#game-jam-chat
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I'm just too sensitive to this
I spot it on every UE4 game that uses TAA by default
it doesn't take even a minute to see it on most
altho it does depend on the context a lot
anyway, this is quite offtopic already ๐
Terrible Anti Aliasing
@small fern after using your ignore list, excluding engine content checkbox started to shrink project by another meg. So it is actually doing something. With upx it's 36 MB. Though I'm a little paranoid about something fails to package with another "Unknown error" or crash the game, so I'll try to use some pareto rule on this overall reduction. Still, lost another 10 megs today.
ah, you should always test all the feats you use if you strip things ๐
I know I'm not using those things, so they are fine on my use
Yeah. By only removing bloom kernel whch I'm pretty sure is quite safe, without ticking the "exclude engine content" checkbox, without removing all plugins and without extended asset ignore list, it's only 3 megs bigger for me. So I think I'll settle with that.
@glass fossil why not on itch? also why 700 megs?
https://itch.io/jam/2019-summer-ue4jam/rate/468840 how did someone manage to submit after the deadline? 
So I cant seem to find the link, but yesterday some streamer said he was gonna stream the games and rate them with a google doc. Does anyone have that link?
@balmy jacinth this one? https://www.twitch.tv/shadowriver
yes thanks
np ๐
btw, if we used Soundly during the jam, do we have to write it up as assets created before the jam? Even when all the sounds were part of sound-design projects in a DAW?
how does those rules work excactly
I think so. I remember someone had a conversation with a mod that said you did.
I could have misunderstood that though
In that case, I better email a judge with some more info lol
couldn't hurt.
you can just edit the submission to add the missing info, no?
if that isn't enough what's the point of the edit button
I think that I'm learning just as much if not more from going back in and looking at all of the work that I did wrong on my project
Like I never did UV projection on my models, so baking lighting is a pain and I need to go through and do that
Along with saving multiple blender files at different states
And just better project organization
If everyone is posting links then i guess it's a good idea) So here's my VR entry: https://smvynt.itch.io/shipping-sheep
Yeah, the name is stupid by it was 6 am and i genuinely thought it was amazing)
I'd love to be able to plan ahead and take some time off for the megajam, are there any dates in the pipeline yet?
@zenith gust early November
Yeah I was guessing as much, question is would it start the 7th or the 14th ๐
nobody knows
What's the difference between the Summer Ue4 Jam and the "Megajam"?
MegaJam=bestJam
It is such a shame .. that our game works well in the unreal editor but some bug during packaging is tearing it apart
we even wrote such a good story for it ๐ฆ
Allar should do his "how to gamejam" video again apparently
Perhaps the secret purpose of UE4 gamejams is to teach people the importance of testing final production build
(on multiple devices)
yeah, this is like first thing you should do and do it daily so you don't get surprises ๐
that way you actually know when things went wrong if things don't work
gives more ideas where to start looking for solutions, instead of trying to figure it out at the deadline
(or notice after)
@solid abyss how does it break btw?
This jam has also helped motivate me to keep future games small - everything loads quicker, in editor and production, packaging (after first run) takes seconds, upload is no longer a long wait
there are no complicated physics at all ..
we are using the FPS template .. not even animations
it is more like a RPG, with static models acting as characters ..
the dialogue system+item system is the main mechanics
I'm happy that even with my dated knowledge about ue4 that i knew that if i build early subsequent builds are like a 10-100th of the time spend on the initial build
try playing it.. to know.. how it breaks:
I'm just curious what are the issues
i'm still bummed out how my car responds, but after rigging up the car 5 times i'm happy to got it driving.
and if you know solutions for them
physics on that thing only likes flat surfaces
vehicle physics is hard
default vehicles kinda suck in many ways, and doing it from scratch properly takes mote time you have on a jam
the wheels don't have verticle horizontal collision detection and if it's stuck... oh boy.
I've been tempted to use my existing custom vehicles and just listing them on used assets but been always too proud and tried to do them from scratch in new ways (so it'll not be cheating)
glad it sorta teleports straight up if it detects something isn't right... but only happens 3-10 times.
I usually come up with some prototype for the tech but no actual game ๐
i do think that the default physics for a vehicle work better than the WheelComponent.
next time, I might try to use that instead
more work but better results imo
I've tried lots of different ways of doing vehicles and hands down using stock physics is the best way to go. The wheel component is just too rigid and hard to tweak.
Most of the time you want arcade style physics for your games and so you get the best control this way.
tried many things to get the car to fall the way i wanted to when it was going at speed, but it was like a paper air plane with the cg in the wrong place crashing to the ground less than a meter away.
Did change the cg WAAAAY back and sorta worked... but caused a sleuth of other issues.
with the cg too far back, actually causes the wheels to auto rotate
Yea, i've done two game jams using scratch-built vehicle physics. My suggestion is to keep it super simple and just get a perfectly balanced box working how you want - all the secondary elements like wheels, visual appearance etc can just be attached to it then without compromising the physics.
if you're ok with https://www.youtube.com/watch?v=LG1CtlFRmpU kinda thing
A rundown of the general principles used for arcade-style vehicle physics using Unreal Engine 4 for the upcoming party combat racer Space Dust Racing. Dev bl...
When you add lots of bones using a skeletal mesh that's where you get big problems.
that can be done in like 1-2 days, depending on your understanding on the game physics
but that's not super good (doesn't have to be for jam)
^ That's the tutorial I was just about to link. Very good. Basis for most of my understanding of it.
well, half of the latter part are just straight up wrong for proper vehicles, but for arcade and quick fun, that works
it's well structured tutorial, mainly missing suspension damping
well, it's one of the best intro things to arcade vehicles
there are few others too but they have other things on them as well
Yeah, it is good, too bad they don't go into how they replicate that
these gdc talks are nice for arcade stuff:
https://youtu.be/Db1AgGavL8E
https://youtu.be/ueEmiDM94IE
https://youtu.be/3XXw-2EPlL0
In this 2016 GDC talk, Vicarious Visions' Jan Erik Steel & Patrick Donnelly cover how land, sea and air physics handling for Skylanders Superchargers was cre...
In this 2018 GDC talk, Psyonix's Jared Cone takes viewers through an inside look at the specific game design decisions and implementation details that made t...
In this GDC 2014 talk, Volition's David Bianchi revisits his experience taking on the entire vehicle design of Saint's Row: The Third literally months before...
RL thing is probably going to have least useful info for quick gamejam purpose, but basically the key thing to take away from the first two is that you don't have to animate everything with physics if you want to keep things in control
A good phys system allows you to procedurally animate a lot of things
the cars flipping over is one of the things the space dust racing tutorial totally hacked with COM under ground (which causes other issues like vehicles tilting on wrong side on cornering etc)
but if you apply side forces at the COM level itself, it never tilts, so that's not an issue
no need to implement antirollbars (which is what more simlike things do)
I adressed cars flipping over
Am I still able to update the game? I watched the streamer play mine, and what he was playing, wasnt what I submitted. So am I still able to make changes?
by fllipping em back up
@radiant badger you can't change the original submission anymore
but you can update your itch page with the new build, its just that epic wont be playing that one
last year it wasnt IIRC
Ok thanks. I hope the proper files were uploaded. If not I'm gonna be so mad
but you will find out quickly when trying to upload
this seems to be a common theme on this jam :/
Or any game jam really
can't wait to have my shitty timelapse ready
Well even if it is the wrong file, I realize that I'm the only one to blame. I'm not being a poor sport, but I would be mad at myself
Holy Drives
drives for pagefiles?
250 gb pagefiles ?
used to do pagefile drives but they be dying
seems i've found what has been ticking in my pc too
f E:\ drive
man fu seagate
I like how the 250 gb pagefile is 10 gbs
250gb ssd
oh no have multiple windows instances
I just have multiple computers for different os ๐
this one is more or less only intended for gaming but since my main windows client takes like 10 minutes to boot and this one 20 seconds.
i sorta stopped
now I feel like I am suddenly not cool anymore
mine is a laptop tho
I got bunch of backup drives and 3.5" HDD dock for them tho
:/ wish i could hook up the other 10-15tbs tucked away but half are suffering from bitrott anyway
I just swap those internal drives in place when needed
or ... like 60% of my seagate drives, damaged sectors
I have tons of storage drives here, just don't keep them spinning as I don't need stuff from them most of the time
should prolly go with iron wolves soon instead of barracudas
I recently got a phone with 256 gb so I can use as a portable hdd
and how I view it, some backup drives are better to be not hooked in anyway in case of sudden events
oh, seagate ๐
lol
I've got like 90% of failure rate on all my seagates
and I've had like 10
type C transfer is faster than all 3 of my hard drives it aint fair
ye
now mainly getting WD's but have few failed on that too
Well good luck everyone and great work. I'll try again next jam
nothing like seagate tho
heck my 10-15 year old 1tb toshiba drive still works even if it has been ticking for years (and already has been backed up)
but so many old school things on it i still want to use ever so often
well k can buy an 480gb ssd for like 35-50 euros but still
rather get 2-3tb for that price
@small fern could always try for a sshd
I got 2TB nvme for the next build
sshds are sorta dead though
I never saw the point of them
sorta faster but not by a whole lot
HDD speeds are fine for storage, I have no issues with that, can just use SSD if I need speed
True, but most motherboards and cases dont have room for 6 nvme drives. And I havent seen many with 6 ssd slots
just 8gb for caching the spaces allocated.
the issue with HDD's is that they almost always break at some point
@radiant badger new AMD ones have 2-3 M.2 slots and you can add pcie card that hosts multple in addition
I like my sshd a whole lot better than my non sshd
I guess they are useful for laptops when doing 5k rpm instead of 72
but you could just use sata too for the storage
@small fern now see I wasnt aware of the pcie cards than can hold them
some motherboards even ship with those cards
those mobo's cost like fortune already tho ๐
When is the next ue4jam?
I still have the intel Optane 660p from last year's mega jam, sittin in its box
waiting for me to get a tower
last year MegaJam was in november
ain't there one monthly too or did they stop doing thos
anyway check the forum once in a while
i'd suggest
there hasn't been monthly jams for years now?
Jams get stickied
or twitter, or the ue.com/news
4 jams per year
Awesome. I'm gonna try again then @small fern I doubt I'll be a finalist since I f'ed up. I submitted the wrong file, so its buggy
๐
good luck ๐
welp shows how old of a ue4 user i am no
Alright well I'm headed to bed. I'm tired ah lol
jams are good for learning engine stuff and learning to work with folks
I agree, it is taking part that counts.
Unless I win. Then it is all about the winning ๐
Next jam I will try and join or form a team - it's really fun working with people who have different skillsets, being impressed by people who can do quickly something I'd find slow/challenging - and impressing people the other way round
But I do also like the reduced admin of working solo, not having to have any concern about merge conflicts or locked files, having full creative control
Though, Solo does also mean more testing (a team automatically tests more to some degree by virtue of several people working on it) - and no-one pointing out some ideas may not be so great
I've been meaning to join a team for a jam the last 6 times I took part probably, but never really got around to it ๐
more or less only going solo now is since most are not always that... available or up for it I feel. and reduced hassle i get enough of at work is great. Do think that I will never make something great solo myself but hey learning new things. Finally after years i got the time to properly dive into blender. which is great since cinema4d r12 was doable (and is still is a smoother workflow than blender ever will be) but the file formats are so out of date it is laughable how some still works.
unity works fine, but ue4 can't use my files all too well because of the lack of smoothing groups
Used 2.8 this time but did have to switch from industry standard to the blender format
Missing functionality is a bitch
(certain hotkeys or menus are not accessible)

blender 2.8 feels weird to me. Lots of the "weird" things about blender I have become accustomed to are now "normal" - how I would have expected blender to work when I first used it
I think it is better, but will take some re-learning
you could always set the old old hotkeys of 2.7
even if the layout is different
also https://www.youtube.com/watch?v=VtUQNMV50Hc helped me a lot
Blender 2.8 tutorial, showing where all the major functions are and the biggest changes. Get the keyboard shortcut cheatsheet: https://mailchi.mp/ef5b15a3204...
but this follows the new 2.8 input standard
I saw the option for old hotkeys/input, but think it makes sense to use new setup - seems like I will prefer it once familar
video looks handy! Thanks ๐

its feel weird at the start , give it a couple of days its way better then 2.7
one thing im not a fan of tho is how they replaced the space bar with f3
๐คฆ๐ป
I liked it on tab with industry standard
Real programmer autofil in mind
But hey you can always switch it
Great video for Blender, I tryed to use the 2.8 for the jam but it was to much changes for me, but it convice me to try harder now ^^
Just for the collections... โค
Yea I tried 2.8 for a week or so before the jam. Wasn't a huge fan of some of the UI choices. Also, a plugin I use didn't work how I wanted with the changes to grouping, so opted for 2.79 instead.
guys , any idea if there are streamers playing the games we made ?
He's done 22 so far
He's got a really neat viewer voting system too
So you get feedback from other people
oh yess , he played my game
Which game did you do?
moonlight maze , the black and white puzzle game
thank you !
He gave it a chance to win I think
Ah, nice:) I made 'Make Me Count', tho it's a 4player local coop so I can't really recommend it for playtesting:>
Will have to record a video for the gameplay so I at least can show it off
yes , please do that.
I'm very curious to see the results of shadowriver playing my game, and the user reviews - will be a good motivation to develop further if it goes down well, and good reflection if it does not
his streams have always revealed problems in previous games - technical or design, I think I've learned from them and this should work better
@oblique cairn Which game was yours?
hope he does not get stuck in the floor, then float of sideways....
@analog walrus https://chozabu.itch.io/edgelesschill
much harder to get feedback on VR games, but a couple of kids spent much of my last dev day playing it, then fighting over who gets to play
but both new to VR, so they may have been more impressed by the system than the game
YEah, I'm hoping VR picks up this year after Iron Man and a few other games. I'm not ready to jump into VR where it is right now.
I got a vive to work on VR games.... then got so distracted playing VR games my productivity massivly dropped
Looks interesting, I'll play it in a bit. A third of the points for the jam come from visuals and you get nothing if you didn't make them. That's a big handicap going in.
Gorn, SuperhotVR, To The Top, Jet Island and a few others are really fantastic
Gorn?
oih nevermine
there's two games with that name
and I think of the other one first
@analog walrus I think level design, procedural animation, some materials and various other bits should happily count towards visuals - though I agree, will be unlikley to get full marks
despite using an assetpack for most meshs and materials, I still probably spent half my time on visuals
I did a full playthrough of mine and posted it since the levels seemed a lot harder for people than I expected them to be. https://youtu.be/1jK0LtOxj_o
Play through of an updated version of the UE Game Jam entry taking two paths to victory. The long way and a shorter way.
final level of my game is fairly brutal... kids testing it could not finish ๐
I'm slow at art work. I tried to team up with an artist and they all backed out at the last minute. So I went simple as I could and focused on mechanics.
Still ran out of time at the end though from tracking down a self inflicted bug.
I also have a "hidden" (unfinished) level in my game, if you climb the walls in the menu level
what was your bug?
Cool, yeah mine's the same there's the obvious routes and then others
I spent too much time getting the highscore system working but I think a lot of the draw for a game like that is bragging rights so felt justified
Found a bunch of bugs though right after the deadline, once the pressure was off.
It wouldn't let you win the level if you took over 24 minutes
and the visual timer reset to zero at 245 minutes
24 minutes
The way it always is ๐ day after deadline @wet rivet let me know my game was bugged on oculus, and even suggested a very effective fix
It was a stupid error brought on from the speed at which I implenmented stuff. I recorded a lot of the dev work it's a bit of a crazy workflow jumping from blender, photoshop, soundly, audacity etc...
I used timespan to format the text quickly for the high scores and timers
but didn't include days orginally
and fixed:
@analog walrus Looking at your game, thoughts are:
Pro: looks nice, interesting level of freedom, physics and mechanics looks solid, camera transitions are good
Con: hard to know where to go, and what buttons will do, looks a little samey, paper-thin walls could do with a little thickness
YEah, I've already ficxed a lot of that
THe walls were thin because I made a level builder and with them being thin it was simpler to implement
I made them thicker now, and witht he rendering changes it looks a lot better
@analog walrus have you removed the borders collision?
?
Yeah mostly, there needs to be some roughness to the floor but yeah it wasn't meant to be that defined
for some reasone the build I submitted wasn't using the UCX collision
it was horrible to control -_-
I really dont knw why
ball jumped on each tile
STill working on some things , but adding the stuff I wanted to and didnt have time. GOing to use the game jam level as the player training level and build a central warp hub for any number of levels and maybe make a level editor that can ship with it
I like the game more than I thought I would and it was fun to make so I'm going to go with it. It reminds me of the games I was making for fun years ago
I made a 2d game kinda like it for my kid to play on android a long time ago
@oblique cairn DO i need VR to play this?
@analog walrus visually i'd love to see floor tiles hilight under the ball, maybe area around too...if you know how to do that
I added a shadow under the ball and the area around the player is brighter now which was something I wanted to have from the beginning to make air movement and landing easier.
I spent no time on lighting before the deadline
i was hoping for some advanced vfx
it'll get there. I used the texture from the buttons for the particles in the jam to save time
I was just beat at the end
@analog walrus i'm talking about current updates, not jam submission
@analog walrus yes, it is VR RoomScale only (perhaps standing)
yeah, I'll spend time on those soon, I'd like to keep it defined visual but definitely some more eye candy. I didn't even work on level design until the last few hours.
@oblique cairn Ah, ok. I don't have VR. Is there a good one to get that could work with PS4, PC and Xbox?
I'm not aware of any that will work cross-platform like that
My kid is bugging me for one anyone and some of these Jam entries look cool. I want to check them out.
I know you can use the PS4 one on P C with some work
Valve Index looks like the cream of the crop at the mo
PS4 is what matters most to me
your only option may be PSVR then
Though, I hear it has sub-par tracking
still, looks like it can be made to work with steamvr
I read that too, but that was like two years ago
I looked at it and you had to tweak some drivers or something at the time but it was doable
@oblique cairn game looks cool. Gonna try it at work)
can use it on pc with some work and work with it on PC is not the same thing
YEs.
@leaden fog Thanks - there is a link to rift version in desc if needed - recommended over main download even with vive actually (fixes inconsitant height too)
actually skip the controller ๐
@stable kiln She has my old Dev workstation and a PS4 controller hooked up to it. She's good.
tried gettin the ps move to work on pc once, didnt go smooth
Right, I better go outsid before dark
There was a project out there for getting it working on PC. I'm hoping it's further along now
@oblique cairn I have Vive. So, sadly, no testing on Oculus
dont count on it, just get pc VR and u can do next jam in VR
@leaden fog no worries, I've already had it confirmed on rift, still recommend download at the top of desc for vive
Ok, thank you)
I'd probably still go with something that works with PS4. I know there are sets that work on both. If I was going to make something VR I would go for PS4 first. I just really like working with it.
ok, good luck
I just really like some of the design choices Sony made.
yea closed system is one of em i guess ๐
honestly, I liked that they were as cautious as they were. Microsoft made some serious errors when they implemented things and compromised a whole bunch of users.
true sony never did that ๐
Microsoft messed up all their parental controls and family accounts. Sony was cautious to make sure they could still enforce theirs before allowing crossplay, which they ultimately have allowed.
I mean they've both had huge mess ups.
Thanks.
gotta log, gl
I return to stream gamejam submission after community stream
hey did anyone perhaps use the new grease pencil in blender
cause want to see how to it feels in comparison to macromedia flash
๐ ๐ฉ and yeah macromedia, cause flash never really changed
@keen crown this is #game-jam-chat
ye was for the trailer
wanted to update it

add some story which i had in mind after having to change out the model. if i had the time and didn't crash on monday, i'd have made an sketched cinematic intro

Is there any reason to keep working on my jam project? It wonโt help my odds or anything correct?
What you submitted before the deadline is what is judged. Some people are taking their projects and refining them but not for the jam.
^ this, some try to make it into a releasable game.
Got it. Thanks yaโll. I think Iโd have to be a finalist for me to want to continue. I canโt gauge how flushed out my concept was and how good my prototype presented that.
By any chance do participants receive their scorecard results after the judging is complete? I would really like to understand and learn from my mistakes.
well some are voters be streaming the games made
i know that Allar and Shadowriver do
you prolly can get live or recapped info if available from them in before final scoring in september
hey allar can you link your channel please?
lol
https://terzalo.itch.io/an-important-delivery i enjoyed this one so much (not mine)
https://sp0rx.itch.io/pond this was also fun
@pine fulcrum did you play this already? https://hodgeasaurus.itch.io/make-eat-count
nope
(not mine, just funny concept)
ah, yeah remember you were one when i submitted stuff like years back. ought u still were
still you play and stream m doe

i never do that anymore
aight
https://www.youtube.com/watch?v=T78HD1ns7-0 here be a shitty vid for a shitty game (about 80-90% of the entire development cycle, did some parts off stream)
Shitty music but it's like my game jam game.
did itch disable ratings
or did epic disable ratings for the game jam submissions
theres no 5 star button
well for me voting is disabled for all entries
last time epic staff played all the games , so yeh they dont look at rating
Ratings went away when the files were locked. Someone didn't push a button or something and they were unlocked for a long time after the deadline.
Here is my entry. I got called in for 2 days so a lost a fair whack of time. ๐ซ
Whats up fellow devs, just joined this channel and wanted to say hi ๐
Also me and a buddy participated in the summer jam recently. Anybody knows when the results are going to be announced?
Here is out entry by the way: https://caspianinteractive.itch.io/math-manor
@leaden fog Thanks! Lots of effort went into the mechnics and level design - though I cant take much credit for the base assets
results 4th nov IIRC
@oblique cairn alright thanks buddy
By the way another question, we already have some ideas on how to make the game better but of course don't want to interfere with the jam results. Does anybody know if it is ok to update the game that was submitted now? Or should the game be left alone till the the 4th of November?
I thought it was 5th sept? Edit: Yes, it's 5th. "We'll announce the winners on the September 5th livestream."
and no - you can't update or change anything with the build you submitted
@edgy fulcrum Yeah I thought 4th of nov sounds a bit too long. Ok thanks.
Erk, I misremembered and mistyped!
had just crawled out of bed, much more awake now
decided to continue working on the game i made for the jam , heres the little mushrooms walk cycle , im really bad at animation but trying to force myself to get used to it
Oh my god it looks cute O // O
Real nice! Add in some follow through on the head and you're set, Garatoon!:)
@wanton furnace looks nice! but a little stiff, only in the arms I think - but perhaps intentional and it'll work well in the game
yup the stiffness was the aim actually , still experimenting what type of animations i really want
Resuming the #ue4jam playthrough marathon, 139 entries left to play! Hop in, watch them... and score them too! ^^ #ue4jam #ue4 #gamejam #gamedev https://www.twitch.tv/shadowriver
I made an animated gif as the preview for my game: https://chozabu.itch.io/edgelesschill - Feels much better than the previous generic landscape shot (Thanks to @analog walrus for the tip!)
(though, I perhaps should have used a better clip, that shows off the slowmo)
Just been playing this @oblique cairn pretty cool game
threw me at first when i heard an ambulance and the window shutting in the music ๐
@amber latch thanks!
and ah! That is in the music
when it happened on @gaunt copper s stream, I was convinced it was outside his window...
amazed i never caught that sound during dev/testing....
when testing you kind of get use to it so you never notice it
but its a cool game, fun to play, spent good 30 mins in endless
Really glad I added endless, it is kind of an afterthought - level I was using for testing
There is also a hidden level, if you climb the walls in the "menu" level
(hidden as it is really very unfinished, was starting on a movement-only level with no fighting, but got low on time)
@oblique cairn Your entry has me looking at VR sets. I want to start testing the waters on making some VR stuff now.
It has me looking seriously now at getting one sooner rather than later
@analog walrus It sure is fun stuff - I have a vive, and happy with it - but would prefer a better screem
Valve index looks like the best around at the mo
I think the main things to look out for are how good the screen is, and how accurate the tracking is - high end oculus rift models look good too
Thanks. I need to brush up on it. I really would like to have something I can use on PS4 and PC.
Only thing on PS4 is PSVR - but sounds like it is not too good on PC
(as in, it can be made to work, but perhaps a bit hackey, piping info through ps4 or something)
I've read that the other headsets can work on it, is that wrong?
... I thought so, but am not well informed on the matter
There was a project that added drivers for it and had it working. Yeah, I'll have to dive into it.
Some of the stuff I've seen from the Jam has me wanting to work with it. I'll start researching it this week.
I'm still very tempted to upgrade to a Valve index - but not sure I can justify it at the moment, may just get the controllers, unsure though
Ouch, the index looks out of my price range at the moment
Index is not available in my country...probably won't be even. Since we still can't buy Steam controller here officially.
Rift-S is a pretty nice headset from what Iโve heard
Havenโt used it personally but I plan on getting on soonish
i'm interesten in knuckles mainly
and as soon as i have vive - index is more appealing
Starting day 4 of Summer #ue4jam playthrugh marathon stream, 92 entries to go! Join in to see them and score them ^^ #ue4 #gamedev #gamejam https://www.twitch.tv/shadowriver
https://youtu.be/BTKhlQdovOw
I made a trailer for my groups GameJam submission!:) Might have had more fun doing sequence-stuff than actual gameplay recordings >_>
A game where you and your friends have to sacrifice yourselves for each other to clear the levels. It is a short 4 player Co-op puzzle game. This was a GameJ...
@edgy fulcrum ah! That looks good, music works really well with it too ๐
@gaunt copper is playing through the game jam...
Anyone feeling a Nip Rush right now?
Killing Yanks and bombing planes lately?
In the Pacific?
n o
Character artist: Pedro D.
material progress on the Miner for August
Also the BlunderBuck shotgun completed recently
just tried building my VR game for HTML5.
Did not seem to trigger VR in browser, and character fell through the floor
@glass fossil nice dwarf and blunderbuck!
@oblique cairn I did the same with mine. It ran fine but the colors were all off. Not unexpected and easy to fix. Point lights were gone too. So probably have to do something with those. I was thinking of putting it on my website as a free game .
I had no idea you could do VR through html though
@analog walrus it does not work with VR, just double checked with chrome (after it didn't work with firefox)
took a few mins and made a snow shader that I should have made during the jam: https://i.imgur.com/CXqTXAx.gifv
(just played and was inspired by "Journey")
its pretty cool
yo any more must plays
whats good out there bois
or peoples games who submitted I don't know bout
Starting day 5 of my #ue4jam play through marathon. We gonna play rest of 45 submissions. Hop in to see them and score them too ;] https://www.twitch.tv/shadowriver
oh snap I had the same idea
I am such an angry person now
wild idea
@civic dock brands an itch game jam
no theme
rule: 3 minutes of gameplay
game auto-closes
entire point of game jam is flexing low barrier to entry instant fun
That's actually an interesting idea. I don't think I'd explicitly do that, but that sounds like the seed of something pretty great.
games score based on how many times they're played
alternate category: most impactful single playthrough
I think what I really like is the idea of innovating on the game jam formula a bit by forgoing themes in favor of some other design constraints. That could produce some really cool stuff.
if a player can't understand your game and spends two minutes figuring out controls, then that is literally your game
I'm a huge fan of creativity within the boundaries of limitations
Instead of "make a game that uses this theme", I'd love to see stuff like "Make a game that takes place entirely in one room."
aye
Man. I think that might be the next Unreal Slackers game jam. The One Room Game Jam.
Or something like it.
how big a room though?
If you want to get hyper specific: "Make a game that takes place completely inside an elevator."
๐
nah
i'd need elevator dimensions + minimum character size
@analog walrus 10 character lengths
Ah, see I was already thinking micro character sizes for the elevator.
Yeah, dimensions would probably be in order for a one room jam, but only max dimensions. I'd want room for creative freedom.
Like "no bigger than 100 square feet" or something like that.
aye, if putting any limitations on it I'd prefer to put all the limitations on it
I'd suspect you'd see a bell curve of game design convergence
bulk of entries deriving a common idea based on limitations but the outliers are gonna be the gold bits
which would also serve as a neat study on game design itself
I'd also want to get increasingly bizarre
like supply 2 minutes of recorded keyboard input
and make people design a game that the input achieves a win condition
but it should also be able to be played by a regular human
Now see, that's the kind of stuff that I think would be crazy fun
Here's my floor plan for 100 square feet.
@analog walrus i need a footprint of this room
Oh, a game that uses patterns you can't see if you're not color blind. Only the color blind or someone wearing glasses that filter out a certain spectrum of light could win.
Oh man, that's really interesting idea, Mike! Tho would it be possible?
Yeah, it's doable.
hardest part would be ensuring the colors were true on multiple monitors, you'd need to setup a calibration screen or something just to be sure. I mean it's easy to make the colors match each other within the game but ensuring they display at the same wavelength on every monitor might be tough
ayyy
@pine fulcrum at least my game doesnt have any gameplay at all ๐
3 to 5 min game is basically what i do ๐
and should be 100% inside the weekend whatever timezone
You'd have to add an element to the puzzles that was generated at run time too or someone could just learn the pattern and follow it. So it'd need a problem that would have too many possible solutions to make random luck work and was generated each run through.
Oh man, you could even have walls that have no geometry and are only visible in that spectrum. The whole map would look different
It's kinda gimmicky but a neat idea.
dude an escape room jam would rock my world
Iโd love an escape room jam you could do so much with that
Personally Iโd do a game for the quest uses the max tracking range I think
If anyone wants to join, Shadow is now hosting a server for https://shadowriverue4.itch.io/single-bullet
Steam US region need to be set to join
US minneapolis
@gritty beacon shadow is playing Time Jump
@analog walrus - I've been thinking on your idea with the colors and found this site:
https://franciscouzo.github.io/ishihara/
How hard would it be to make a postprocess shader that creates the same kind of thing? Could assume that the game would be black and white as a base and then with a post on it that makes all black into colorblind-visible
as post process I guess it could be done, but to do it properly would probably be really quite involved
especially if some persistence between the frames is needed
@edgy fulcrum I wouldn't want to do it as a post process. You could do it with color parameters and get the colors from a calibration screen. As @maiden loom said doing it as a post ads a whole bunch of complexity
I don't think it's a unique idea. It's very similar to some other things that have already been done by others.
You could probably do it in a way that the colors didn't have to be precise too.
here final sheet from my stream showing my score and viewer score from stream https://docs.google.com/spreadsheets/d/1eNRyV8Fm4jWkzhHQ7cDQMVQpaL9cVp25e89vHL04mJs/edit?usp=sharing
@gaunt copper neat!
Got a question tho, is it possible to watch the recorded stream anywhere?
I am very cutious what your feedback for my was like, sadly tho I was unable to watch the streams live ๐ข
Yep
It's on twitch @azure flicker
i be transfering videos to unlisted youtube to archive them as twich gonna remove there copies starting next week. I gonna post links here then.
@gaunt copper aw man, I just check the stream.
Such a shame I wasn't watching live ๐
I developed that top down western shooter game with the one bullet.
The AI was actually fixed in the 77mb build, but I couldn't push the update for the full 100mb build because of the deadline.
Too bad I could not tell you live ๐ฌ
Thanks a lot for playing ๐
@gaunt copper It was a lot of fun playing along on some of those. I wish had been able to catch more of it.
@azure flicker you should make it multiplayer :p
even local
as i said it's better idea from our game Single Bullet
and it looks nicer too
@gaunt copper Thanks for playing our game (Disposa-Bot), apologies for the major struggle you went through but its deeply appreciated you stuck with it.
Always fun to see some one play and where we can improve in the future :3
hey guys any of you participating on the extra credits jam?
In the game jam why did the number of entries just go up by two?
Hey guys, come check out my summer gamejam submission, wonShot
https://rooibos-does.itch.io/wonshot
@gaunt copper thanks for playing and rating wonShot!
@gaunt copper thank you for taking time to play all the games
btw guys any idea when epic is gonna review the jam ?
usually takes a few weeks
5th of September IIRC
If I made footage after the Jam to go with my submission, who is the best person to send it to?
@empty tartan I think you can still add it to submission & jam page
Yeah, just update your submission site with the link to the video
Yikes, just watched the @gaunt copper playthrough of my game and it was painful
Surprised it worked at all on Rift, but "worked" might be a little generous
And apparently I submitted a dev build with print strings enabled
@scarlet lotus you mean Water World one? :p keep in mind that i got small room with limited tracking (picking up or walking toward something is hard for me) and my play space is broken on SteamVR. SteamVR is more strict on play space and reset dont help.
And normally if you do inputs properly, you game should work on any HMD
No it was the clock one
Where you couldn't catch the ball after firing the slingshot
I should have included in the instructions that if you hit an enemy it will bounce back at your slingshot
So you don't have to move very far to catch it
Still difficult to catch the small ball, but with super hot time it's doable if you take it slow
Still appreciate you playing it @gaunt copper , it was just hard to see my game fail so much after all that work
@scarlet lotus oh,, ue4 got common interface for stereo headset display and motion tracking via XRSystem, so technicly all games you make for VR in UE4 should work on any headset as long as you got all headsets plugins enabled and you should not be suppriced, even if you would disable oculus plugin i would able to run it in SteamVR which does the same thing allowing to use different headsets and even some hack solutions like involving Kinect under common interface. Only issue is inputs as there no defensive VR controller standard, but in this jam i find way to force game to run via SteamVR and it rebinds oculus controller to work with Vive controller game
And don't be hard on your self, everyone can have bad entries ;p check our AI spew tech from last megajam, it was total mess
Just getting something you can call a game done in 5 days is a feat in of itself. Mine was a buggy mess. I fixed so many bugs in the day after the deadline.
@scarlet lotus it's ok bro at least you completed it and submitted in time mine was buggy but I wasn't able to complete it in time
Missed by 2 mins it is disqualified from the jam but I guess you can play it i just added the game
the trick is to get something you can call a game done in three days
that gives you two days to track down and fix issues, and slap some polish on it
also always submit a version of the game hours before the deadline - you can replace it with a newer version later ๐
hours? what is this? the best time to submit the build is two seconds before the deadline
like this
Hi guys for those that would like to put their skills to practice there's a really popular gamejam taking place over the weekend called extra credits https://itch.io/jam/extra-credits-game-jam-5 my team and I we are going to create a horror game so if this sounds like would be up your alley here's the link to join us https://crowdforge.io/jams/extra-credits-game-jam-5/teams/4194/dashboard
A game jam from 2019-08-23 to 2019-09-16 hosted by Extra Credits. (join the discord! https://discord.gg/EcfvvJu ) (the theme will be announced at the jam's start time, which is halfway through the kick-off stream tha
@gritty beacon A legend !๐ถ ๐
unless they just didn't look at the time, filling out that form seconds before the end must have been the most stressful moment ever
https://itch.io/jam/cgj good luck fideo , but im going for this one
got a good team, so far communication on point
looks liek there 4 extra entries :>
@gaunt copper I saw that too. Maybe they were uploaded in time but for some reason not submitted?
I couldn't find the submission time on the pages when I looked at them earlier.
Ultimate PlaneShooter showed 2 seconds before the deadline but then there's 5 entries that show as submitted after it was that don't show submission time.
I only looked at one, but the files were dated prior to the deadline on it.
I just had a look at @gaunt copper s EpicJam spreadsheet - and saved a copy sorted by player score: https://docs.google.com/spreadsheets/d/1ud8ZH8CVck7uBiYuSo88WitGYsWJtvBkvmlpsdjLHqA/edit?usp=sharing
In the top 25% I'll take it.
Man...my player score sucked... Can u sort it by like.... How good it made me feel to finish on time?
talking about unfinished .. here is a brief playthrough of our game (without spoilers) ..
Art-Work: Majorly Incomplete
Dialogues: Done (some typos remain)
Bugs: Some minor ones remain
Character Sounds: Only Dad is working .. rest are ready, but not implemented in time.
This is a work in progress only. Art work is only 10% done. I would finish this game in near-future, with better assets. Dialogues are done 95%, and only som...
Ill take top ten... im extremely happy with that!
Just watched @gaunt copper give Ne/10 a shot on the VOD and was honestly a little dissappointed ๐ฆ
Im not entirely sure why the assumption that you couldn't kill the green guys happened, they're easy kills they just have more health (because they're melee), also not sure why ya stopped holding the shoot button down and started being picky with the shots, the enemies are literally everywhere ๐คฃ
But because of that last bit, and the part that actually disappointed me the most about the playthrough was that you didn't notice your auto fire rate gets boosted the more of a spree you rack up without getting hit
That said, I also get it at the same time. There's no proper conveyance in the game, sadly I just couldn't figure out all the UI stuff in time to make a front menu or in-game instruction page to explain anything. Hitting enemies should have at least flashed a red indicator over the cursor on confirmed hit, and the spree counter should have been accompanied somewhere on screen by a fire rate boost indication. I seriously underestimated the UI implementation and how different it is compared to other engines I've used.
As my first ever UE powered game, and the first gamejam i've ever been apart of that gets scored, i'll take the score as is and take it as a proper learning experience for me to make mechanic conveyance more of a priority going forward, im just saddened that the deeper mechanics werent on demonstration for the audience who then judged it by what they saw
Either way, thanks for giving it a play, I hope to do better next time ๐
@toxic harbor presenting gameplay is just as important as actual gameplay in jam games ๐ฆ annoying when people play and completely miss the point though
my first jam game ended up impossible to beat on keyboard and I didn't realize until I watched someone stream it ๐คฃ
@minor hemlock Ya I agree, I super wish I took a few moments to learn UMG, but coming from a Unity and previous to that, Flash background, I didn't pay it too much mind until the last minute when I learned it's a tad more involved than i'm used too. Entirely my fault.
That said, after submitting the game, I slotted gamers and even some non-gamers in front of it cold way to see their behaviour and it was all fine (non-gamers got wasted much faster of course), the only hint I ever had to give out was to hold shift to run. This is for real and legit the first time i'm seeing this different approach to playing it XD and it's sad to me that it happened on stream to a wide audience ๐คฃ
@toxic harbor what entry you talking about?
Ne/10, the very first entry you played haha
has anyone here marketplace credit from a jam raffle, and had it work? mine seems bugged, and not heard back from marketplace support for a week or two
wondering if it is just me, or a more common problem
well, not a big issue - will poke them again in a week or two if nothing happens
Who else liked their jam game so much they are continuing development?
Random Question:
I see that people keep updating the game they did for the Jam in Itch.io.... I guess that itch has some kind of versioning that only allows versions of the game that were submitted before the deadline?
It'd be really unfair otherwise
make sure you don't delete the build you uploaded before the deadline
since that's the one they'll be looking at
I only updated that one, and never updated
the new ones are just for players
in previous jams it was not possible to update the game after the submission period
this was unlocked after a couple of weeks, presumably to allow Epic to download the entries
๐๐ผ that makes more sense now
this time they only locked it like 2 days after the deadline
I only have one version so I guess that's all good
what and when is the next game jam?
@glass fossil The next one is the biggest of the year, the Epic MegaJam. It's expected to be in early November.
thanks
looking at the description and prizes from the one last year
I'm not seeing what makes the mega jam bigger
seems like pretty much the same thing
The update means they changed something on the entry or the game page, not that the files were changed.
When will summer jam winners be announced?
@edgy heath On the September 5 stream, next Thursday.
when the next jam is gonna be? is there a place with a full schedule?
Posted a brief behind-the-scenes video on my jam game for anyone curious: https://twitter.com/NocturnaIArts/status/1168484234815651840
Here's a short video giving insight into some of the visual effects that featured in Blackout. Hoping other #ue4 devs will find it interesting or helpful for future jams. Just please don't judge my blueprint spaghetti! ;) #unrealengine #ue4jam #gamedev https://t.co/MLRqZQ...
Sorry guys I don't know which channel to post this in but I thought it's better to go to game jam,so my question is can I host a game jam and then can I inform everyone on the channel #game-jam-chat so would it be legal or only ue4 game jams are hosted there
Does anyone know the time, when the stream will start on the 5th of September?
the Thursday stream is always at 2pm Eastern AFAIK
@glad wing Thanks๐๐ป
@mossy quarry I've seen other jams discussed here - think it should be fine to post a link. Don't go spamming the channel up posting it lots of times though
thaks\
ooh! half an hour will be sure to catch this one
28 ๐

Think I am unlikley to win anything, but am in with a chance....
Will be interesting to see if there are any winners I'd not noticed
this one theyโre showing off is impressive
hyped
really unexpected top 3 :p
really unexpected
Well. The results were expected to be unexpected...
@gaunt copper it's all how you said, "never expect winners to be what my ratings expects"
yea but non of my chances got to top 3 ;p combo breaker
except blackout in category
im happy blackout atleats got that
oh and top user rating got top 3 so i guess
oh and im happy @leaden fog got VR :p
yeah, Blackout is a neat game!
i think i was saying its a contender in stream
yeah, so weird...but Sheeps are nice
oh yea :> but you feels like mroe complete game imo
agree
with game breaking meachanic)
maybe Victor played in vive :p
guess they didn't have that bug) phew)
Los is a loss, and Win is a Win. Congrats to the winners once again.
I need a drink...gonna make some milkshake to drown myself
Btw here YouTube archive of my stream https://www.youtube.com/playlist?list=PL6jhHjArDB9NBEod1Bgq1w_EiC-youzgh
since twich deleted there copies
@gaunt copper cool!
@gaunt copper @leaden fog We did play Shipping Sheep on a Vive
Didn't come across anything game breaking
Loved the Ninja game too
They were the two top contenders, but we decided on Shipping Sheep because it pertains to a larger audience, and was easier to "pick up and play"
As much as I love violent VR games, I have to be as objective as I can
I came here to let you all know that the MegaJam is happening early November
I forgot to mention that on the stream
We will have dates for you soon
@tranquil matrix thank you)
Shadow had problems with physics on his playthrough. I don't think it's the Oculus problem but more powerful cpu. I think it's the way I setup physics. I thought it would work same on any platforn but it didn't. Would be smarter next time)
Mm our game jam PC is the beefiest one we have here in our office
Huh. Then I'll just have to test on different platforms more.
Anyway. Thank you again for the jam! Congrats to all winners! And respect to all contestants! That was cool experience)
Who were the winners? :3
I'm updating the forum post and the game jam page with them atm ๐
@lilac fox @leaden fog was ... with his https://itch.io/jam/2019-summer-ue4jam/rate/468440
https://itch.io/jam/2019-summer-ue4jam/rate/468455
https://itch.io/jam/2019-summer-ue4jam/rate/468143
https://itch.io/jam/2019-summer-ue4jam/rate/468500
https://itch.io/jam/2019-summer-ue4jam/rate/468367
https://itch.io/jam/2019-summer-ue4jam/rate/468281
Did i miss any?
@tranquil matrix don't forget the https://itch.io/jam/2019-summer-ue4jam/results
Will we be able to see the scores the entries received in the three 5 point categories?
I too would be very curious to see my scores - and know that needs most improvement for next time
likewise
@tranquil matrix about that bug in @leaden fog entry, it was played in Intel or AMD CPU? Since if it's not Oculus, then i think it might be CPU float computation difference
@gaunt copper mine cpu is intel
Hey yall! Is this a good place to talk about he UE4 Film-Jam? ๐
or is there another channel
oh man...I didn't even get my game into the little background loop in teh stream
๐ฅ
omg that film jam looks amazing!
Sadly I couldn't join Cinematic summer, but it seems like I'll get another chance!
@tranquil matrix Will you be sharing/publishing the scores given for the three 5 point categories by which entries were judged?
@analog walrus No, we won't be sharing the scores
@round valley That looks cool!
It is a bit of a shame to not see the scores for my entry - but I do have a fairly good idea of what were my weaker areas after looking at the winners. (mostly art/visual, not great connection to theme, game concept could also be more exciting and original. Nicer sound and code would not hurt too ๐ )
Saying that - I'd have no complaints if, in the future, judges were able to share games scores (and ideally even a video of playtest - though we do already get this from @gaunt copper - thanks ๐ )
It's a bit problematic if the scores are not shared.
@tranquil matrix I am rather curious as to why the scores are not shared, Would expect it to be trivial compared to the playtest and judging of all games, and really valuable to entrants. Even a public spreadsheet would be great!
Is there some reason it can't/shouldn't be done?
(I'd imagine to reduce the chance of people grumbling about their results, but am not sure)
But im doing that for fun and it my personal scores andn ow viewers scores which are inconsistent as most are scored by around 4-5 people
and not same people probably
@gaunt copper good point, that makes the user scores a bit less valuable (Though, I am still very happy to see them)
Still, looking forwards to the next jam, making sure I have the week free in advance, and will be honing my skills before it starts ๐
Ah, Just caught mention ninja game was other top VR contender - think I have been "close" 2 jams running now... hope I can step it up for the next one!
If the scores cannot be shared, a greater description of the scoring criteria and judging process may give participants an idea of how to make a winning entry next time. What is considered good, what is frowned upon. I have a few contradicting assumptions, but the overall direction is vague.
Don't miss the stream marathon, by the way! It's like secondary results that arrive faster, and each game will be played, discussed, even evaluated by users (not always objective, as the "jury" is constantly changing, but it's not a real score, and it's great part of the fun). It works better for me because the number of good games has gone crazy, and all of them couldn't be squeezed into the 1-hour long Community Stream.
I only voted on a few in shadowrivers stream - Think I was not too consistent even in myself. Didn't like voting low numbers either, so mostly just gave higher numbers to the ones I liked
@gaunt copper Could be interesting to have 3 user-voting sections based on official judging criteria? (IIRC: Fun factor, Visual appeal, and unique use of theme)
though, that may be more complexity than needed for user stream, it could still help give people feedback on what areas are weakest in a game
(we could also poke Victor to publish scores in future jams, but I think I have a better chance of poking you :P)
Or use same !c !g !n !m scale for voting instead of !0-10 and display them as raw "c g g g n m" string output from bot. I think conditional formatting could be used to colorize letters automatically.
I was thinking like
!ff 8 v 7 t 9 (for funfactor, visuals, theme), but it could also be good to use same scale as shadows
There's a big difference between someone's personal stream where they are free to score things anyway they like and a contest which is obligated to set and adhere to clear and objective criteria. Shadowriver's personal stream, or anyone else's, and the scores given there are perfectly free to reflect personal opinions and likes, the contest itself cannot and must not do that and judging has to adhere to the criteria and processes laid out in the published rules.
Yes, ideally I'd like to have both sets of scores - also interesting to compare the two
I'm surprised at how poorly my game did in downloads
there are 20 games a min uploaded to itch or something ๐
dont worry about it ๐
It's AR COD zombies though xD thought it would kill
Yeah, it's hard to stand out on itch as it is. The jam itself has a relatively small audience.
I think the effort of installing a Android game increases the effort
its not as easy as a download and run unfortunatly
ow yea thats a hard sell
you got google play for that
itch is like 99.99 pc gamers
ur lucky if u got 1 extra on top of the ppl that play all the games
all the jam games, thats shadowriver and judges
I could probably tell the exact moment the judges downloaded it as it got so few
interestingly the analytics show its my most viewed game jam, but least downloaded
I think it's hard for people to stumble upon games on itch, since there are so many
Makes sense to link from elsewhere to be seen
I guess being android or VR only also reduces downloads
Anyone here use viveport? I'm tempted to polish up edgeless chill, add a bunch more levels and interesting things, then try and submit to viveport infinity
wanted to get archer enemies, and a slow-mo-time-remaning bar as a glowing strip on the side of the sword in the game before the end of the jam
Ninja IK could also be much less janky ๐
@oblique cairn Those models from synty are a PITA to work with for animation let alone IK. They have weird geometry at all the points where articulation maters.
They look great from a distance, but as soon as they start to fill up a good portion of the screen it starts to show.
Hmm, they seemed OK to me - though Perhaps I have a better eye for code than art
I haven't used the ninjas so they could be the exception. I've bought most of their packs though and it seems to be consistent.
I've not used any other packs, so can't really compare either
I went to look for an example and the other models aren't as bad as I remember. Maybe I just picked the bad ones to use. The ones with armor I used deformed weird and had to be edited.
I think my blender skills are not too far from doing models along those lines now, but still some ways to go
I ended up learning how to do it after getting burned on some assets on the Unity store. I bought the synty ones after that and they worked. Still had to reweight a few and edit some.
Was nice seeing how they control they colours with a "sample" texture, and UVs to pick colours for different parts of the model. Think astroneer does similar, and I may start doing so for some things too
I don't like how they just stack the vertices to pick the colors. It makes it harder to customize.
It's not hard to change though, and I see the advantages it has for putting stuff out quicker
Don't get me wrong, I think their stuff is worth the price and it's better than most of the similar other stuff out there.
I do like how it means we only need a single material - and the whole colour scheme can be changed in a flash (by altering the texture)
Which is also good for performance and filesize - was a nice surprise for me on the last jam, and made entering <100mb much easier than I was expecting
I would rather have it setup to use color parameters so it can be modified without editing the textures. It could still be done with a single texture layout for all.
Hmm, not totally sure what you are thinking there?
If it was masked out you could change it by changing a color parameter instead of modifying the texture.
not to beat a dead horse, but imo if scores aren't shared it'd be great if there was a bigger community around playing others jam games and having public scoring on itch (is the jam set up for rating? I can't remembeR)
at that point you'd need a community favorite category though ๐
@minor hemlock Yes, it can do that. In most contests scoring and judging is very open. From looking more at how itch is setup for jams, I have seen it is also setup to allow scores to be shared. You can have scores from the public and/or those from chosen judges and have them listed on the jams results page. Here's one with community scores: https://itch.io/jam/gmtk-2019/results
@minor hemlock community favorite category - that sounds fun, would need to work some things out though (like, can it overlap with other awards? Would it cause people to be posting their games a bit too much to try and get ratings?)
On the note of posting games too much... I updated main download on https://chozabu.itch.io/edgelesschill with my post-jam fixes (mostly for occulus - thanks again to @wet rivet ) - and have plans for some more updates
Will be making next Jam Game non-violent to appeal to a wider audience ๐
(well, probably, depends on theme)
@tranquil matrix How and when will the summer jam winners be contacted? I'm just a little nervous about missing it in my spam folder or something. ๐
In case anyone else was wondering. Just noticed there's a post on the forums that says "They have not gone out yet, expect them latest by the end of next week. If that doesn't make it to you for some reason, let us know!"
I'd be surprised if they do end up in a spam folder - even if they have before, would expect the emails used to have been repeatedly flagged as "not spam" already
@carmine kindle During the livestream they announced that I have won $50 in marketplace credits, however I haven't received an email yet. Should I still wait until Monday before contacting someone ?
@carmine kindle Update: I just received the email (5 mins ago), Yay! ๐ Thanks.
Yup, got mine as well now.
My credit from the jam before last still does not work
contacted the given support link (fortnite support), marketplace-support email, and community email (after being advised to in last stream)
Think it's been about a week since I emaild community support, will probably give it another week and mail them again
(oh, it may not be broken, just still displaying an error, will try buying something)
Nope, it is still broken https://i.imgur.com/yoP7S3X.png
yep, Though before I don't think I could even try and select it as a payment method - so it's prob closer to being fixed
I have a reasonable sized list of bugs to fix, suspect marketplace staff do too
I don't doubt it. They've been revamping the whole thing.
I hope epic will do something like this: https://www.lorenzostanco.com/lab/steam/ (really good filtering of games in your steam library - and intersection with friend(s)) - but 1st party as part of the epic store
Search your Steam games by tags and features, sort by playtime, metascore, user reviews and more.
Feels weird steam has so many games, and can filter in the store (say, for local co-op games that support controllers) - but can hardly filter your own library
Doing that (for me at least) would be a massive plus point over steam for a user-experience point of view
@oblique cairn I just hope they make it lighter. It's way too sluggish now. I'd really like to see the game and dev clients separated, but doubt that will happen. It's really sluggish with 50 to 100 projects and hundreds of marketplace assets.
It would be really nice to sort like that though.
I don't mind them being being combined, but sure would be nice to be a bit faster - Particularly ue4 library and games library
Hey there! ๐
In five days the first edition of the Two Weeks Challenge will take place! 1โฃ
What is it?
There are ten words chosen randomly in a dictionary in our Discord Server and when the Jam begins, the four most voted words will become the four themes from which you will have to choose one, which will be the theme of your Game Jam!
When is it?
During the two weeks that are coming up! More information on the Game Jam page:
https://itch.io/jam/two-weeks
See you in a few days!
@oblique cairn are you sure it's wise to share em@il with us?
@compact cedar Yes ๐
It's public anyhow, but even if it wasn't - what would be the problem?
i mean your screenshot...generally people got a lot of spam regarding attempts to access epic account
Actually, I deleted that. I don't want to give anyone ideas.
I have 2fa and very secure password system - really dont expect a problem
in the past people have managed to bypass 2FA entirely
whether those kinds of vulnerabilities still exist, I don't know, but I wouldn't want to risk it
not too sure about those bypasses
there was an article not so long ago about how they did it
it involved Epic having an old portal still active
but that thing was closed before it was disclosed to the public
sure - that particular one was
but as I said, "whether those kinds of vulnerabilities still exist, I don't know, but I wouldn't want to risk it"
that applies to everything ยฏ_(ใ)_/ยฏ
also this is some xss credentials stealing
requires you "clicking weird links"
my faith in these things being patched is extremely low, because Epic is absolutely fucking terrible at keeping on top of their online infrastructure
and steals your credentials from your browser in fact
if you don't log in to EGS in your browsers I guess there's nothing to steal ๐
well, for this exploit yeah
Steam has been ripe with such xss credentials stealing over the years
someone definitely got into my account without 2FA back in the day, and I'm still unsure how they managed it
not sure why an example of Epic having such failure and fixing it quickly before disclosure shows bad for them
it's possible it was via a link in the forums or somewhere similar
well, it wasn't that quick - but moreover large parts of their online stuff has been in a terrible state of partial or outright brokenness for some time
and I have very little faith that if basic functionality on things like their forums, or wiki, etc aren't working, then their other service parts aren't going to be stellar either
why do you say it wasn't that quick? it was fixed before it was made known to the public
if I remember well
because from what I gather it was known about for months before it was fixed
I guess it got fixed when the hackings became a real problem
https://www.cnet.com/news/fortnite-had-a-security-vulnerability-that-let-hackers-take-over-accounts/
Known in November, fixed in January and it made the news in January too
for me it was fixed before it was made known
though obviously one cannot really know if some people didn't exploit it themselves before
but if Epic has access to the old server logs, they might be able to see if anyone else than the security researchers exploited it
looking back at my own records, my account was accessed (bypassing 2FA) in April, so it's possible it was there a lot longer
this was towards the tail end of the bigger hacking problem
well it was there a lot longer for sure ๐ this looks like something that basically "has always been there"
aye
Hmm, that sounds concerning... hope it is fixed
Since I've mentioned it not working here a few times, I should also say my marketplace credit has been fixed! (Thanks again @tranquil matrix )
Also worth mentioning - don't use imgur links in emails to epic - that's probably what got my messages to fortnite-support, marketplace-support and community emails all silently blocked
why is this on gamejams tho?
but also good example why I don't keep paypal linked to epic accounts ๐
(and even less reasons to put actual CC details there)
while that is old news, I still find this part funny: "As always, we encourage players to protect their accounts by not reusing passwords and using strong passwords, and not sharing account information with others," an Epic Games spokesperson said. "
exploit was that you didn't need password
most people losing account where through reused passwords so it never hurts to repeat
yeah but in that case Epic had a serious security flaw that didn't have anything to do with users reusing passwords and when they patch it, they tell people should be more careful with their passwords.. that's partly blaming the users there even when it had nothing to do with the issue
you wouldn't want users to feel safe without MFA anyway so they should repeat it as much as possible ๐ฎ
Guys, please keep this discussion in relevant channels.
Sorry, my bad I think - tangent from posting SS of my email with credit from jam not working (though it is now! along with a chance for epic email to work better)
Back to being on-topic, sure am looking forwards to next game jam - been leveling up my 3d modeling/sculpting skills to do better art in the next jam! Still probably more sensible to work in a team though really, more fun too ๐
Nice! I'm looking forward to finding out how they make the Epic MegaJam special this year. Victor said on a recent Twitch stream that it was going to be pretty big.
all games must be Wii fit balance board exclusive titles ๐
or winner gets a ticket to a tour of Epic Games studio, like a Charlie and the Chocolate Factory moment
I should go to bed, the ideas will just spiral downward from here
I'd place a small bet on there being a multiplayer section, and Epic Game Services going public with matchmaking just before the jam. (Disclaimer, I won't actually place a bet)
Or possibly something like the marketplace jam, encouraging people to make use of existing public work to make better games in the limited time
I should also go to bed rather than hang around speculating
Gamejam winner will be released on EGS as exclusive
alright, I see myself out, love you all โค
Did some post-jam updates to my game and am basically calling it a "demo" if there's any interest I was thinking of turning it into a full game
https://didactricks.itch.io/wonshot
Winner being release on EGS would be cool
@edgy heath get a video up on that? hard to get a good impression of the gameplay from the screenshots
@oblique cairn there's a download link to play the whole game. Best way to get an impression imo. but yeah I could make a quick video too
@edgy heath yep - much easier for someone to see a video in one-click, and more chance of downloading the game if they like it
possibly even just a 10-second video (or gif)
I'd really like to find some UE4 devs to work with on a game jam but for just about all the game jams I find ppl are working in Unity. Where do you find Unreal focused game jams?
Thanks!!
@fallow laurel here page form the last one so you can see how it works https://itch.io/jam/2019-summer-ue4jam next one will be MegaJam, theb iggest one in the year, and supposly biggest of all of them as it will be 5 year annevercery
Ok I will look out for megajam I have not seen anything about it
but apparently it is in November
Sorry to be a pest about this but... Victor contacted me Friday last week to tell me that I won the $50 credits, and I replied a few minutes later with my Epic email account. I am looking at my current balance in the Epic Store and it has not been updated yet, so I was wondering if this is normal and I should wait or if I should contact someone in particular to make sure they received my email ? Thanks !
Maybe you should contact,cuz it's working fine with me
@mossy quarry Alright, thank you !
hi guys any of you thinking on participating on Ludum dare ( game jam ) https://crowdforge.io/jams/ludumdare/teams/4774
yeah! canโt wait
really hoping the theme is something good this time around, I wasnโt enamored with the last one
@autumn abyss ahh fck gonna be out for work trip ๐ฆ
is there any game jams in Egypt ?!
aren't game jams for all countries?
can someone explain to me how game-jams are monetized? is this something people do for profit or something for fun? if you can tailor your answer to someone not in the game industry i would appreciate it.
Game jams aren't generally monetized at all. It's mostly just a for fun thing.
I mean you probably could. If a game jam you host is popular enough, it could drive traffic onto your website with ads or you could sell merch or whatever with your jam logos and stuff I suppose.
I think Ludum Dare is supported through patreon and donations, because it's such a popular one.
Not directly, I don't think
I suppose you could get sponsors as well. If whatever you do is popular enough, people would pay to be affiliated with it.
And while you could theoretically have an entry fee for jams as well, I'm pretty sure nearly all of them are free, so I don't know who you'd get to enter one with a fee. Probably also need to make sure whatever you do complies with extra laws and stuff in that case.
I was more curious if a an actual game comes out of a game jam, and the game makes money . .. . or is that not a concern and people just do them for fun?
Any game you create for a jam is still your game, you can do whatever you want with it. You can plonk it up on itch or steam or where ever and make money with it.
so a game-jam is just people getting together and working on the same project? or different teams competing? i am not sure i fully understand the process.
People get together and join a small team and work on a single game based on a given theme. And there are loads of teams who do the same thing and then those finished games compete against each other to determine a winner.
ok, that was sort of my understanding. but you are saying that no one goes into this with capitalist intentions? the organizer, the winning team?
In the case of the Unreal game jams, there are obviously prizes to entice people to join, so people could join for the chance of winning something.
Also if someone makes a really good game during a game jam and sell it later and make a million bucks, Epic still get their cut from that game's sales for using Unreal Engine.
Also I suppose if you win a game jam, you get a lot more publicity for it than what you'd get if you just posted it up somewhere, which could translate to some financial gain.
i was having vague inspirations of developing a game that consisted solely of gam-jam winning products pieced together . . . . or using the illusions of game-jams as a cover for free labor. . . but i can see how developers may see right through this and identify it as capitalism.
maybe if i developed a points system where participants and winners are awarded points, which can later be traded for compensation, that may be enough to get the free labor.
No one is going to work on your existing projects in a game jam. You'd have to reach an agreement with your team about further development/release of the game and possible compensation for their work if they choose not to continue working together with you. And trying to trick people into working for you for free also seems like a bit of a dick move and you definitely shouldn't do that.
But if you want to make a good game in a morally and ethically correct way, by all means take a look at past winners and see what's good in them and try to take inspiration from them. There's a lot to learn from seeing what others have created and how they've solved certain problems.
That is my point, I would not want to trick anyone. And I would not want a system where I profited and people who worked did not. So I am exploring an idea where I could use the game-jam concept to achieve a goal. I love your insight by the way.
It sparked this idea of a point system.
Theme Voting has ended. Theme to be revealed within the hour. #LDJAM https://t.co/we33gyFHJo
@small fern Oh, I love that theme.
winning submission is just a black screen with nothing
submits a link to unreal editor download
just finished ludum dare https://ldjam.com/events/ludum-dare/45/whats-behind-the-mirror
nice! me too: https://ldjam.com/events/ludum-dare/45/skeleton-quest
when is the next jam?
The Megajam should be sometime next month
hey guys,i have started a game jam on itch
if anybody wants to come and party
A game jam from 2019-10-13 to 2019-10-25 hosted by Alex Mason. Hey!everybody! Welcome to the first DJ jam in my vivinity! The theme is DJ!,don't forget to add that red and blue effect! I'm glad to see ya'll here,s
That is on the short list of worst color combinations ever used on a web page.
@analog walrus Meh. Seems like you've forgotten World Wide Web circa 2000AD.
https://web.archive.org/web/20190510193751/http://picard.ytmnd.com/ is a masterpiece
https://web.archive.org/web/20190321152639/http://youreyesarebeingviolated.ytmnd.com/ perhaps fits the eye burning gif better
Any news as to when the MegaJam in November will take place? (please @ me)
^ me too
We will post in #unreal-news when the jam is officially announced.
will most likely be announced this thursday
they also said early november which means 7th, but might actually be delayed to 14th to give a full month prep
either way, I think it's gonna be HUUUUUGE โค
wait what
why would you need time to prepare the jam (other than make time for it)
I mean, I know many are actually starting the jam before time but that's totally not how one should do it
(also against the rules)
you silly
I mean to schedule, some people can't afford to lay off a week for a gamejam
please let's not talk about cheating for the 13th time now :3
I don't think most people need full month advance warning tho
I mean, we know it's coming and somewhat when
I wonder if I get new CPU for the jam
that's why I said most likely 7th
I'm kinda pissed off at myself I didn't just order 3900x in the summer
but couldn't have possibly known that AMD would keep postponing 3950x
I usually tend to do custom engine builds even for jams (which is stupid alright)
so there's a lot of wasted time there
I'm actually surprised my current temp CPU sucks so bad on ue4 source builds
I personally would love to have a bit more advance time to schedule work, so I don't have to be on-call during a jam week etc
this is 6 core / 12 thread machine, and it still takes 1h 14m to build 4.23 from scratch
sure, few weeks advance warning would be nice
Though I guess we know near enough for most, I've just planned around it being any of the two likely weeks
what the fuck, 1h 14min?
sounds about right, I'm on a hexacore here and it takes around that long
I just did clean 4.22 build and it took 57 minutes
for 4.23 I'm not 100% sure if I had chaos enabled separately or if 4.23 is just that much bigger again
I'm genuinely surprised by people telling they get 10-20 minute builds with high end cpu's
I dunno if they really clock the thing the same way
I start counting the moment I hit the build and stop when VS says everything is done
there's separate figure that VS reports for the ue4 editor itself but that's a lot smaller time
I mean, even if you double the core count with 3900x, I can't imagine it would be suddenly 4x faster
in general UE4 source build time has just exploded
back in 4.2 days, my 4c/4t stock clocked i5-3570k could build it in 17 minutes, ~4.19 was 47 minutes with my old i5 ~4.3GHz, 4.23 took 1h 45m on it
it's crazy how slow it has become yet changelogs keep boasting how they made compilation faster
but I don't think that actually refers to full engine builds :p
do you build solution or something?
a "full" build is essentially pointless
we only build the exact tools and plugins we need
I build the solution with default "Development Editor" selected
