update you info after you submit? I just need to drop in a link
I thinks updates are blocked after deadline until juging
I just have the submission page all filled out but I canโt put the YouTube link in
But you can still work on it for yourself and update the game page on itch.io
Just dont remove the version you publish during the jam
Yeah but Iโm specifically talking about just the gameplay video link directly in the submission. Can I edit that form again in the next 30 minutes?
You have 1 hour ๐
Does 32bit vs 64 bit matter?
Iโve been up for 35 hours Iโm at half speed
Give them the youtube link, even if the editing is not finished yet the link will still be the same tomorow
Not going for under 100, just want it to work on everything
Gotcha thanks
Yeah I asked the same earlier. Many were recommending both
One game I upload with both have 170 dl on 64bit for 40 on 32 bit,...
I'm gone ! Good luck all !
When do they announce winner? This thirsday
200 entry ? Dont expect until a week or two
Ok. Just wasnt sure as it didnt really say when winners were going to be announced. And I wanted to be there during the livestream if that's what they were doing
so deleting the file and uploading a new one on the project is enough to update the submission?
I think yes
quick arse model
That's a weird arse if I've ever seen one
Got my project submitted ๐ Feeling alright about it
Wish I tied into the theme more but I wanted to try something more of the metaphorical make it count than literal
@wet rivet the link?
If you've got an oculus device https://itch.io/jam/2019-summer-ue4jam/rate/467598
Or vive may work haven't tested
My submission: https://itch.io/jam/2019-summer-ue4jam/rate/468394
https://www.youtube.com/watch?v=pfmK7apdiCU
The sun is hell! Hide in the shadows. Download: https://hrwa.itch.io/make-it-count Created in 5 days for the 2019 Summer UE4 Jam: "Make It Count". Music: htt...
4.30am i can barely see ๐
Anyone got recommendations for a video editing software?
I need one that can pretty much just cut, paste, and put on audio
worth it
Got a game published... YAY.. https://itch.io/jam/2019-summer-ue4jam/rate/468163
@amber latch the only mandatory thing before deadline is actual game build submitted to jam. The page and submission form can be edited anytime.
k final build tossing out now
awesome
20 min left. 176 entries so far.
been awhile since iv seen it go past 200
still weird how the attenuation of the character is not working
oh well
hmm not sure what to do, already 6 and should work in 3
finally posted https://itch.io/jam/2019-summer-ue4jam/rate/468491
keep you busy for few days shadow
Now I got a new game idea for this concept .. "During game jam ever seconds count"
is there anyone to get an extension? mine is uploading right now but it is taking forever T_T
anyway*
217 ๐ฎ
a game where you try to make an upload go faster as midnight approaches.
20 sec
Omg Just made my submission with 47 seconds left on the clock
10
222
I can hear the cries of the pending uploaders
It will change though.
i am a pending uploader and i am sad
...
I gonna start playthrough tommorow as always ^^ but this itme there iwll be something new
i made a bot that let viewers rate the entries i pla yxd
play
and i will add the score ot the list
twitch?
so i hope oyu guys come to rate with me
Where can I view the list when your done. I would like to see how I did ๐
if I have time I might even join
cool
Victory GIF. High-five everyone! ๐
ill be watching it shadow โค
@gaunt copper When?
Just followed ๐
YEs other new hting i plan to use Google Sheets this time ;]
u got it... if i am up
We should start to put Shadowriver references in ue4jam games.
I did!
so anyone can view it
oh my god that was the most stressful 5 minutes of my life
Oh hey Rhys I was about to try to find your name. What was the name of your game, I would like to give it a try.
||One of the dogs in my games leaderboard is called shadow || <- shadow river easter egg in my game
fixed the sound in the last 4 min
@gritty beacon me too we package the game and reflections didnt work
Its โlast day in the parkโ Iโll get the link for you
needed to package again
still hate not having a custom icon and "unknown publisher" triggering windows warnings
@balmy jacinth https://itch.io/jam/2019-summer-ue4jam/rate/467598
ahh it required VR?
Yeah I may make a non VR build in the future though but Iโm wiped out
I think I probably put in 45-60 hours
now that this stressful time is over, are we allowed to edit the submission and correct typos in the description? obviously not uploading a new build
It looks great, its what I am most looking forward to trying, I might borrow a friends oculus and try it out.
I was really happy with this jam, I learned so much about 3D modeling, animation, AI and VR
I learned a ton from this jam as well. Had a blast.
Once I get the energy back Iโll probably do a port of it to the oculus quest
And make a trailer
i need to get my vive back this weekend or sum
Thanks for the excitement everyone, can't wait to try everyones stuff. But this guys ready for a shower and sleep. I smell like adrenaline
lending my gear out to a pimax owner... those don't have controllers/light houses yet.
@gritty beacon yes.
222 entries, wow!
๐ gl reviewing
I think our game had one of the deepest logic
remember when it used to be sub 100 and it took a long ass time back then
FYI if you had submission issues in the last minute, DON'T update your game jam build and send an email to community@unrealengine.com with your itch.io user name, and the name of the game.
I replaced the build before the deadline was over, that's fine, right?
๐
Yeah absolutely
I think our game had one of the deepest logic and story
https://img.itch.zone/aW1nLzIzOTQxNzUucG5n/original/ZhOP9H.png
If the game wasn't uploaded prior to the deadline, there's nothing I can do unfortunately
editing the game page (not the submission) to add text is also fine as long as the build doesn't change?
Are we able to DM you guys a link to our trailer later on in the week for it to go in the reel? I didn't get around to having time to make one yet
also, I replaced the build after doing the submission, but before the deadline, did it properly record the new one? how do I check?
well the itch page has the new build, but I don't know if that is the one used by the submission
@tranquil matrix .. if we submitted game in time .. but couldn't add a playthrough trailer .. can we add it later?
@wet rivet Yeah, send us an email to community@unrealengine.com with the title "2019 Summer #ue4jam Trailer <name of the game>" and include your team name as well
Cool thanks ๐
Appreciate if it's 30-60s long, otherwise we have to cut ~45s and you don't get to choose which 45s ^^
Yeah I was too tired to mess with editing some stuff together 30 seconds or not
This jam is like exactly what I needed to get me back into game development, recently I've been feeling pretty burnt out on my main project
I might keep up doing small games instead of trying to do a large project trying out new mechanics
Sometimes the best creativity juice is to do something completely different, or not do anything creative at all
in all honesty think that this is my most completed game to date... apart from maybe 1.

@keen crown but what about icon?
i mean the icon for the exec itself
i have the standard unreal one now.
wanted to alter it
does it not display the special categories you checked on the entry page?
It was fun. Had to set a pretty limited scope to make all the art and have what is technically a full game in 5 days.
Have you guys seen "Pencil Heart"? I really love that teams take on the theme
@keen crown what?
oh did you add anything after the submission
I switched it to free from paid so it would show the download. Last update to the file was at like 11L15 I think
11:15
@keen crown Why?
I am sad ๐ my build finished just 2 minutes after closing ๐ Anyways I will be downloading and playing rest of the games soon will give feed back on the comments cheers !๐
damn cant download 57mb in icthio
good luck yall
When will we know the results? ๐
They are gonna be playing for a while with 222 subs
My game is going to consume some time if they try to beat it
lol
i can tell you few of those entires are probably invalid
i heard
I saw some weird file structures
people resubmit old entries
wat
the last jam was 2 entries that was resubmits
lame
yeah a few aren't unreal, a few are games they have trailers for that are months old
There's a few that look pretty polished though
I put on just enough polish to stay under 100mb
https://karl-emris-jones.itch.io/sonic-4-episode-2 wtf is this?
probably have plugins and stuff i didn't need, removed like 100-200 megs before.
f the awesome 222
ayo, i would have liked to add more information to my submission but i was cutting time suuuuuuper close. If i edit the submition I wont be removed from the jam or anything ay?
Weird that I can still edit the build files. Last time it explicitly didn't allow it via UI.
https://mad-mushroom-games.itch.io/moonlight-maze final version , finally done
It's weird, when I package the game using the "Development" build configuration, everything works as expected, but when I use "Shipping", then the controls in my Pawn aren't triggering. Have you guys encountered that before ?
You might be relying on something that is removed from packaged builds.
err from shipping builds
Not sure what, there is nothing special in that Pawn. I'll need to check exactly what's the difference between those 2 configurations (I don't know what UE is doing, but I observed that the package size is 40MB bigger with dev build)
Kind of similar I was using the debug light of the widget interaction blueprint so I had to package in development
Oh, is it because I'm using a plugin ?
I had something like that happen with one of my original mechanics stopped working with shipping mind you I think its because it relied on an unreal command or something, had to take it out ๐ฆ
Oh, could it be because I'm calling console commands to set video settings ? That has nothing to do with Pawn but... ?
dont see setting video settings messing with it lord knows ๐
yo whats the must plays
So I miss my window. But if ya'll want to try out the game you can check it out here. https://jvthewanderer.itch.io/get-to-the-train
I've heard that this one is kinda fun https://itch.io/jam/2019-summer-ue4jam/rate/466073
Of course that was just me talking to myself
@pine fulcrum https://itch.io/jam/2019-summer-ue4jam/rate/468143 personally I really liked the concept of this one
low key though if you've submitted something yall should link it now
I've submitted something: https://nxgen.itch.io/once-upon-a-timespace
Didn't have time to implement what I wanted but at least it's a game ๐
Well shoot can't argue with that: https://itch.io/jam/2019-summer-ue4jam/rate/467598 mine is VR
@desert coral I love the colors on that, imma download it and give it a shot
@wet rivet Yea I think I spent too much time on the style and not enough on the gameplay ๐
Mmm... sprite based RPGs.
https://bohrium.itch.io/the-count-of-schwarzburg
Well, good luck to all of you guys who have submitted. Have a good night !
since people are posting their stuff, here's mine
https://itch.io/jam/2019-summer-ue4jam/rate/468521
Apparently if you make changes they don't show up on submission page
nice
very interesting concept
got some brain melting time travel puzzles
I was able to edit the submission and fix typos and stuff
As long as we're all pimping our entries ahem ahem https://itch.io/jam/2019-summer-ue4jam/rate/465904 cough
Nice, I thought that the detail from the game would auto-update. Didn't realize I had to edit the actual submission.
I'm confused about something. Earlier I was told uploading a new file to the project would change the submission but when I look at the submission time it never changed from the first upload.
Does it not update?
Submission time is when you pressed the submit button for your project to the jam
Ok, I'm just worried because there were a lot of updates in that two hours
file upload time is apart of the games itch meta itself
oh did you make an update to the project post dead line?
at the same time itch is kinda weird, structurally speaking
It doesn't make it very clear
I think the file it shows when you view your submission (not game) page while logged in is the one that counts
a featured playthrough on the June 13th live stream?
Like next year?
or was that a copy and paste error?
to the guy who made the 3d knight on the horse with the funky animations , what your game called ? it looked really interesting
๐
Will I Survive is a short exploration game featuring an AI exploring the remains of a post apocalyptic world, trying to find out what happened to every one. ...
It's supposed to be my game jam entrt๐
@sleek rivet @gritty beacon my twitter reply did not mention GL ๐ soo good luck on the jam
here is Allar playing your games
and GL to everyone
@desert coral yo what
two trees man
theres two trees
and no space
timespace
is fucked with trees man
A lot of submissions to this game jam
Around 40 more than last time as far as I remember
Here's mine: https://ogniok.itch.io/warriors-and-tactics
Congratulations to all who survived the jam)) https://realdude.itch.io/count-me-in
As the manager and the person responsible for the level/scope design of this project, I would like to say a few words about this project.
Our game is very high on the narrative, and meaningfullness of the decisions that a player has to take, with even some easter eggs thrown here and there.The Last Confession is an innovative take โon the theme of "Make it Count" in many ways, some subtle .. some very obvious.
First is the plot, you have the one last chance to confess: I was aware, that many of my fellow devs taking part in this JAM would go for a shooter type game, because of the cliche plot of a character who has only 1 bullet, and he has to defeat many enemies or hit multiple targets with just that. So I pleaded my team to not do what everyone else was doing ... and to think out of the box.
The Second way I implented the theme of Make it Count, is that each item is important, you have to make use of each and every item.You start empty handed, and you talk to NPCs, and go through their quests .. to gain an item. And no item is throwable or useless .. and is required to get the final ending (win condition).
The Third way we ended up implementing the theme is, I made a small no of 3D assets and placed them in a way that make sense, and gives you a feeling of a actual town. As you can see from the layout.The art style we went with was non-photorealistic aka stylized style. 1 Tree, 1 bush, 1 grass, 1 House, 1 stall, 1 color for terrain, etc
The Fourth way to implement the theme was that each and every character has a meaning to his conversation. Like in an actual town, there are strong bonds between the characters, and talking to almost every NPC opens up options for some other NPC, which is required to complete the game. In short, almost every NPC (and talking to him) counts!
The Fifth major way we implemented the theme was, that given that neither me or my partner Andgeno knew how to animate characters at all, then how to make the characters come to life?
I planned for expressive sounds like 'hmm', 'sigh', 'huh', etc .. that are character reactions to play that role. Given this was a jam, we didn't have time to record long dialogues for it given that we were heavy on text.On this part I would like to thanks the following members of my team: Ninjamin (Stave Dankerson)(Background Music & Male Voices) and his roomate Zoe Foster(Female sounds) and special thanks to Wister (who had to quit midway due to a family emergency) for getting together a excellent soundtrack.
And when Andgeno, who was responsible for coding into blueprints everything on his own (since I don't know how to even properly move around the camera or place objects in UE, being completely new to it)... added the audio assets to the game...
It breathed a sense of fresh life in all the ragdolls. The ragdolls, ended up giving a feeling of how tasteless and colourless is life when you are helpless in a romantic situation.
Of course the project is not polished in some ways, given it was only the 2 of us (1 for art, 1 for blueprints alone) for the most part of it, after 13 people joined the team and disappeared without doing a single drop of meaningful work including the person in whose team me and geno had signed up to participate in our first jam (we are strangers to each other)...
And top it all of, my own internet stopped working when 6 crucial hours were remaining for the the jam to end .. and we barely managed to submit .. with 2 minutes remaining on the clock.
I believe afterall, we did a very good job, and I appeal to the Judges to consider these points in their final decision.
We will post a polished version of the game in the coming few weeks ๐
I be start streaming around 8PM CET
Folks, I am updating my game jam submission, both 32 and 64 bits. There are a few bugs I was trying to resolve. It will be ready in a few minutes.
I also need to upload a video of the gameplay for showcase at the UE4 awards livestream.
Just wanted to say congratulations to everyone who submitted a game to the jam. ๐
Looking forward to checking them out!
We're so excited to play your games ๐
I am so excited to watch you all try them!
@copper carbon make sure to play all of them...(except some weird entries, like sonic 4)
Good, because mine is weird ! => https://itch.io/jam/2019-summer-ue4jam/rate/468172 :p
@copper carbon it's actual sonic 4, from sega
Congrats to everyone who participated and those who didnโt get there submission in on time Iโm still proud of you!
I would like to say thank you to everyone who helped me in chat and those bold enough to ask for help with question I was afraid to ask.
If anyone wants to give me any feedback on where I should have spent my time these last days I would love some feedback. This is my first game ever so I would love to know anything I could improve on.
@ionic yarrow your game is scary
What's the purpose of putting batteries in to house?
the batteries and the stars power the dome that protects the house
@compact cedar - I'm super honored that you played my game all the way through. I wish I could have done a breakdown of the final score. to show you that everything you do subtracts from the love you give your pup.
in most cases your final score will be negative
also you can also just stay inside as long as you want and the world will move on without worry. Just like in real life. spend some time with your loved ones... the rest of the world will keep on turning.
This was my first jam and i did not actually submit something because it simply run out of time. I did no prep work before the jam (and started only on sunday) but i noticed alot of my time went into making and debugging basic movement and stuff. So for the next jam i thought of pre-creating some blueprints for movement and you know some of the basics. Is this something you people commonly do and just have some generic logic ready to go?
Can we add another download to our project page and it not affect the submission? I want to add a version that includes prerequisites.
Starting my summer #ue4jam 2019 submission playthrough marathon, where i gonna play all 220 submissions ^^ This time you will be able to rate entries with me so hop in, the more the better ;] https://www.twitch.tv/shadowriver
@final arch some people managed to pull the game in 2 days...if you missed few hours after deadline, you may add the game to itch and PM epic
@gaunt copper What entry was yours?
Single bullet
Sadly main menu RNG got broken -_-
@compact cedar I actually have a lot to the still, my day job kinda got in the way
*to do
@final arch well, we lost a dev due to his work for a last 1-2 days too -_- and he was our network expert
so Shadow had to figure out it himself
Yeah Life does that, getting in the way and stuff
ahahah
Still had fun though, did more in those 3-ish days than in weeks just because of the urge to submit something
I uploaded a new build today, and it's showing up on the submission page too, what's up with that?
shouldn't it only be on the game page?
I'm not sure. I'm worried that it only takes the version of the file when you hit submit.
weird, I thought files should be totally locked
in previous jams I wanted to add a "post jam optional updated version" but could not
perhaps this is now permitted, and they check timestamps? Could be a mistake though
Idk, I submitted 2 hours early but updated the project a bunch and the submission time never changed. not knowing how it works I'm worried it makes a copy when you submit on the jam page. I would like to have some clarification. @tranquil matrix
https://twitter.com/immiddlle/status/1161701027986497536?s=20 our game, finally found some time to make a tweet ๐ was destroyed yesterday
Our Summer #ue4jam submission Crab's Tide, feel free to play, hope you all like it https://t.co/r3MEGREdoI, ty @mazar_3d for awesome job on the assets and characters . @UnrealEngine #ue4 #gamedev
So can I add a second file then for people who need prereqs and it won't affect the entry?
Apologies folks, someone informed me another vital bug in Kamikaze's release. The game refuses to launch and I think I may have an idea why. So I am fixing that now.
@copper carbon sorry to poke, are you aware of how this itch submission thing works?
@tranquil matrix same question
@compact cedar What's your question?
@analog walrus Give me a link to your submission
@tranquil matrix sorry again, the discussion above, about ability to reupload the files after the deadline
There's no possibility of uploading a build after the deadline
only to add new ones?
If you uploaded one prior to the deadline but wasn't able to fill out the submission form, we will take a look at it (and if you're in that boat do NOT update your build since it will invalidate the timestamp for your previous submissions that might have been within the submission window)
Once the judging period is done, uploads will automatically open up again
"submitted 2 hours early but updated the project a bunch and the submission time never changed. "
"Zeblote: I uploaded a new build today, and it's showing up on the submission page too, what's up with that?"
Give me links to your submissions plx
I've never tried to update a build once submitted, so I might be wrong here, but I think you need to re-submit your new upload for it to be the one that gets put in our judging queue
this should have a build from just before the deadline
As the host of the game jam, the list of submitted games works a bit differently from yours
but for me it shows both that and the one from today on the submission page
That would have been great to know. I uplaoded my final build at 11:15 and there was a lot of bug fixes between then and the first time I submitted
using butler, the submission seems to point at the latest file automatically
@tranquil matrix Is editing the submission itself okay? I updated the controls descriptions today after the deadline. Hope this didn't mess up anything
@tranquil matrix how do I see which build has been put in the queue then
@oblique cairn maybe that's inconsistency of api on ITCH side?
I suspect it is because it keeps the same filename
hey, looking at my "edit game" page, the file section does not look locked...
That sucks if that's howit works, my first upload was a buggy mess
This does seem different to previous jams - before I could not upload an extra file, and I just uploaded something to test
@tranquil matrix I think something has gone wrong (though, I could just be misremembering)
well if it doesn't update the build for the queue when we replaced the file before the deadline, that'd make this whole thing pointless
because most people did that
(or the process has changed intentionally)
especially since you encouraged people to make a submission early and do just that??
Yeah, if that's the case I'm pretty peeved. Everyone said the opposite was the case and it would update until the deadline
I think even if there is some kinda issue, it should be easy for judges to see upload date, and pick latest upload before deadline
doubt this will cause any real problem
I looked into Zeblote's page and compared it to the builds that we have in our queue and the one prior to the deadline is the one we have. Same goes for @analog walrus, I can see the last build you pushed before the deadline was over.
nice, you have the one with CL265?
Yes, not 8
as long as it's not 264
because that one is broken
so I uploaded 265 a few mins later but still before the deadline
@gritty beacon I don't even see 264

@tranquil matrix any1 at epic using VR to make stuff, i seen the VR edityor for lvl design and seq, but are some pp like actively usin that?
I pretty much only work on VR/AR projects myself, but I usually have the locomotion scheme at runtime that I need to inspect my level design in VR so I rarely use the VR Editor
The VR editor is used a lot within certain verticals (virtual production etc), and I know a few level designers that likes to use it. But, it's mostly for validating your work, no so much for long editing sessions.
oh hey. it's been locked
i guess its hard to beat mouse/kb
@gritty beacon You did not have that before?
no, that's how I was able to upload the 268 with the bugs fixed
Heh
I double checked the times that were set, and they're correct
thought it was intended to be open so we could put new builds for players without updating the one for the jam
it wasn't locked a few hours ago
@tranquil matrix Can confirm, it was not locked 10mins ago, it now is
I just uploaded that yen_alt.jpg to test
(10 mins ago, I now cannot upload more)
YOU GOTTA BE KIDDING ME!!! I REALLY need to fix an urgent bug on my game! People stated it wont even run on their computers and now I can not even fix this anymore!
What in God's fuck Epic!
@glass fossil even if you did update after the deadline... it would not be judged
@tranquil matrix will notifications be sent out when the judging is completed or is there a date for that? Hate to be a bother and babysitting the idea.
Why would it not be judged?
@glass fossil itโs stated in the rules
this is a bug/mistake/problem-with-itch, not a free pass on the rules
only the build uploaded before the deadline is judged
new ones are just for people who find the game on the internet
So then what now? They just work with a project that practically crashes on startup?
@glass fossil you can always update you game page for public version but you submission delivered late will not be judged.
I have already submitted the project before the deadline
@glass fossil thatโs what I assume. Part of the jam was to have something working by the deadline. You can ask them to look at an earlier build if thatโs the case
I just need to update the build to make it run and not crash on startup.
They can not judge something that does not run.
whats ur submission, ill check if i crash ๐
Damnit. I hate Datasmith! Stupid enterprise tool complicated the cooking process and sabotaged my jam submission.
in good faith, people will trust your initial submission was proper
only real solution is to get a couple of people to test it a while before deadline.
Though, if there is a workaround people can do locally to make it run (like install datasmith libs?) that can be added to instructions post-jam
but people could also try to make dummy builds that don't run properly to buy some extra time
i had to fix package errors for a marketplace asset ๐
What can they trust? It does not work. It crashes on start and now none will have a chance to play it.
i think you can update your itch page
@glass fossil lol you must try to understand. Thatโs like me competing in a race and then the race ends and I say โwait can I still race? I forgot to run when you said startโ many of us tested our submission on multiple machines ahead of time. I even made sure other machines could play before I even submitted
yeah mine says uplaods disabled now
@glass fossil I'm curious tho, you didn't actually test the packaged version at all?
That makes me feel better
or just make a new game page, and put in description the link of the non crashing page
I mean, I guess it's good lesson to learn for the next jam but sucks alright
It slipped this time around. Usually I test the packages, but I had to submit the game before deadline. I uploaded around the last minute.
@small fern you got it finished?
nah
Had a hard time fixing the other bugs already as is within the project.
heh
Especially with AI.
@glass fossil you should still be very proud and itโs a good lesson learned. I am technically proud of you for your concern and effort .
I really loved my idea tho
i got a minimal viable product goin ๐
lol we had no time to test anything in the end either
in a previous jam, I messed up my mob spawner in the last few moments before upload, ended up with a "tower of wolfs" that would destroy player. Kinda funny, but totally broke the gameplay
was gunna quit cuz i had to work, but in the end i just used 4 hours to rough my assets together ๐
The lack of a file lock is what had me worried
it was package -> archive -> upload asap
got quite lucky there are no game breaking bugs
i had a good laugh hitting the submit button again ๐
@ionic yarrow Perhaps... But if I had known this would happen, I would have not bother wasting my time with it, as was the case with last year's Summer submission The Veil. I ended up bailing out and removing my submission because it was in a bad state of playability.
I did not want the same fate to happen to The Kamikaze.
@gaunt copper
Must admit, I've not tested my game on anyone elses PC this time... If anyone has a Vive (or perhaps other steamVR or occulus headset), I'd love to know if it works: https://itch.io/jam/2019-summer-ue4jam/rate/467801
So much time better spent updating the 2D Top Down Shooter template instead.
@analog walrus what's that one called
sigh
I want to play it but I'm too blind to find it on the huge page
Put alot of effort into this one, have an adventure mode and endless mode
oh nvm. I found it
@oblique cairn testing on someone elses PC is probably something most don't do on jams
there's no time for that ๐
@glass fossil you can still upload to itch again, just wont count as submission
unless it's a multiplayer and each dev tests on their own computers
but I dunno if that counts as same
@small fern I've done it every jam except this one (my second machine, and getting a few people to try it)
Though, this time, it is VR
Looks nice choza!
@stable kiln No, I can not.
https://i.gyazo.com/dcccda7811a9aeeb38dd7ea7ea425905.png
good thing too, in a previous game, my game "Unscher" crashed on most PCs (think it was due to using early version of vulkan API)
@sleek rivet Thanks ๐
@glass fossil make a complete new page
Temporarily disabled until the jam awards.
If that is the case, I might as well just remove my submission and bail from the jam.
put in descriptio n of old page a link to the new1
can you even edit the description?
I've been editing the description so yeah
ah ok, just checking
Alright, how about Google drive?
Link the update on the description.
Will that work?
Oh! Shadowriver is starting streaming soon?
you could do that too
so, both win32 and win64 are unplayable?
he has already: https://www.twitch.tv/shadowriver
@small fern Yes. They do not load the map.
They either go black screen or silently crash on execution.
@gritty beacon Clarity of confusion.
yep
@glass fossil does the itch build work on your local machine?
did you forget to set the startup map ๐ค
eee I need to figure out why my controller magically stopped working
@glass fossil you did shipping build or development?
because if you got console there, you could just put description on the page on how to manually load the starting level with console ๐
@tranquil matrix Thank you. I was very worried. That's a big load off my mind.
curious what the actual fix was?
@oblique cairn No, it does not apparently. I am witnessing the same symptoms the few who tried it had.
@small fern I cooked the game using Shipping mode.
@ionic yarrow The judging period ends on September 5th (day of the winners announcement)
yeah, shipping doesn't have console :/
@analog walrus you're the dev of that ball game?
yeah
huh was there a mention here
Nice :) did you watch allar playing it?
No, damn. would have loved to see that. Did I get thrashed?
Doubt a console would matter since one can not even loading the game.
@gritty beacon I thought you wrere talking to me about the startup map, and realized you weren't
Check out this video "#ue4jam Nothing In Particular" http://www.twitch.tv/awesomeallar/v/466996570?sr=a&t=3714s
ah I see
oh se played some of the games
@sleek rivet Oh man, yeah I got to see that thanks.
should have finished then ๐
Wrong timestamp
I'll find it. Thanks.
I think it's the first one
I just realized how long that stream is
I found a bug in my first play through 2 minutes after midnight
He played it like 1h haha
Nope
@oblique cairn Check out this video "#ue4jam Nothing In Particular" http://www.twitch.tv/awesomeallar/v/466996570?sr=a
Dunno if he played your game though
that dude broke my game twice ๐ซ
I don't launch my game after deadline specifically to avoid finding a critical bug there.
I think this is perhaps the first jam I have wanted to play my game after, sure I can get further on "endless" mode...
Perhaps should have made some UI for it, and not reset completly upon death (could retry same difficulty of fight instead)
@sleek rivet Thank you soo much. I am falling out of my chair laughing watching that. It's gold.
Dangit, I got softlocks in my game. Seems to be only one fight though, which can be avoided. ๐
whats a soft lock ?
when you just screw yourself and you can't progress
ahhh
Oh man, he found a bug I didn't know about and broke the end
Alright folks, so considering my situation, it seems I no longer have to worry about the UE4 jam or its results. I will still upload the updated fixed version later however at this rate, unless Epic is willing to judge the working build and ignore the broken one, consider my submission and the 5 days I spent on this jam forfeit.
Enjoy the UE4 jam. I'm off to the bar.
I'm ot sure if he downloaded the final build or not for that playthrough
It is not yet uploaded.
He probably has the broken version.
Whelp, so much for updating...
No matter what I do, I can not seem to resolve this barrier.
I had Allar's stream running on the TV while I was working
turns out
I cant work whilst he is memeing on game jam content
hehe
Ah man nothing like a game jam to get me a solid 7 hours of sleep followed by a 6 hour nap
And nothing like playing through your submitted project and seeing a bug D:
That's supposed to say agility races, I naively thought I had fixed most of the bugs
We submitted our Epic Mega Jam 2018 entry 6 seconds before the deadline, without even making sure that multiplayer worked on the latest build
And our game was multiplayer only ๐
This year's mega jam, I'll try to beat these 6 seconds
these guys have you beat
haha
If it is not too late to stream my game and showcase it, please, please, PLEASE, give this one a chance. For any live streamers reading this.
@glass fossil BP nativization has always been iffy, it's not just 4.22
it totally depends on your content and what you do with the BPs that get nativized
some things may work fine but most people I know that tried that feat along the years have had issues with it
last jam I used nativization and it worked fine - but I have had issues with it in the past
Also, here is a version of my game that should work for rift users: http://chozabu.net/stuff/EdgelessChill.zip
(Thanks to @wet rivet for suggestion on alternate way to capture HMD motion ๐ )
I have one project where nativization worked just fine
and other where it breaks in all directions ๐
I guess this is one of the reasons why there are inclusive/exclusive options for nativization
yup
I tend to avoid BPs for anything but prototyping anyway
(jams go under prototyping)
I am happy with BP for just about anything not performance-critical myself
that is sure creative use of theme ๐
I really wanted someone to make a game that is a crafting/building game where you play as dracula and you're a craftsman. it could be call " Make it, Count" that was my original game idea hahah
@ionic yarrow taken.
@limber bear hmm...but link is broken...probably will scored as 0
well ya, it is a meme submissions afaik
@west wing whats taken? I said i wanted someone else to make it! does that mean it exists?!?! send me links !
omg i found it! yay someone did do it! i'm so happy!
hahah yes! not exactly what i was imagining but at least they used dracula and the name!
@small fern
@oblique cairn
Well that is the interesting thing about nativization. The same process I tried to use for The Kamikaze, I used for Valentide! II, including the Game Jam Kit offered for free specifically for the UE4 jams. Yet, Valentide! II compiled and run perfectly with full Nativization, whereas The Kamikaze compiled fine, but failed to run on execution.
@glass fossil what is the game jam kit?
@oblique cairn http://www.tomshannon3d.com/2018/01/game-jam-toolkit.html
it could break on anything really
I had my this jams entry (which I didn't finish) on 4.22 and I tested BP nativization on it
it did work for my content
I mean, I did actually playtest on the build
@ionic yarrow actually, the count is a craftsman here. Though the gameplay is about dealing with consequences of his own craftsmanship. So "make it" is different meaning. But still, it was close!
yeah i'm still super happy someone did it. This is actually more interesting than my dracula idea. It was thinking of a much more humorous approach
@compact cedar looks interesting! Thanks
Let me know if anyone has tried the Kamikaze.
And let me know what you think of it.
I found that about 5MB of build size is taken by DefaultBloomKernel used in one of the bloom postprocess methods. According to the tooltip, it's even too expensive for actual use in game.
@west wing yeah, we talked about it's removal few times here ๐
you can blacklist it from build
Yeah, and it doesn't work for me.
put PakBlacklist-Shipping.txt to your discord search and look for my comment
Yeah, tried that.
For some reason, it didn't work for me.
you sure you got the relative path right inside the file?
filename exactly like that?
folder according to the build type?
also do note that txt name only works for shipping build
I'll retry everything again, just to be sure.
@small fern and it does work. I'm glad I tried again.
My issue was I was using wrong folder, probably common mistake.
it is
that folder for windows builds isn't even documented anywhere
had to find out the exact naming convention by peeking into source code
docs only got android example
Also looks safe to exclude, it doesn't result in any error if you try to use FFT bloom in game, it just won't work.
I usually exclude most of the engine content
but that bloom kernel is the biggest file
this is what I had in mine:
../../../Engine/Content/EngineMaterials/DefaultBloomKernel.uasset
../../../Engine/Content/EngineMaterials/DefaultBloomKernel.uexp
../../../Engine/Content/EngineDebugMaterials/*
../../../Engine/Content/EngineFonts/*
../../../Engine/Content/Maps/*
../../../Engine/Content/MobileResources/*
../../../Engine/Content/Tutorial/*```
got 32bit 4.22 empty template to ~61 megs with that I think
I also exclude editor content on the packaging settings
My workaround until now was hacking the actual asset in engine by reimporting downscaled 128px version of it. You may notice how it affects the bloom by looking on my screenshot above: everything is blurry if "Convolutional" blooom is used in PP. Still, the intended solution wasn't broken as I thought, and it changes a lot.
@small fern Thanks for the list, BTW. The checkbox was never useful for me.
I think the checkbox removes all default engine content, like meshes and materials
not 100% sure anymore
I usually redo the primitives anyway as the engine ones don't have UVs
It also warns you that things might break if you use content. So I thought it should remove stuff like bloom kernel as well. It's a texture asset, and it's being used.
you can slim some extra MB if you also remove the skysphere
but it's not as huge as it used to be
especially the night star texture is tiny now
it used to be huge

don't quote me on that last line pls
@small fern just got that "~61 megs 32 bit build" too.
there's still room to slim it tad more
40 mb with upx compression of engine executable.
I switched to the forward render after the jam ended and mine looks much better with msaa. I suspected it would but didn't want to risk breaking it before the jam
Yes, except the plugin browser.
It slimed about 2 megs from engine built binary.
like, really really don't like it
It depends on the models for me.
issue with forward is that you don't get SSR with it.. if you need it
anything that has strong contrast and definied lines looks much better in my opinion
forward exists in UE4 only because of VR
nevermind
and ssr doesn't really work on vr
SSAO used to be deferred only in ue4 as well
but they added support for forward few versions back
@small fern I thought SSAO wasn't there anymore
?
I saw a build for it but it looked like it hadn't been updated
ugh, nevermind
I am really off today and mixing up acronyms
issue with unreals screenspace effects is tho is that they rely heavily on TAA to smooth the noise
this applies to SSAO as well
so it's bit noisy on forward shading if you don't use TAA
This TAA opacity convolution thing is pretty unbearable with low fps or on low dpi screens, to be honest.
When I want really crisp[ lines like for a 2D game or really defined geometric shapes that kind of thing is when I switch to the forward rendering
well, TAA and low refresh rate is poison
it relies on getting almost same data from previous frame
same thing if you got fast moving objects in the scene
can I link my old TAA vs MSAA comparison once again? ๐
Sure!
I want to see it
this is how TAA was on 4.15
and this is how MSAA was on it
that case is specifically made so that it fails hard on TAA
you get better results on current engine versions
but there's still some ghosting
probably yeah
this is TAA on 4.19
you can see they got rid of the bright ghosting but shadows issue is still there
so the model itself doesn't bleed anymore
The car is faster now.
sure there are some differences on the takes
I didn't have the original project stored since it's just a template
explains minor differences on the materials too
first ones had unlit material where that latter gif doesn't
but it does show the actual ghosting issue well
it only happens that bad if you got specifically noisy ground material there
like that one




