#game-jam-chat
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well btw, dont expect me to know alot
I started using unreal on like
uhh
tuesday
no
wednesday
That's quite alright. We're here to help. ๐
Amanda is UE Queen
And welcome to the community.
Well, what do you need help with? This entire server is dedicated to helping you with Unreal.
so im working on a chat app with premade chats and chats depending on player answers
Also wana have different subjects that you can initiate and switch between at any time. Got a nice amount of it done, some polish is needed
and it's the same problem I got on blender
which I learned how to fix
the areas where it's suppose to be transparent is black
and the textures are upscaled
so they became blurry
Ask in #ue4-general first. That's a good place to start if you're not sure where to go, and it's very active.
ok
This channel is for questions about the game jam or sharing your progress on your submission.
Sounds interesting. Will the player use a computer, smartphone, or what?
phone
Cool. Now I'm curious about how you're matching the theme.
thats a secret pshhh
Thanks!
The phone will be a central element but not the only element
its like 50%
Neat. Looking forward to seeing it and playing when it's done. ๐
me too lmao
Whoops! lol
Plugin browser is a plugin = pluginception dooot
check whether you use the compute normals or import them it should be import...
too late lmao
I already got help
thanks anyway
np
do we have unlimited submissions before the deadline?
you can update your submission prior to the deadline
Good luck everyone! Excited to see what everyone cones up with
Iโd love to see someone make a game dev simulator, fits the theme! ๐คช
Welcome to Mars 1.000.000.000 years ago. This is my progress at this moment ๐
Nearly 12mb left to stay under 100 Mb. Navmesh snacked some megabytes
Tommorow i have a "Quest game idea". For now is Time Travel/quest/shooter/puzzle game. But not MMO. For now.
Any one 3D modeller want team?
oh dang its the mega jam?
Company of GameDev Heroes ๐
Game Available on itch.io - https://nullterm.itch.io/forest-flyer
#UnrealJam #7dfps #ProcJam 2020 Trifecta - Day 1
I might have to play all these
Good game. You are the Winner of Jam!!! ))))
Game name "2020 but we're not done yet"
LOL. Great Idea ๐
In the Tula (Russia) now 1:25AM. I'm: Modeling cliffs, some fuliage, texturing,texturing, make Mars planet station, texturing, write code (If I worked like that at work, I would already be a director) ๐
watch every second game be survival, virus related or time travel/portal
My game is time travel and portals presented )))
haha, exactly
my team is going for something very different
Oh. One moment. In my hame Oxygen is not unlimited. My game is survival!! Yeah)))
*Game
uff
lmao, each mechanic I have in my game right now I made accidentally, that's gamedev 
each mechanic in our game has been made with the aim to create that mechanic
If i give keys (xbox one/Windows store) of my past games is a spam or is good idea?
good idea but not here i guess
Ok. Thank you.
Sorry for my english. I'm from Russia. Englesh i know so bad, but writing fast ๐
*English
If someone has absolutely nothing to do, can you correct my description of the game from Google translator to a readable format? Please.
here's a scrapped nostalgic Menu theme ๐ถ
I can translate your discription to Russian Language )))
Old School!!!! Nice !!!
Main Menu
Is mine music )
*My
Not working ((
Menu music
If someone needs to translate a description of their game or the game itself into Russian, they can contact me. As part of Jem, I will translate just for support.
@tranquil matrix I'm very sorry for the ping, but I do have a burning question about the game jam,
What do we need to write down as premade assets / not our own ?
for example there are Alpha brushes for zbrush, i didnt made it these by myself
there are stylized texture generators inside substance designer
i used a basemesh of a turtle and modified the shell and made the shell pattern, and textured it afterwards. the mainshape isn't made by myself but i modified it in zbrush and textured on my own.
so where is the point where we need to declare it as a premade asset?
And this my question too.
Is have music in my game what write another authors. But i buy it in the Epic Store. And some SFX from freesound with creatives common 2.0
For everyone participating in the @UnrealEngine Mega Game Jam, I'll be attempting to stream a playthrough of every entry possible as I've done in the past at https://t.co/3Xm88Z3NbR as soon as the submission deadline ends.
#gamedev #indiedev #gamejam #UE4
Allar playing jam games while being locked in a box? You KNOW I'll be there
People. What time do you have on your watch now? And how much a day do you work on a game for the competition?
00:18 AM
I'm working about 8-10 hours. For the Jam.
2:18
Cat videos ๐ So cute ))))
This competition made me think of a game that I made 8 years ago. Endless Light. Didn't finish it. This is a reason for me to take up the dream game again. Like this ๐
Game about Mars colonisation. Hard way. Dangerous. Other things.
My game is going to be like untitled goose game, except you control a cat, and you are making those videos, and you get more views for more chaos and destruction you cause
(not really but now I wish it was)
I want to play it )))
Links to indieDB here is spam or can be?
I can give a prototype of the game, on the plot of which the game for the competition is built. You can download it there. I didn't finish this particular game many years ago and decided to make it from scratch for the competition. And then I will continue until the release.
Oh shit. THE RETURN.
๐ฑ
This is evil. I like it
Hey peoples. 2021 comming.
nah, 2020-Part 2
My lovely girlfriends were allowed to use their excellent performance in the game. https://www.youtube.com/watch?v=8bnfcXixwqs
instagram: @triosilenzium
www.silenzium.com
ะะฐ ัะพะทะดะฐะฝะธะต ะบะปะธะฟะฐ ะฝะฐั ะฒะดะพั
ะฝะพะฒะธะป
ะะฐะดะฐ ะกะฐะดะฐะฝะฐะฝะดะฐ
https://www.youtube.com/channel/UCNOjndUve_-AzsvmbPhPbpA
ะะณัะพะผะฝะฐั ะฑะปะฐะณะพะดะฐัะฝะพััั ัะฟะพะฝัะพัะฐะผ:
ะะผะธััะธะน ะคะพะผะตะฝะบะพ
ะะปะธะทะฐะฒะตัะฐ ะััะธะฝะฐ
ะะปะตะบัะฐะฝะดั ะกะฐะฒะตะปัะตะฒะธั ะ.
ะะปัั ะฏะบััะตะฒ
ะะผะธััะธะน ะ ััะฐะฒัะบะธะน
ะะฝะดัะตะน ะะปะฐะดะธะผะธัะพะฒะธั M.
ะธะฝะบะพะณะฝะธัะพ
ะฎัะธะน ะะปะตะบัะตะตะฒะธั ะข.
ะะฝะบะพะณะฝะธัะพ
_____________...
2020 DLC
In the United States, how do we all wear masks?
My progress at this moment
In my game, the history of Mars, Earth - will merge into one whole and infinite.
@elfin sail looks great so far!
when you change all of the packaging settings with the default 3rd person template and it is still over 250MB
Starting with graphics first is the worst thing you can do
@ancient delta 3D game under 100mb will be hard in ue4, best option 2d
it's weird because there's only 50mb of content, tops
the default mannequin, animations, textures, environment sphere, and baked lighting is probably closer to 25mb tops
endless runner with procedural generation is the best thing i can think of in terms of size
and content
yeah, the uncompressed content folder is 52mb before packaging
just cleared the lighting, maybe this will help
In your project dir you can delete Saved, Intermediate and deriveddataChache but you will need to compile shader and lighting again. Those are temporary files.
No change, just found the pfist nano project looks like he gets this question all the time haha
damn man, i got like zero knowledge in music and stuff, in which software did you crete that tune, im thinking about fl studio
So i have a crazy idea... can you guys tell me if its too "out there"
If you can youse c++ you will save about 30-50% more space than BP
the game starts out with an old car (40s) that is driving in the hills and then crashes. Fades to black, then you wake up in a diner with mob boss people coming at you. Each mob boss you kill the closer you get to "waking"
if you die, you fade to black and then are in a hospital room, old man in a comma who dies
if you survive the waves, you fade to black and then wake up from a comma as an old man
yeah, was prepared to use c++
yeah that's actually a pretty cool idea, i got such an idea suggested by manny here, would make a really fun gameplay
like my code file that has about 5k lines of code is 14kb, 1bp file for movement and basic stuff 2,3 mb
@glass fossil thank
@rich eagle wow :)
Also @tulip viper Posting your idea is a bad idea, there is like 1,7k other people on this game jam. Also nice idea
yeah that magic of code
last game jam everyone called their project "thaw" lol
because of the theme
I just included the monolithic headers, and package size jumped 100mb lol
oh wait, i excluded them
exactly, due to the wierd theme, there are a lot of hungry people looking for just a spark to get started
50% will never finish or will be in a trashy state. Feel bad for people that will be reviewing those games :v
@ancient delta
https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/ReducingPackageSize/index.html
Use forward shading in project setting, under rendering. Also mobile render is a good choice
How to reduce the size of your packaged game.
Plugins take space when building your project.
yeah wonder if the third party stuff (vr, holo-lenses, etc) adds to the build size
yeah
they need some sort of reference if you use them
have you tried deleting those folders? the editor probably wouldnt like that
Don't delete anything from engine folder
you can disable plugins in engine
that all
Disabling the VR plugins will reduce by ~5 MB.
It's harder than ever to get under 100 MB now, though. 4.24 and older you can do it with some work, but 4.25 and up is more difficult.
yeah i saw your nano build
I might be able to support 4.26 with Nano because they added 32-bit support back in as an option.
But you have to toggle it, restart your editor, and let all shaders recompile.
If you can use c++/c#, check in source/YourProjectName -> YourProjectName.Build.cs. You can say what modules to add/Subtract to build
afraid of doing all the effort to push the size down below 100mb, and then having less than 10MB room to add content
Its possible to do a decedent game under 100mb, but not easy.
and forget any sort of BP
Blueprints are perfectly fine under 100 MB. It's textures you need to worry about mostly.
how much space does the nano take when packaged in 2.24?
The easiest way to achieve it is no textures, flat color shaders and fully dynamic lighting with little-to-no shadows.
In terms of size c++ is 10x better
Sure, but plenty of people don't write C++. ๐
Yeah, now they heave the reason i guess :v
With 4.24, you can get Nano down to 85 MB without removing the prerequisites installer.
If you remove the prereqs installer, you can get it as low as 62 MB for 32-bit.
There's more you can do still, but I built Nano to only take advantage of big space savings that are safe for most people.
Let me know how it goes, and please submit an issue if you have problems or suggestions.
Any version of 4.24.x should work.
pfist, are you taking part in this game jam?
Yes. ๐
hmm. good luck i guess (:
Thanks! Are you participating?
ehhhhh oh no
Looking forward to seeing what you make.
Like jam contains every thing i hate, working under pressure, limited time and competition.
Looking forward for 100mb game
if they look like this, it would be an insta win for me
is this your screenshot @rich eagle ?
nah
oh haha
I love PS1-style and other retro graphics. Hope you can achieve something like that. Classic Resident Evil goodness there.
that's like the enire 100mb of textures right there lol (jk)
i never do graphics until i'm done with 80% gameplay
Pretty good strategy.
im the opposite, every jam up until now I've focused on art first
Yeah, since art and story can always change, but code and design is much harder
you do you.
that's why im trying to explore minimizing size first this time instead of doing a huge procedural terrain and having trouble uploading to itch at the last minute
Also a good level design dock: https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/edit
Level Design In Pursuit of Better Levels Table of Contents ๐นPlanning๐น 4 โ Concept process โ 4 โ Metrics โ 6 โ Prototyping & Blockout โ 9 โ Structural geometry โ 11 โ Form follows function โ 11 โ The Backdrop โ 12 โ Check the scale โ 12 โ Empty space โ 13 โ Testing the leve...
yeah saw this on twitter, good writer
I'm writing my story first since mine is a short narrative horror game.
Need to know the overall plot before I script all the scares and such.
I'm doing Stealth, immersive, survival horror.
Got pick lock system done, grappling hook. And now working on ai
im going to try a roguelike with a highscore and procgen ๐
Can someone explain what can i do with this topic in game jam as i am not able ro rhink. Anything
Pls help
Pls
story: time has passed, theme: finishing
Maybe you can think of the theme this way: you just finished a long task, but it turns out there is still more work to be done.
@civic dock thanks very much
My terrain generator weights 400mb :0
anyone interested in ut2k4 instagib server? always a good laugh to have new players
Are you guys using 4.26
I am.
I running 4.25, will be waiting for plugin updates and hot fixes. But water looks amazing.
what is reality though you know? does anything really even exist?
nano empty build 32-bit on 2.24.3 is 142mb
maybe i made mistake... used no starter content + blueprint, dropdown doesn't show option for c++ in project setup, also throws exception error
Some progress I've made:
Left - default Vehicle Movement 4W component with a custom jump on top
Right - some more customised movement for a more arcade feel
looks nice
I'm find it. Englishe version of song about all indie dev's in the world ๐ https://www.youtube.com/watch?v=NzBIJJcbJXU
SUMMER HOLIDAYS ๐๐ https://youtu.be/BhBELiwfeNM
Music video " Song of the Young Artist"
Episode 27, Picture Perfect
Music - Vasily Bogatyrev
Lyrics - Gala Minasova
Artists: Mikhail Shtangrud
On a fine winter day Masha and the Bear find inspiration to start painting. Masha borrows paints with a tiny canvas and begins to make paintings of everyo...
ok got nano to build at 75.3MB
I love seeing all your progress
here's some silly jumping stuff I made tonight https://twitter.com/PartlyAtomic/status/1335461196284178432
feels good to be finally making progress after getting some small packages out
nice @minor hemlock gave you a follow :D
We've made it to the part of the jam where I'm so excited by what I'm making that I can't sit still to keep working on it 
I used to have an exercise trampoline that I would use to burn off the energy, but I think I broke it two years ago the last time I took part in a MegaJam 
I'm wrapping up day 2 of the jam now, here's my progress so far! https://twitter.com/RhysSullivan/status/1335479695266119680?s=20
Day 2 of progress on the Epic Games Mega Jam! Today I programmed a throttle for the ship, heat seeking missiles, sonar scanner that can tell you where specific actors are (seen in the mines section) and started work on making the enemy AI. Lots of WIP! #UnrealJam #UE4 https://t.co/OkGTHybdLt
So much programming ๐ช
Anybody know why a character would idle, but not transition to the speed states... despite it working in the loco system
the best part about having EU artists is I go to sleep and wake up to lovely art
lol, what happens when your an artist doing code ๐
@tulip viper "custom event" doesn't look right at the bottom, that should be event tick
ah....
thanks , ill look at that
bah, that is what it was....
silly me, must have got jacked up when i was copying it from the other BP. Need to make sure its update animation event ๐ good to go now
thanks @wet rivet
first time I am trying to do this solo..... so... having some problems from time to time ๐
i am not a coder LMAO! but i am going to try this time
Solo is fun. Lots to do in solo though ๐
I've done both solo & teams for MegaJam (and reg jams), they each have their own benefits.
I try to learn something new that I haven't touched or lightly touched in the engine if I do solo though.
yeah, well im gonna learn alot cause this is my first time solo coding lolololol
and you know me, i normally love doing the art side
so we will see how far i get

If I were art heavy, I would just try to make the prettiest game ever
Or cutest, since you do more stylized work
it wont be the COOLEST game, but it will have a good strong theme and the art will be on point
๐
We ended up at a neat interpretation of the theme im just hoping we can pull it off correctly
also, probably not cute this time around. Doing a mob boss thing so lots of blood
I have had my core loop since last night, but I've finally gotten everything settled, and started balancing things
It requires a bit of story to incorporate into the theme which is a bit unfortunate since trying to do that in that past has gone poorly
then ill putz around with the destruction stuff in 26
I have been trying to rush to this point, so I have more time to focus on art (which technically I can do, but at a much slower pace because I don't do it as much), and sound/music (which I have no clue how I am going to do it, but I plan on learning this week ๐ )
im gonna just get sound, fuck that shit ๐
way too complex for me
your a better man than me
I did that for Spring jam this year, I just sourced the music
@wet rivet good luck, story can be hard to convey
I think most of my day tomorrow is going to be spent on AI and animation blueprints which are probably my two weakest areas
But, I kinda want to see if I can learn it or not, even if its simple stuff
Yeah, I think weโve got a decent way of pulling it off so Iโm hoping for the best
I wanted to learn niagara this week, but I think I'll just stick with cascade ๐
https://youtu.be/-adG5cdvC3A gonna try and figure out how to do this style of animation, I think it should be simple enough Iโve just never approached something like this before
question... why would the logic on an AI not work the same as the player controller?
when the AI is walking, it doesnt animate
nevermind, found it... simple fix
hm... now onto my new problem. seems my behavior tree wont run
grrr
this doesnt seem to work... ๐ฆ
seems just the focus isnt working.. maybe the target is wrong ๐ฆ hm...
task for focus doesnt seem to work, it shoots.... but no moving to me and no focus
grrr
@tulip viper are you running the behaviour tree in the AI controller? do you have your AI controller set as the AI controller for your AI pawn?
also besides those questions, that is never gonna do anything because you have a selector node below the root node. a selector node will only fire the leftmost child node which can be fired, meaning it will only run the EQS in loop. If you want to fire all the child notes in sequence, you need a Sequence node not a Selector node there
hm...
great questions lets see if i can answer them
AI pawn is the bp that has the character, right?
So, there the controller Class is set to AI controller _01
so, right now I want the AI to move to me (if it cant see me) and once it gets there then fire at me
the logic for firing only when it sees me, works
problem i have right now is that the move to me, and focus task dont work
and I think this is what im suppose to do for focus, could be wrong though
this is what it looks like when in sight
this is what it looks like when not in sight
it goes to selector, then runs EQS, move to, then SEQUENC (focus)
I am wondering if targetlocation is not being set....
when i create a test EQS ... it looks like its showing a point
and it shows me a trace is happening
k.. i got it to walk to me.....
but it does like a delay or some crap lol
i might just have to go with basic ass ai, this is too complex and im having one hell of a time lol
still a lot of art to do too
interesting... so you have to turn the control yaw ON not off....lol i feel stupid
those three HAVE to be ticked, hope that helps somebody else LMAO
got it all working now... lol damn that was crazy
for VR games--what headset will they be tested on may I ask? Wondering if I need to configure the steamVR input for all the different platforms
Any ideas on how to add animation to the wall run just like the slide, will really help
if you can budget the time, unreal tournament 4 has that mechanic. You could download it and have a look at the code + blueprints
Today motivation for my lovely developer : "Its okay not finish your game. you still can join MegaJAM 2021"
Ugh I've got so many ideas but so little time
I wanna include VR and multiplayer, unsure if I'll be able to though
so....
i got bullets to fire
problem is, it only fires once while holding down, not repeated
Possibly it loops only on Retriggerable Delay, going only once to spawn actor? You could try to place breakpoint on spawnactor
also, sound happens only once too?
progress so far on the second day, been putting in too much hours
https://twitter.com/IBioXide/status/1335596787587944450
Making a hybrid RTS/TD endless wave game for the #UnrealJam, having a blast fleshing this out, can't wait to see it running!
#UE4 #gamedev #indiedev #madewithunreal https://t.co/HqD007WACY
i lied
i put on headset and the sounds are going on and on and on and never stop
lol
So it clearly executes this path, I guess the issue is with the spawn location/rotation then, or the function itself?
yeah maybe
so the player has this
man, who knew this coding stuff was so hard
spent 10hrs doing this damn weapon crap lol
k, well solved sound issue. The wave was set to looping, so yeah it only fires once it seems
what if you remove the loop completely and make it just one line (leaving the gate also). So replacing the Retriggerable delay just to delay, and instead of going back to enter, going straight to spawn actor
because if I understand correctly, there's no need for loop because button pressed is basically an event tick based on the button pressed
nah, doesnt repeat
i know, thats what i thought
but it wasnt working there either
thats where i am stuck
it's AI shooting, or player shooting?
right now player
once i get this sorted ill go to AI
i just saw ryans video using that
so ill try that method next i guess ๐
I personally used this tutorial when tried to do shooting, and it worked just fine, though it doesn't spawn actors, just line traces (hopefully links are permitted)
https://www.raywenderlich.com/228-how-to-create-a-simple-fps-in-unreal-engine-4#toc-anchor-008
yeah, im avoiding line traces
i want real physics for the bullets.. more fun that way ๐
but thats not my problem, so the answer might be there
ill watch that next
you also can always check how shooting is made in fps template, it shoots balls with physics
true
@glass fossil would I put the spawn actor before the timer?
cause that doesnt seem to resolve my issue
its so odd
i have the same code, more or less
only diff is my start and stop are in the weaponBP
instead of the character
Plan is auto run and shooting towards the endless center making it very arcadeish, still have to tweak collideing more https://twitter.com/TocoGamescom/status/1335602308848168961
i mean it makes sense. but thats on the player
i guess my method is wrong by trying to add it to the weapon
yeah
thats why iw as trying to do the gate
lol guess i borked that up too ๐
oh well.. its a SINGLE SHOT TOMMY GUN for now
AHAHAHA
lol i know right?
cept im a coder noob
i need to get damage in, and then work on the AI, so i can focus on art tomorrow
and make the game super sexy
yeah
so in this picture (sorry for bothering and all the questions)
im pulling my rifle BP ref and looking for a start firing function
the weapon fire delay is also pulled from that
this is on the character
morning all!
hm... okay let me fiddle for two seconds
hm.. no joy
would i be able to sharescreen with you for 5 seconds?
i feel that would help to see where i am at
i might have figured it out
freaking order of events
interesting
now nothing spawns lol...
so i got to heck some shit
nope
no hello
wild, right?
i know
it makes NO SENSE
hm....
in the player?
possible
event begin play > spawn weapon
yeah
in spawn weapon
i spawn the actor BP_TOMMYGUN_01 on the socket
and then set it as a ref
yep
shows up, no issues
guess i can do an is valid check with some code
and if i remove the timer event
hello shows and the projectile spawns
(not repeated)
Anyone using GPU lightmass baking?
no
im calling start firing
fire bullet isnt even an option lol
oh
lol thats why
let me see if that fixed it
so i linked the set guntimer to the print and it works
its like the function ActuallyFiring is being ignored?
yep
and fires bullet once
yeah
ill keep at it
thanks ๐
im on 4.26
OMG
its the variable
.....
wtf
well
i got it
... variable was RANDOMLY set to 10.....
instead of 1
the fire rate
was set to 10 seconds
i dont know how
... on the CHILD
that took 4hrs to fix....
dear god
i am not a fan of coding ๐
ill stick with art ANY day fo the week
I am trying to make a light flicker I kind of got a good result, but it is really harsh is there a quick way to blend between on and off. Any help would be greatly appreciated.
try timeline maybe, with float curve you can even regulate the light density
Thank you
isnt timeline just linear interpolation?
so im trying my hands at widgets for UI for our game
and I want to make a list of UI elements
and I want it to animate when adding a new widget to it instead of just snapping
I dont know if that is doable or if its a bit too complicated
Could be easy. I've never tried it personally, but I wonder if you could make an animation in the widget getting added to the list. Simply add it to the list as hidden, then start the animation that animates it towards 0x,0y and set it visible. Might try that myself for something here in a bit.
I see no Soundly as sponsor this time. No Jam key this time?
@ashen swan ye pretty sure that wont work, because the list would jump when you add an item, i would have to animate the widets actual scale but idk how to do that
very pleased with my camera behaviours 
looking nice
Can anyone help me to translate text in game from "Google Translate English" to normal english ?
Please ๐
Popping this question in case anyone else in here knows: Having an issue I wondered if someone could help me with, my level is becoming extremely bright around my camera, Ive tried the usual trick of modifying auto exposure and adaptive lighting but nothing seems to be fixing it
looks weird, are you sure you have post process with exposure enables and it's set to unbounded so it covers whole map?
I did some digging looks like it was related to a shader we were using ๐ฆ it seems to have done a bit mental, which sucks because it looked really cool, then I changed the directional light and now its fudged
Hi I have a bit of a question why does it when you import a custom obj and change the collision to complex it is like there is no collision at all?
looks like the first submission has appeared;
https://sdg12832.itch.io/the-pied-piper-of-gamelin
@tulip prism try to enable option 'use complex collision as simple collision'
well I would use simple collision but I imported a room that you go in so you just wouldn't be able to go in it
yeah but in mesh option set it to use your complex collision as simple, it should have effect that you want
from what I remember you need to open certain mesh and set it in details for that mesh
its named collision comolexity
hey! if there is any simple 3D artists out there I need one for my team for MegaJam!
Thanks It worked like a charm
Got my proc gen terrain working, and trying out a helicopter flight model...
@azure flicker you might be my sworn nemesis for this jam 
Can you see what I'm making? ๐
did anyone get bouyancy working?
Does anyone have any idea as to how we should represent a voice actor's work for our game?
Would this be considered a pre-made asset? Or does this fall into breaking the rule of having a "6th" member on the team?
A friend who is not on the team is offering to do a couple of voice lines for the game's intro, just don't know if this is allowed because we have 5 people on the team. If this is allowed, how should we credit the voice lines on our submission
some progress on vr runner idea, going to try and make the climbing more user friendly.
@hoary oak that was being discussed earlier, and I believe the verdict is that it would count as a 6th member.
what is the topic of the jam? where can i find it?
the theme is "Its been a long time, but we're not done yet.
its very open and broad and open to interpretation
The theme itself is also in the channel topic.
https://twitter.com/RhysSullivan/status/1335725610488905729?s=20 here's a clip from my half way through mark of the day, working on flying boss movement atm
Half way through day 3 of the Epic Mega Jam and I've got the final boss movement in a place where I'm pretty happy with it - I'm able to define specific movements that it can do i.e circling or a fly by and connect them together. #ue4 #UnrealJam https://t.co/xMz7u1Dlqf
The system I've got for it is kind of neat, basically you define the way a spline is setup and it connects those splines together
Still a good bit of work to go, like I want to add extra points inbetween the end points to make it wavy but it's coming along nicely
This Witch based game is getting out of hand.
for a more elaborated response, each mesh has 2 kinds of collisions: complex collisions aka collision based on what your mesh actually looks like but more expensive to use for things such as line tracing and handle collision between physics objects, and simple collision which is usually a simpler shape with less triangles used to save performance on physics and line tracing.
When you make a model in your Blender/Maya youโre making your visual mesh aka your complex collision. To make the simple collision you have the following options
- in Blender/Maya, add a child mesh to your mesh and name it UCX_ followed by the same name as the parent (if your mesh is called Box_01, add a child mesh called UCX_Box_01), the model that child yo roughly cover the parent mesh. when imported in UE4 the child mesh will be recognised as simple collision
- an alternative is, after importing a mesh without simple collision in UE4, open the mesh asset, then in one of the top menu youโll see option such as add box and add sphere, that allows you to create a simple mesh in UE4 itself. however it has a bit of learning curve interface-wise and itโs probably easier to just make on in Blender/Maya
- you can just use your complex collision simple, bear in mind that doing so can impact performance. it is passable for a game jam or amateur project, but not something advisable for a more serious project
Editor has crashed 4 times this evening. Is it possible that rebuilding the source, or cleaning it in VS can help?
are you running 4.24 or newer? in my experience the latest releases just crash on their own sometimes, and I know of other people who have the sane experience with those releases only
I'm on 4.25... Sucks to be me, lol. Thanks for the answer.
im debating taking our project from 4.25 to 4.26 for that dynamic resolution feature
doing that in the middle of a jam seems like no fun but i dont think it'll be too painful
When you try beginning but your computer keeps throwing errors at you and you can barely use Blender ๐ฅ
Hello
that why is load so fast for me
i have some mobs that are not taking damage when they are in the ai "moveto" state, is this common?
after closer inspection they are immune to damage if they are in a moveto state and blocked by the player or another ai player. Otherwise the damage events always work
Day I've Lost Track: https://twitter.com/PartlyAtomic/status/1335809480647438336
Science has gone too far, I think we're making a 2.5.5D platformer...
#UnrealEngine #ue4 #UnrealJam https://t.co/45yE1Z7QWn
does anyone know if spoofing a movie scene is acceptable? for instance would a spoof on Back to the Future be considered plagiarized? thanks
I have a question
Can we make a multiplayer game that needs 2 pcs
I was just making 3d models for my game but then this struck me
please tell
Hmm. I couldnโt find any conversations about that when searching the chat history. Does anyone else have an idea about this as well? Looking for as many opinions/sources of info as we can
Also wondering about the 2pc multiplayer game and non-team voice actor ๐
Oh my god, what the hell did i just create๐ฑ
looks like you're putting the break in breakdancing
lol
https://twitter.com/RhysSullivan/status/1335833335189315585?s=20 Here's my progress from day 3, I have done so much math over the past few days there's vector nodes all over the place
Wrapping up day 3 of the #UnrealJam! Today I worked on making the flying dragon AI which has proven to be quite a challenge. I also worked on setting up all of the story tools and implemented the art assets our artists created. Enjoy the clip of me fighting the monster! https://t.co/x0nmc1eP9r
Still quite a few kinks to work out in the movement system of the enemy AI but it's getting there
if only there was a dumbest idea based on theme category
Hey there! I have a question: I'm from italy and i just want to submit my game for the jam, not going for prizes or anything. The rules are clear saying that i cannot partecipate in the contest in fact but am i allowed to just submit?
Lol didnt expect that to happen at all
Sorry if it's a dumb question, first gamejam first "competition" in this regard
I dont think you can cuz they require the location of the participant when submitting, and i think they'll disqualify non region participants
I'm ok with not getting qualified
My point is: is it a problem if i do post my game for the jam?
if @tranquil matrix or anyone could give an official answer i'lll be glad
Yeah i got it there but i'd like to put it in the jam, you know ๐
@glass fossil made some improvements, getting it all fancy like
Hello, Im looking for 3d modeller, 3D Animation, Level Design, C++ Programmer, Environment Artist and Concept Artist, Please DM me....
how do i make it where the damn ball doesnt fly around ๐ i know its a pawn error
@wintry nymph for the game jam?
Yes
whooo! I am feeling on fire friends. I almost have my player controller thing operational
i have no clue what that is, but it looks interesting ๐
the animations are actually awesome, really cool stuff
My game is... actually kinda fun already
unfortunately this means that I am losing all productivity by continuous "play-testing" 
Brahs, i'm stuck on the level design. FInished all the 3d models and animations and some of the code but damn the level design is doing my nut in
Any tips?
Maybe not a great tip, but: Power through it. I find that with tasks like that it usually sucks for longer than you want it to, and it'll keep feeling that way and demotivating you until you just iterate on it enough, and then it'll start to feel good.
I just keep myself working and putting things down and changing it until it eventually starts to feel good, and then I know I'm probably getting something right, or I have stockholm syndrome.
Signed: A person currently working on level design and procrastinating in discord because it's going poorly ๐
xDD Thanks for the tip man. Keep procrastinating it'll give me an edge ๐
I mean power through it man, you got this
I have a question
Can we make a multiplayer game that needs 2 pcs
I was just making 3d models for my game but then this struck me
please tell: I KNOW I SENT THIS BEFORE BUT NO ONE ANSWERED
So please do
I'm fairly certain that's allowed, they've always seemed very accommodating of a game's needs when talking about the judging.
I'm currently a bit more worried about my game having couch co-op, considering the current global events 
Hello, Im looking for 3d modeller, 3D Animation, Level Design, C++ Programmer, Environment Artist and Concept Artist, Please DM me....
@wintry nymph sounds like you're better off joining a group
What group?
I am almost sure one of the past jams even included additional prize for multiplayer game, there aren't any informations that yur game has to be singleplayer so I guess epic won't have problem with that
there's actually a very easy solution: Steam Remote Play Together.
It allows to play couch co-op games across remote computer.
I have not tried it myself, but making it work with UE4 should be as simple as: in your project directory go into the Config folder and open DefaultEngine.ini, then type the following text at the bottom of the text file:
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
bHasVoiceEnabled=true
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
[/Script/OnlineSubsystemSteam.SteamNetDriver]NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"๏ปฟ```
Also you'd probably want to test this thoroughly, and add a quick tutorial on how to play remotely using Steam Remote Play either on the your Itch.io page or even better within the game itself.
Hm, that's definitely good to know. If I get that far I'll certainly check it out.
In other news, I have achieved: Video Game Protagonist
This was a bad time to remember that I have no idea how to animate 
if you make the turtle legs individual meshes and make their pivot the point where the joint would be, you can import them all into Unreal, add them as static mesh component to a new actor, then create add an actor sequence component and use that to animate the legs and play it on loop.
It'll be way faster than rig and animate the whole mesh imo
I was mostly joking, but thanks ๐
if u lookin for original game mechanics use a randomizer to pick a plugin folder ๐
can anyone confirm what VR platform vr games will be tested on? Is it enough if I package just for oculus controls?
i think the template is setup for both
to do steamVR input on custom input events you have to do a bunch of configuration for each headset
i only have 1 headset so i dont have that problem ๐
just occulus should be fine
altho not cool for ppl with non oculus ๐
Turtle has hidden in shell. Turtle is safe now.
made an interesting character for the game jam, need to see if I can figure out how to add a hoodie now

that guy resembles me to an extend that becomes lowkey unnerving
lol
you should tag @tranquil matrix
https://cdn.discordapp.com/attachments/217700750938210305/785491946537353226/RessourceNodes.jpg Ressources now available
I'm expecting to be offered a job at pixar after this game jam ๐
Pixar, really!?
It was a joke ๐
https://streamable.com/urpy27 we got out core loop done ๐
now we gotta get audio and polish ๐
Im sorry guys, my project won't be able to publish, because im sick, I have cough, cold and fever, im really sorry I wont be able to publish my game project in Epic MegaJam. ๐ ๐ ๐
this is amazing
@glass fossil seems like a nice game
Hi guys. Hope your projects are going grreat
I got a noob question
I know very little about packaging a project or game dev in general really. I am trying to make a gaaem for browser so that the player doesn't have to install or download a zip file and play right away. I have no idea about the limitations of that or the feasibility. Can anyone guide me to a good resource online about packaging game for browser.
https://docs.unrealengine.com/en-US/SharingAndReleasing/HTML5/index.html Maybe this helps? @urban meteor
Developing games for the HTML5 platform.
And thanks!! We still gotta polish it up a lot to really sell that "I was supposed to go home at 5 but its now 6:30" feeling ๐
too many limitations reverting back to PC l mao
another quick noob question.
i have no idea how you get that command(if that's what is called) dialog box to show where you type things such as r.streaming etc
It's called console I think
`
is the button i think
Does anyone else have an idea about whether we are allowed to count a voice actor as a 3rd party or premade asset, or does that count as a team member? Looking for as many opinions/sources of info as we can. An official answer would be great @tranquil matrix @copper carbon, we are already at max team size, so this would be rule breaking if we can't constitute it as an asset rather than a member. It would just be for a couple of voice lines at the game's intro, done by a friend of someone on the team.
I am new to this thing but I would think voice actor is a member
just like any other artists involved in your project.
I could be wrong tho
I have been spending some time making my movement feel tighter... should probably get on something else already lmao
I like how the pickups lerp to you after you touch em @azure flicker ๐
Hello, Im looking for 3d modeller, 3D Animator, Level Design, C++ Programmer, Environment, Concept Artist, Sound Engineer, Game Designer, Game Artist and Beta Tester Please DM me....
thanks! ๐
is it even feasible to submit an ios app? How would one even share a development build if not through the app store or testflight, which AFAIK take time?
@wintry nymph You should hire a public relations person first to tell you which channel to put things like that in. :/
I Could be wrong but it sounds like they would be just assets to me if that Is all they are doing considering you can use assets made by others in this jam ๐
I hope so, I just need to record a few female grunts and a scream with a line or to and I don't want it to count as 2 members -_-
oh heck yea, turned off my pc last night and everything was working great, try to load it this morning and now the engine keeps crashing. compiles fine as well -_-
I think the assumption is that any original content created for your game during the jam period is done by a team member.
If they didn't restrict that, anyone could recruit as many "team members" as they wanted to do various small tasks.
Instead of abiding by the 5-person limit.
But again that's my two cents.
That settles it for us, good reasoning there, we'll just use one of our existing team members as a voice actor
Maybe listing as "done outside of the project" would be fine? I mean, it's not like you can't hire freelancers (for example) to do an asset, or something. And, at that point, I believe whole system works on trust, it's not like something restricts you from maybe using your own assets, done before the jam and not listing them
It would just be unfair to do that, and uncompetitive, but you'll be disqualified only if it somehow comes up. Not doing that myself, just sayin'
Hit an issue, we're trying to use github desktop for our jam project and I committed a change to my branch it's saying the commit contained a file size which was too large to push, after investigated it seemed to be a staging build which I have since deleted but now every time I try push to origin I still get an error or a file being too large but it doesn't specify which file. Does anyone have any ideas on how to narrow this problem down?
@civic dock Some jams do not include VAs in their member counts though
So it's a valid question actually.
However, if it were me, I'd just do my own VOs (or have existing team members do it). This is just a game jam
I would assume you cannot outsource work for your MegaJam entry to freelancers based on my understanding of the rules. I could be wrong. Perhaps you would simply list it as a sourced asset and therefore not count it towards your score.
That's where it's at. More fun that way, too. ๐
Thanks to everyone who went on my stream today! It was totally unexpected, I haven't announced it anywhere, but people were super supportive and I got few twitch achievement goals completed!
if anyone has contact with the people from assembla, they haven't responded yet and I was really hoping to get my account activated for the gamejam perforce setup
wondering if I should just do the free trial and set my team up on that
wheeee
at this stage in the jam, just do that
Welp. That's it for me lads. Project can no longer be opened. That's what I get for using 4.26
Can you open it with 25?
Have you tried deleting Itermediate and Binaries folders? Sometimes it helps. Also you could manually remove assets that cause this error
@drowsy ice Thanks for beta-testing 4.26 for us though
But this is why source control exists!
Thanks for the answers guys. I deleted the BP file in Windows explorer and the project opens. Sets me back an hour vs 3 days ๐
While traditionally I do use Perforce (and used Assembla before, actually I'm the one that brought Assembla over to the Epic Gamejams in the first place), setup for the most part is a little bit more of a pain, than let's say a git repo, especially solo. I typically just source tree git my way in solo jams. Never had anything break luckily, but I still never want to. Also I definitely never use newest engine for gamejams, because I know better ๐
Wanted to play around with water features. But yeah, gotta start using git before the end of the jam vs just to upload the finished product.
I hope you guys use LFS.
Can it be used with github desktop?
dunno tbh. I think it's a thing you set up on the website.
LFS not too important IMO (unless you are using it for locking - which I think most people still dont). It does handle large files better, but for a jam, a bit of bloat from binary diffs not such a big issue?
There is the git2 plugin which handles LFS and locking, but AFAIK it is incompatible with advanced sessions
I really should of payed more attention to organization
creeeepy
it is also super cool but yes very creepy
nice sandclock
nice work
has anyone there figured out how to export bunch of objects from blender (like map or vehicle) to ue4 in a way that they are spreaded in world just as in blender, but retaining object pivots as well?
@steep needle have you tried looking into the Blender plugin provided by Epic Games on Github?
yeah, tried and other plugins
You can use Datasmith for this. Thereยดs a working Datasmith Version for Belnder available online
Using the Blender Pipeline Plugin will not place the Assets in the world for you and it will not maintain Instanced Assets, Datasmith will handle this for you with no problem
Spent days 2, 3 in making mechanics
Essentially it's an "Escape room" game with time traveling between 6 periods
Player can take single item at a time to travel with him
Environment become hazardous with time
Items can change if conditions are right
#UnrealJam #UnrealEngine https://t.co/cAf6BtV7kB
for Datasmith only ue4 plugin is needed to import fbx and properly spread assets? @dapper dagger
oh, no, seems exporters are needed for 3d software. I don't see blender in list of supported apps
not just the ue4 plugin. You need the Plugin for Blender too so you can export in Datasmith File Format
itยดs made by third party
sweet then, will try. Thanks
does Datasmith require some preparation inside blender?
no just select everything \ Export \ choose Datasmith \ go to ue / press Datasmith button / choose import folder / done, sceneยดs there. With all the lights and materials youยดve setup in blender (mostly)
sounds to good to be real
What i like the most with Datasmith. If you have several instanced meshes in Blender, like tousands of Pillars or something else and you export them via Datasmith, it will only import ONE SINGLE Asset to unreal and place that asset as often in the scene as you had instanced meshes in blender, very handy
that's great. Is that plugin correct?
it is real and it is fast too ๐
90kb file instead 10mb+ export from blender
yep
i thought 90kb was corrupted file or wrongly exported
and it exports to ue in seconds
yeah, like that, poof
^^
no problem
@dapper dagger hey, do you know if it's possible to put datasmith package into Blueprint?
I feel this combat is fun, what do you guys think?
mfw theres already a for purchase entry for the mega jam
@granite junco People may or may not tell ya the truth in this chan, remember it's a competition. But IMHO, camera needs a lot of work.
@pine fulcrum Hmmm, maybe I should put mine for $99 /s
Technically... it's not against the rules though, is it? I would have to read the fine print, but obviously it should be free to DL, but if it's not in the rules... well lol
also first entry has comments that were posted over 20 days ago lol so it's old game
Datasmith itself has some sort of functionality to automate stuff and probably you can put the datasmith actor into a blueprint too i think, but i never needed this features by now.
pretty sure I've seen it submitted to a previous Unreal jam
Thank you I appreciate your honesty and feedback exactly what I needed ๐
Testing mechanics, I need to create all textures and models ASAP or I am not even going to finsh my game
@pine fulcrum Make sure to tell us when you play the multiplayer games! ๐
online multiplayer gets played as they come up
but I do try to flag games as multiplayer and give time for people to download them
depends on if people are around to do so
local multiplayer, I might have a solution but that generally is its own block
Anyone using 4.26 & the new Houdini Engine plugin for the jam?
I'm tempted to retarget the project to 4.26 to take advantage of the new water/landmass thing
I don't think Houdini has a 4.26 plugin yet?
There is a 4.26 branch but it's still very much WIP (https://github.com/sideeffects/HoudiniEngineForUnreal-v2/tree/Houdini18.5-4.26)
Bunch of materials being given away at the moment https://www.reddit.com/r/unrealengine/comments/k8rx4g/99_free_pbr_materials_link_in_the_comments/ good timing that
I relate very hard to the comments on this entry
I DON'T WANT TO PROGRAM, I JUST WANT TO MAKE GAMES
this is so chaotic lol, third day was quite productive https://twitter.com/IBioXide/status/1336097042104369152
Implemented a combat system with a simple AI, can't get enough of doing huge fights like these to test the mechanics. Tomorrow most of the mechanics should be wrapped up, which should give me time to model more assets.
#UE4 #gamedev #UnrealEngine #UnrealJam #MadeWithUnreal https://t.co/h6vPJDpG0H
wait what? people are selling their entries? that absolutely has to be against the rules to make the judge pay a price to judge the game
i would imagine the ones that aren't free just wont get judged
@hoary oak Looking at the official english rules: "Submission may include sourced (non-original) assets, provided that (i) all sourced (non-original) assets must be noted, and (ii) such assets will not be reviewed or scored." so I would interpret external VA would be a 'sourced' asset that won't be scored and must be listed somewhere instead of being counted as an extra member.
thanks for the input!
question, for characters can I use the female mannequin and fps arms that come with the engine? or do I have to find or setup my own?
ah
Y'know what? That paid Jam entry idea is great. I will do this. Or at least maybe a paid version for people who wanna shell out the cash.
@glass fossil the itch.io site? i dont know if im overlooking it or not but im not seeing it
unless its just
got half way through today and realized that my gameplay was utterly uninteresting, so I revamped it, made it clever, and still managed to get a bit of art done. I'm so tired, lol.
https://twitter.com/RhysSullivan/status/1336198868858359813?s=20 Here's my day 4 progress, I lost a good 4 hours to trying to make animations work along this spline D:
Day 4 progress on the #UnrealJam Most of my work today went into programming polish such as motion sickness preventers and story elements, along with trying to make our new dragon mesh follow a spline path for it's animations (still a WIP, enjoy the boxes for now) #ue4 #gamedev https://t.co/N16DOX8z5y
it seems like it should be so simple to get bones of a skeletal mesh to move to transform locations but for now it's just boxes while i figure it out
Whoo boy... was going to create some more intricate baddiess for this game. But after playing so long with these bright capsules. I am kind of liking them.
I'm attempting to make a vr game for the jam on the oculus quest. However when I go to build it, these errors appear, and I don't even know where to begin when it comes to fixing this.
@autumn sky have you successfully built for the quest before?
i'd also recommend checking out #packaging and #virtual-reality for more specific advice
i have kind of a weird question, if i submit my project just 1 hour or less before the deadline, will the judges be able to view my project or will it get left out in the dark, you see i have a lot of mechanism and levels to build, so i have to adjust my sleep accordingly๐ ๐
I think any time before the deadline is fine, usually judges look on all projects after the deadline, not during time when submissions are still accepted, and, well, judge after cheking all of them
Thanks mate now i think ill sumbit the project just 1 min before the deadline lol๐
well, it's always good to submit it a bit earlier since maybe you'll discover a critical bug that makes the game unplayable, and in that case you'll have time to fix it
Yeah, Deadline is just for submissions, not judging.
I'm going to need a month to decompress half of the things I've learned this week after this Jam is over.
You guys are learning something? xD
Solodeving this project and I've never done audio before. Not that great with materials yet, and I've never implemented particles in gameplay design until now. Been a steep curve.
Well, if i can't finish my project within given time, then i should win this time.
Because that will be, "it's been long but we are not done yet." ๐ธ
Spend the past few days on gameplay, but with multiplayer now working between VR and non-VR players (or multiple VR or multiple non-VR) I think it's time to finally replace the greyboxing with level art today
So little time left though, this is gonna be tough
I learned how to make a lever! ๐
so you build the same kinda content that you would in a 48 hour jam , but over 7 days ๐
Obviously, 48h you make the game, other 5 days you spend rethinking your life choices and thinking about dreadfulness of life
it gives me a chance to sleep a little ๐
How is this this theme supposed to work, I'm confused
so since, the theme is, "Its been a long time, but we're not done yet". opens up to many ideas, like completing a very hard quest or something, and then realizing that you're not really done yet.
I thought it could mean something like an old adventurer or super hero coming out of retirement and fighting again
that can work as well ๐
I bet there will be a lot of games similar to the Stanley parable out of this jam
Ah I see
I'm making a puzzle-game. Should I include a mechanic that, when activated, shows the testers the solution so they can experience the whole game?
Yes, it should be a micro transaction. ๐ j/k
If there are fail states to the puzzle you could always add one in after so many tries.
Or you could add 2 buttons, one for hint (if that's possible with your puzzle) and the solution.
that sounds like scope creep to me. honestly, don't waste time on useless features like that
Well, I really want the testers to see the whole level. I don't expect them to try my game for an hour until they get it right. Might as well give them a mechanic that opens the level up after they're done trying.
I like the phrase "scope creep," though. I'm going to use it from now on.
Isn't Unreal Jam available when you use Marketplace Asset?
You can use marketplace assets but you have to list all the assets that were done before the jam started on the itch page.
Thank you. I was confused because I was not good at English.
There are rules in different languages on the Jam Itch page right under the topic image under "Official Rules" in case there's any more confusion.
https://itch.io/jam/2020-epic-megajam
@scenic apex do you know how XR/VR projects will be evaluated? Can they just be on on oculus?
or do they prefer WMR since microsoft is a sponsor?
I don't know what they prefer, but since you can package your game for Oculus mobile I think there shouldn't be any problem with it just being on oculus.
ok thanks, I saw that but I am targeting rift and PC VR and not oculus go/oculus quest
@tranquil matrix do you know the rules there regarding XR projects?
Occulus go / quest will limit you on what you can do in terms of hardware limitations though
totally..it's also a much bigger pain to package builds for.
Yeah
anyone else at that stage where their burnt out and want to stop but also made to much progress to give up
@granite wedge All VR projects for PC is accepted
Oculus Quest/Go as well ๐
"Submissions must be packaged for Windows or MAC OS X or Android or iOS (development build) or Oculus Mobile, or Windows Mixed Reality, or HoloLens. No full, unpackaged projects. VR and AR projects are accepted. Android games can be distributed via the Play store as well."
No, that's the crying and screaming into void
oh boy so that gets looked forward to
i only have like 4 things left to do, setup outtro back to main menu, dead damage to player from attack, and record audio. screw teh art
How are you even supposed to package a game under 100Mb? Closest I've managed is 121Mb.
It is possible by disabling VR, Niagara, everything apart from DX11/12, packaging only for Windows, etc. There's also this (in case I forgot to mention something): https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/ReducingPackageSize/index.html
How to reduce the size of your packaged game.
thank you very much
@wet rivet sorry for the late answer. I went to bed and just woke back up. I am restarting my game, as my original game just wasnt fun. I havent had a successful build to the quest yet, because my original idea wasnt even for vr.
Given how far into the jam we are you might be better off just playing using a link cable to your PC rather than spending time debugging the build failure
if you still want to package for the quest though maybe try regoing through the android build steps
Im not sure what the link cable method is. What im curently doing is having the quest plugged in, then hit the launch button in unreal. Then this error pops up
so you don't have to launch to the quest to test in VR if you enable oculus link your quest works like a PC VR headset, https://www.oculus.com/accessories/oculus-link/?locale=en_US Oculus has a special cable but you don't have to use it, just test out what you've got and see if they're compatible
start of day 5 progress report: starting to panic about getting all the bits together I need to turn this into an actual game... https://twitter.com/lasersink/status/1336367502939414528
I did the thing. I turned RTX on.
#UnrealJam #procjam #7dfps https://t.co/gfAf7gR0xh
apologies if this has been asked many times but our 5th member in the team pulled out late but hasnt provided any work to the team/into the game. Is it permitted to pick up a 5th mid way in their place or?
Yeeeees. I got it under 100Mb even with Niagara. Victory!
I think so. I didn't actually build with installers I don't think.
All I see is a checkbox for Prerequisite Installers, and that's off by default.
Is that actually required on a Windows 64 build? Because if that's required, that's nearly impossible to actually keep even a blank project with everything cut out and compressed down below 100. If not impossible.
I've never found another way to get 64-bit projects below 100 MB, either. Doesn't seem doable unless you build the engine yourself from GitHub and strip stuff out.
Removing the prereqs installer seems to be the only way you can do it with a launcher build.
Is the Prereq installer required for the Jam?
Not necessarily true. 32-bit games can get down to at least 85 MB without excluding prereqs.
I suspect most people who win use source builds, though, so the barrier to entry is high.
Prerequisites are not required for your submission - but I would suggest you upload a separate build with them for the community so that they can download and play it without problems
๐ฎ I might actually stay just within those confines then. Very little left to do and a whole whopping 7.8Mbs to work with!
Yeah, it got nearly impossible to do at all with 4.25 unfortunately, mostly because it doesn't have 32-bit support.
4.26 brought back 32-bit support, so I'm going to benchmark Nano after the jam is over and see if I can update it. ๐
They had that issue last Unreal Jam...they went with an older version.
Oh, I thought it was new in 4.26. Maybe I missed it or it was moved. ๐ค
@rugged bay oh hey same here lmao
I migth need to download the entire Quixel library to get this out in time
haha
mostly filler assets, stair and materials
we have the very needed assets for the main story
mocap anims take ages to get to me, female artist ghosted today, looking for a new one asap
oh yikes sorry to hear that
not to mention voice acting
I'm mostly worried about the usual game stuff - title screen, options, boring stuff. Oh and haven't even looked at sound yet.
oh i dont even bother with options for a jam game
yeah absolutely minimal options
but the ingame phone is pain in the ass
but its mostly fixed, some bugs when switchin stuff around in a certain condition
should be an easy fix
I have raytracing in the game and there should probably be an option to turn it off at least
for performance
oh haha
My biggest pain point right now is not having any assets for piles of clothes. Couldn't find any in my Marketplace vault.
i have talented sound guys, i threw in their stuff as a noob and i was like stunned by how good it was
At this point I might just say the character put the rest of the clothes in the car. lol
but yeah, i need lot of filler assets
im gonna heavily rely on megascans for my decals and materials and filler assets
artist too busy making a pickup truck to syphon gas from
Guys isn't it possible to make a multiplayer game without a dedicated server?confused
how is it going for you folks ?
@wet rivet I used the method you suggesed and got it working after a while, thanks
the link cable or reinstalling the android devleoper tools? either way nice, best of luck in the jam
oh heck yea cant package game -_-
i havent tried packaging yet cuz there is nothing to package lol
fair point lol, im going through each asset to see where its breaking -_-
Ugh, I'm at that polish stage of my level where even building preview lighting takes ages...oh well, at least it's looking good
@thick breach smart, saving your headaches for other problems ๐
Lighting? What's lighting?
polishing levels meanwhile i dont even have a wall material
you guys are using lights?
I think I have like.. Four lights in my whole game. >.>
I had to add a couple of point lights. The directional light affects a lot of other things, but it made my main pawn look weird. Just disabled it on that pawn and pointlighted it.
how come when I put lights in it looks super awesome but when i build my lighting everything looks bland and terrible the picture is before I build it.
this is what it looks built
@tulip prism it's worth looking at your UVs to see if you have lightmap issues. you want non-overlapping UVs so UE can auto-create your lightmaps. Also, check your lightmap size
ok
lightmap density optimization view mode is good - blue means you need to up your lightmap resolution or you'll get bad bakes
so is any thing but blue good
Yeah, if it's red then you can actually drop the lightmap density without issue and save some memory
ok so I went to light map density and everything is blue how do I fix this
click on a blue object to select it. In details for that object, you can check 'Overridden Light Map Res' and type in a larger power of 2. Keep going higher until it turns green-orange - you can reduce later if you have time.
ok
If you have a bunch of the same object about the same world size, you can change lightmap for all of them in the static mesh properties
Preview Lighting
Lightmap density
Here's what part of my scene looks like density wise
I'm running 64-128 lightmap size for character size objects, ligher for big stuff
ok it worked on some things but others like big things it just stayed blue
Yeah, some of my larger structures have 2048 lightmaps on their biggest walls
Your lightmap resolution could still be low, try increasing it some more if you're under 4096
ok so for some reason having anything code related in my level causes a packaging fail
any help would be great, ive gotten it to build a few times by deleting everything in the level, at first i deleted everything one by one and tried to package and the last thing was my toilet blueprint in the world which finally got it to package, then i readded the backup and removed the toilet and tried packaging again, it failed so i did the same thing but with the doors being last, then it worked. now i tried again but ive deleted every blueprint in the level but nothing seems to work at all. im just at a loss
@grave moth Not sure, but this stands out. Cannot create SoftObjectPath with short package name 'Bathroom'! You must pass in fully qualified package names
I am just guessing but you might need to rename it to something else
Add some checker pattern and a marble material and you've got vaporwave!
@jaunty breach Your main options for multiplayer are dedicated server, listen server or split screen / multi controller setup. Listen servers have one of the connected clients/players also act as the dedicated server
Even in a listen server situation, you need a lobby service to get players connected / show available games. Steam has one, i think epic does too iirc, Im sure there are others. From there it becomes P2P (peer-to-peer) where clients are directly connected to each other via IP, which has some security issues to think about
does ue4 suport ogg files
are there any good sites that have free sound effects
I second freesound.org
remember to include attribution for your sounds (or search for cc0 sounds which require no attribution)
Ahhhhhhhhhhhhhhhh
Help me I'm going insane
Less then three days left and still so much to dooooooooo
Prioritize the most important stuff, and reduce the scope of your game wherever you can without sacrificing the core experience.
The game itself is mostly done (or at least the stuff we planned on)
It's everything else
Gotta model
Animate
Textures
Music
Sfx
But the game at least is done
Always remember that doing a game in 7 days is insane, focus on what you can finish in the last half, rather than adding more ideas.
Hah I got tomorrow left unfortunately. As we leave town Thursday. R.I.P.
I wish I was better at these. I get like 6 to 8 hours done each of the first few days, plenty of sleep, eat well, everything feels like I should be able to keep powering through, but then I hit day 4 or so and I just lose all ability to work on it :/ I still want to work on it, but I sit in front of the editor and I just can't click buttons anymore ๐ Oh well
more to learn and practice with as time goes on.
Well i get 4 hours sleep every, never stayed in front of my computer screen for this long, its my first time
I am currently running on 2 hours of sleep
yaaaaaaaaay
It's better then last year at least
stayed up two nights in a row just to get the game out that time
anyone know what the 2020 megajam theme is?
yes
its in the topic description "Its been a long time but we're not done yet."
Opening and closing washers is oddly satisfying.
The sounds are original, too. That's my washer you hear! ๐
oh wow! ๐
heh, 1/4 entries so far were made before the jam and have nothing to do with it
1/6 are trying to charge money
itch jams ๐
really? are you allowed to do that i thought you had to start from scratch
i mean they allow premade assets im guessing
you're allowed to use premade assets as long as you credit them
I'm just using premade sounds, and some stuff from the kitbash3D, being baked down to a render as a matte painting plane off in a fake distance, hence its a VR Quest game ๐
@civic dock is this for the jam ?? :OOO
really? are you allowed to do that i thought you had to start from scratch
@near cradle They're gonna be immediately disqualified. They're just games those people had already made and randomly submitted
ohhh i see, thanks for clarifying i guess theyre just submitting it for the clout
are you allowed to submit games that you have to pay for tho?
Anyone doing this while working? Man it is tougher than I thought but don't allow us to book holidays in December :(
Doing this while working and studying :P
It's tough, but trying to manage, work and study are from home, but still
Day 4/5, whole buncha procedural terrain improvements and now I wanna do a RAH-64 Comanche Maximum Overkill re-make.
7 day jams definitely are better on ones sanity then 3 day jams :^)
I wonder is it too late to start working for the gamejam now? I only have the basics done and the concept, didn't have time to work on it due to job ๐ฆ
It's still 2 days left, so more than enough time imo
@earnest reef Thanks for the encouragement ๐ I guess I will just power through it. And even if I don't finish it, it's a good learning experience. ๐
never sacrifice a good quality of sleep for extra hours of work, the quality will be abysmal
you'll do better in those waking hours than the extra hours you're putting sleep deprived, been there, done that 
^That. And you'll also get more work done with a clear head. Sitting there droning isn't productive.
just fixed a critical bug right now and a few other things that yesterday seemed impossible while sleep deprived
Hi everyone. Does anyone know rules about music copyright for this jam? I want to use unofficial performance of a song that was in the famous movie directed by James Cameron. It's unofficial song, but anyway I doubt.
i was first thinking of using songs from ncs lol
Do I zip the WindowsNoEditor folder, and upload that to Itch.IO?
CC licenses are cool as long as you credit the creator, right?
Can I use any CC if I follow the exact rules?
See there's an option for downloading external links. So, this will be easy for me.
I used Brushify & some textures. So, things will go up so quickly ๐
First time ever applied clothing sim to a character. Damn it's fun stuff when it works 
It was 5GB when I did the first export, but cut down to 1.2 GB ๐
I think I saw someone submitted a 15gb game? But it looks like a pre-made
lol I was actually looking at their entry right now
Victor: the theme is "it's been a long time but we're not done yet"
Random dev: I've been working on this game for a while and it's not done yet. There ya go! When can I come pickup my prize?
ha ha
I guess the saddest thing is that I'll probably play CP2077 only on weekends, after the jam, since I won't have anything to submit if I'll play it before....
I can't open my entry to the game jam anymore
i'm having some weird bug
everytime I trie to open my project it crashes
I haven't moved files or anything
I just don't know what to do
Maybe you can remove these files that are failing from your project through windows explorer
okay let's go through the usual suspects:
- delete your intermediate and saved folder and try opening the project then
- if that fails then go Config folder and open DefaultEngine.ini, then find the line saying 'EdiitoStartupMap=' and delete the text following the '=' sign. try opening the project then
You saved my week
Thanks a lot
@azure flicker
And thank you for reminding me to save frequent backups of my project. I have forgotten to do so since the first day.