#game-jam-chat
1 messages ยท Page 76 of 1
I guess making 4k textures wasn't a good idea
by the way, does the size of the actual game should be under 1gig, or if the game is more than 1gig, putting it into zip archive and compress it would be fine too, as long as archive under 1gig?
Does anyone know how I can teleport a pawn with CharacterMovement without it messing with the velocity?
Nevermind looks like it was a trace with last frame that messes with it
@earnest reef Pretty sure the 1Gb limit is an itch.io upload size limit. Zipped archive under 1gb should be OK, but I'm no one official ๐
Oh, okay than. I did test packaging, final folder was ~600mb, zipped it was 200mb
Yeah, I'm sweating a bit, we've got a lot of voice overs coming in ours
You guys are having VOs? xD
I mean, if my SO talking into a mike can be considered VO, sure. Don't expect blockbuster quality ๐
Yep.
Coffee is no longer having any affect. Oh boy...
Make sure ya'll sleep. At the 2015 Global Game Jam I didn't, had to lay down underneath my "desk" and after 20 minutes I woke up wide awake from a dream thinking I was about to die. I couldn't sleep after that and continued - wouldn't recommend.
That's a fantastic story. Did you use your death dream for motivation? Lol. I'm sleeping ~my average. I'm pounding coffee for focus and to push through the caffeine crashes.
It's really a never ending cycle...
It can be larger, you just have to use the Butler service on itch.io to upload it
It motivated me to not pull two all-nighters ever again lol
damn how do you keep yourself motivated guys
ill be most surprised if I actually finish the game on time
I wouldn't recommend it but telling you that you shouldn't would make me a hypocrite...
Nah you're just set up to prevent burnout - it's a real thing and could have lifelong impacts
I start at 10 and finish about 1 am, but I can't go all day. I have 2 kids.
They are dead set on me not working on it for more than 30 minutes at a time.
It's unfortunate that making games is more fun
Mine is not even a game yet xD
infinite horde waves here
What is a game ๐ค
There is no game
Oh wait, there is one which already called that
a digital interactive dopamine drainer
That's a much better answer than I expected
I've been playing a lot of Rust during the pandemic and I'm starting to think that my heart rate average has increased

I only play Rust if I'm in a very good place in my life... And Rust always corrects that positivity.
pixels you interact with using different input devices, which give you dopamine hits and alter your emotions, that's how I see em haha
but tabletop games are also games, and don't have pixels in them ๐
Have you played google voice assistant games? I love how I can lay down on my floor and stare into the ceiling while playing
didn't know that was a thing 
It's niche, something I've only done once or twice but the idea of what it can turn into and how accessible they are stuck with me
Actually, didn't Bethesda port skyrim on an alexa speaker?
I didn't think I would ever need an Alexa... thanks guys, more stuff, just what I need
"โ Fight dragons
โ Die
โ Fight another dragon"
๐
That's effing incredible.
Oh you just need the Alexa app on Android - perfect
๐คฃ
damn this gamejam has helped me establish an efficient multi-software dev flow, 3ds max on the left monitor, ue4 in the middle, visual studio on the right, do 3d while code is compiling and engine is opening or compiling shaders
I think I have grown a new arm
Did I get fooled in December?
Nope, it's real: https://www.polygon.com/e3/2018/6/11/17448080/skyrim-alexa-iphone-android-how-to-play
a little more progress to share on our game jam
we built a procedural map system and a system for spawning objects to climb across depending on the distance between the ledges
with rotation fixed
next step is to make the scale a bit smaller and make the climbing puzzles more interesting than just cubes straight across the gaps
our game will be called "across the pond"--vr runner/climber with procedural levels
Did anyone manage to package under 100 mb here?
Does the unzipped game have to be 100mb or the zipped game 100 mb?
ok this makes 0 sense, any blueprint that i place down in my level causes the packaging to fail for that level in the exact same way with
Cannot create SoftObjectPath with short package name 'Bathroom'! You must pass in fully qualified package names
when there is nothing related to the name bathroom anywhere in the project
Why does my job make me work? Don't they know there's a videogame jam going on
Just gonna use photoshop to create a background vista, shouldn't be a big visual difference and may save some time & performance. Any other tricks yall are using to speed up development?
the engine is crashing on me because the game is too large and "too pretty"
8GB ram isn't enough for what i'm trying to achieve
@glass fossil negative, fresh project using my own assets
๐คฆโโ๏ธ I had a folder with all of the models I used for modelling my level, and accidentally created a new folder, and deleted it.. except I deleted the folder full of assets... Habitually clicked Force Delete, and delted my entire level. It'll only take ~15 or so minutes to put it back together, but WOW I'm an idiot.
You're a good guesser, lol. I'm doing manual backups.
I'm aware. Worked out fine this time.
Game dev is kind of like cooking in the kitchen - you have 10 things going at once, half the stuff you're waiting on, half the stuff you're furiously sauteeing, and hopefully it all comes together at the end.
I have not done any art yet, still stuck on programming
hopefully that comes together at the end
Is anybody else experience the fact that Assembla is ridiculously slow???
Gettig my mocap anims today and tomorrow
implementing them tho.... God
I need Jesus to finish this on time
and I need to pray it actually builds
Same. I usually try to package a build every day, just to make sure it still works.
@civic dock "A" build every day?! And here I am repacking every thirty minutes when I complete something major.
Frankly I don't have time to package that often. Too slow a computer.
To be fair, my project is tiny. It literally takes less than fifteen seconds per package.
I am trying to get a good angle for a menu screen how is this one?
I also have no idea which plugin was required to create C++ classes in the content browser... but I seem to have killed it.
@ashen swan file and new c++ class, it wont show up there unless u allready made 1
@stable kiln Ah. It is there. Usually I do that in the content browser when creating a new project for my first C++ file. Probably some plugin functionality I guess. I suppose I'll start using the File->NewC++Class from now on! Although I'll probably be reinstalling the engine after this is over.
Kudos for that though. Might still get some C++ optimization in.
hey guys, does anybody works with wwise in ue4?? Because I have this problem when compiling and executing a build of our game, and I don't know how to fix it. The integration was made from wwise launcher and our project uses only blueprints
Hey, someone on my team had this issue, it was that they were trying to remove the 10+ gigs unused of third party plugins that come with wwise, and they deleted the windows third party folder, which threw that error.
Also if you are BP only, you may need to be building that plugin from an IDE, that is what's happening in our case
Hey, thanks for the fast answer! Yes, we had the first issue you mention, and we fix that, but we still have the error... the second thing you mention... Is it that we have to convert the project to C++?
simply add a c++ file to the project
UE4 will create the .sln
and you can simply build the plugins from there
make sure it's an actor though, not an object
create new c++ file > actor > name it emptyactor > it creates .sln file > open .sln with visual studio > press green play button at top
if your wwise plugin is in the project plugins folder it should build it
make sure you add the windows third party folder back to wwise if you deleted it
For the name/Email part. Do we put that in the Details Description part of the Iteh.io page?
i wouldn't, I have everything in a spreadsheet, and waiting to hear from epic how we are going to turn in that information
don't put your real name, and teams names and emails up for the public to spam
The Rules thing is a bit lacking on how to actually submit that. :/ It literally says "Check out the thing below" Then the thing below is like "Check out the thing above!"
it looks like you can submit a version to epic that is not public on the itch io page, so maybe include those details in a text/spreadsheet file in the zip you send them
The team name, emails, etc. all goes in the submission form when you submit your project.
hey @upbeat helm and @hoary trout, thanks you a lot!!! It worked, thanks ๐
cheers man glad it worked!
Hey @upbeat helm and @hoary trout , thank you for your wisdom, I'm the guy that was solving our issue and that made the whole audio in Wwise, your input really helped us out
I was starting to freak out a bit not gonna lie
no problem ๐ our audio team encountered the same issue, I'm really happy to be able to help someone else with the same issue โ๏ธ
thank you, I didn't see the submission form, I thought I had read that you create a itch.io page and they download it from there, but now I see it's the submission form. cheers ๐ป
This is an important distinction to make that many people miss. There are two steps to the submission process: creating your project and submitting it. That "Create new project" dialog in your screenshot is there because you have no existing projects on itch.io. Once you create your project, you then have to come back to the jam page and click "Submit my project" to fill out the submission form. ๐
It looks like this:
You pick your jam entry from the dropdown at the top then fill out the rest.
Very important! I've seen several people over the years who upload their game but never submit it.
@civic dock Thank you for that. I'd have definitely missed it.
Ah nice!! Very important indeed, thank you for that, I didn't realize you need to upload as a project first (haven't looked to much at itch.io). That makes it crystal clear
Few more bugs and some C++ optimization and I can upload. X.x
Very nice.
Still got some decent work ahead of me.
Some audio, gameplay events, level design tweaks, and a title screen - not to mention the gameplay video and all that.
I have the weirdest bug. :/ I have things that move via projectile movement component and zero gravity, are constrained to a plane at 0,0,1 at 0,0,200... and for the most part they work perfect, but rarely they end up not at 200z, and even them being set to 200z doesn't seem to correct them.
I had some weird bugs with animating things with timelines.
I was hoping to learn Control Rig but didn't have enough time.
Speaking of 4.26, I am in love with the new OpenLevel by soft object call and the new picking Keyboard/mouse buttons with a single click and key press.
Dude the input mapping picker is awesome. ๐
So fast!
Open Level by Object Reference... ohhh I didn't see this until you mentioned it.
Haha. It confused me when I first went to use it. Saw that pop up and literally went to check a 4.25 version to make sure I didn't somehow just totally miss it. Digging that though. Not a huge fan of strings.
Confessionally... I did not follow good programming practice this week. It all works. But this project is a meeeeess.
ye same bro idk how i will finish and fix bugs
i know of 1 bug that can be game breaking everything else should work
need to setup some anims
so much to do so little time
Thankfully, my one major bug isn't game breaking. Just helps the player a little bit.
i mean I can always just disable that feature
but thats probably more work than fixing the bug itself
Damn straight. ๐ช
I spent the afternoon reducing scope to something I can ship by Friday, and now I'm hammering away at it.
Hey @tranquil matrix, if we've got dialog in our gamejam submission with voiceovers, do we need to bleep out the insults? It's just coarse cowboy language and a few f-words, nothing too vulgar...
but it's an "insult duel" game, so... ๐
i need some sleep
https://twitter.com/IBioXide/status/1336845855647694850
Got most of the underlying mechanics done, did some quick packaging and combat gameplay testing, tomorrow should be connecting all other systems together, game feels pretty fun and runs at a stable 200 fps+, can't wait! ๐คช
#UE4 #gamedev #indiedev #MadeWithUnreal #UnrealJam https://t.co/mgsdNUoxCs
that's a y i k e s
it was the first thing that i made for this jam. and the only thing that is finished
ayy nice
HOURS wasted with Perforce, waiting for I dont know what...
Is there any trick to making Perforce "Get Latest" a little bit faster??
I second this. I frequently encounter issues when trying to get latest while the project is open. I've made a habit of getting latest in P4V before opening the project each day.
someone yesterday said that entering a game submission to the mega jam means giving epic an unlimited royalty free liscence? i dont really understand that. Is it true? and if so how can that work if your submission contains assets licensed to yourself (the developer)?
3 years in UE4, and I learned more during this Jam that I learned in any 6th month period during that time.
these learning sprints are great! ๐
Does anyone know - to be considered for the Tiny award, do you have to include UE4 prerequisites? Because they push up the size by 40MB.
@upbeat helm thank you!
at least our game packages
Infinite loop detected
If my world elements that are generated while playing not move should I spawn them as static or moveable?
is there a difference how much performance it takes?
I would rather ask the question how much of one mesh do you want to place. You could use instance static mesh and they are movable by default if I remember right
And it depends if you want to bake your light or go fully dynamic and so on
Draw calls don't matter much because It goes only in 1 direction with limited view distance. Was thinking more in terms of how much the task of spawning takes on performance
Can't use baked lighting anyway
Is blood allowed in the jam games? Or is that considered too much?
Ah alright, good to know!
How many times do you want to spawn something? You should not worry too much if its not an very tasking process when constructing the newly spawned thing. Spawning and removing often and for many pieces can be meh. Its really hard to say. Donยดt worry too much I guess - if it not breaks the game or end up eating someones ram and dog it should be fine.
ok, cool
Its like 60 elements at once every couple of seconds https://twitter.com/TocoGamescom/status/1336384034646134786
but performance seems good enough
and I could also stretch those out, spawning over multiple frames
this is all cubes placeholder art though
gotta love when you spend 4 solid days and cant submit because for the past day and a half you cant package your game since it fails when literally any custom class is placed in the level
Is there a hint of what It could be inside the compile log?
@serene dome have you thought about object pooling so your not spawning/destroying alot?
Yeah you could reuse stuff and teleport it sure @serene dome good idea @grave moth
my post regarding it with log attached. something related to "Bathroom" keeps popping up, theres nothing related to it. and its just about any class, i drop in my player (even the default first person character) it gives this issue, i drop in the enemy, same issue, the toilet class, all same issue. when there is no classes its just fine
Yea makes sense, just need to create enough for the pool at the start then I guess
@grave moth can you do this for me and screenshot it?
It can then filter out the warnings and errors
Or copy the stuff would work too but Iam mostly interested in errors
Yeah it seems to be this thing or at least this seems major
I will google it perhaps I find something or someone here can help
yep, thats what comes up no matter what blueprint class i throw in, the only one that doesnt throw a fit is my weapon class which is practically just a skeletal mesh with a single function in it for spawning a projectile. ive went through everything without luck and im at the point now where i wont even have time to finish the game if i got it sorted out :/
The first thing I found on the internet. Why did he not post the way he fixed it ...
Cyberpunk2077 seduces me.
I might able to upload my game tomorrow
my game builds
thats all i care about
i still dont have anims, they should be here real soon
i hope
Hey guys
If anyone wants me to playtest their levels I'm up
My game jam journey got interrupted by some family affairs and I got little time in my hands. Thought I might as well contribute by helping others
Anything like playtest, feedback, reporting bugs, i'm game
I believe none of those things would make me count as a team member
Not sure if I'm going to make it to the finish line. Messing around with day/night system (exaggerated here) and importing of Mixamo animations.
Most of my time went into making a inventory system in blueprints. Had decided to go full BP for this jam..
Cool. I see where this is going. I suspect the axe movement is gonna make thjngs nice and gory.The environment is going to be more complex right?
Yeah, the environment is next up
going to be day based, so you have daylight to collect stuff
and night to fend off a wave
Sweet. I am legend style
Either you can skip the daylight (to sleep) and restore 70% hp or go find stuff, up to the player
Yeah, bit like that
Kind of just seeing what I end up with at this moment, as long as there is a nice loop I'm happy
Yeah I understand. You gotta keep downscopjng things right
I hope you end up with something close to ur idea.
Keep pushing man
If you need help with playtesting
Ping me
Thanks for the offer, will do!
โ๏ธ
lets keep going! ๐
that's my feelings by default lol
definitely the big thing after this jam, I'm going to research 3D widgets a lot more
3d widgets are defintly hard to pull off with UMG, i think one technique involves using world widget but 

@glass fossil, :8ball: Outlook good.
This may be the first thing in my life I've completed without it being a hairline to the deadline. But submitted and done!
throw one of them sweet tri-planar materials on Manny ๐
but make sure to do that node that bakes the render at beginning of run time
!8ball what are the chances that i can sculpt, retopo, rig and animate character in 24 hours?
@glass fossil yo why don't you just use fuse and mixamo if youre short on time?
skylights are not working anymore for me. Any ideas what could cause it?
Looks like there was nothing it could capture
my doors are locking ๐ฆ
that my keys aren't unlocking! ๐
I guess fix the level with elaborate maze in order to get around time that would have been spent unlocking the said door.
usually mixamo raises more problems than solves them, so no ๐
@glass fossil lol ok then.
Maybe try Wrap 3 for retopo
Trial is available free
So it's submitted now?
i had to change to dynamic lighting cuz static is just a pain to build and test
dynamic looks better in my case anyways somehow
It depends
As far as you know how to retarget properly with the right tools
You could even mix them with Ue4โs animations seamlessly
Nooo Epic is not going to resell your game
In fact some of the entries from the previous jams have gone ahead to be fully built
Just make sure it is free for them to review for the jam
After that you can do whatever you want
Cheers
how can I rename the zip file uploaded to itch.io with butler?
do I have to manually upload the file through itch.io?
or is it really necessary to upload it with the format TeamName_GameName?
@stable needle "If Entrant is selected as a Winning Entrant, Entrant grants to Licensed Parties an EXCLUSIVE, perpetual, irrevocable, worldwide, transferable, sublicensable, and royalty free license to Licensed Parties to use, modify, reproduce, prepare derivative works of, distribute, perform, and display the Submission in any and all media throughout the world and for whatever purpose Licensed Parties deem."
This doesn't sound like you can "do whatever you want" afterwards?
Things I never thought I would be doing: adding a toggleable profanity filter with bleeps to a game
yikes, just packaged my project and its 2 GB
not even really sure how that happened, something must be wrong haha
Are you releasing Cyberpunk 2078?
found the issue, we had some lovely 4k rock textures
gonna just mip those down quite a few levels
Pretty much every animation in my game is from mixamo, if your charatcer has a root bone than you should use blender mixamo plugin to add a roootbone and then import, mixamos my lifesaver!!
@minor hemlock you best believe the second its below a gigabyte im done with the optimization
Hm still under 100mb packaged size
I think I'm finally done patching.
Ok, so my 6 year old daughter drew an adorable picture of Baby Yoda. Would putting that in my game be a copyright problem? If she drew something else for it, would I have to make her a team member?
She'd love seeing her picture in it is the only reason I would do it. I can go back in after I submit it and add it.
its parody, do youtubers who use baby yoda meme in their videos to make money, get sued over it? are you releasing your game jam game as a monetary. thing? just do it
I'd be less concerned with copyrights and more with the "child labor" issues. I doubt it'd be an issue, but read a few lines a couple of days ago about that stuff when looking over copyright stuff. Apparently people like Youtubers/Twitchers have to be careful about letting their kids be seen in videos and such for reasons relating to that.
its a casual game jam, those legalities dont apply here, let the poor girl have her picture in dads game
only if you're approaching it casually ๐ค otherwise there are pages of legalities
didn't a game last year get DQ'd for tetris?
Although Sponsor is not reviewing Submissions for copyright violations, if, in the sole discretion of Sponsor, it is believed an EntrantโsSubmission constitutes or may constitute copyright infringement, suchSubmission will be disqualified
That's is super sick, man.
hey guys, having some trouble packaging my game, does anyone know how I can fix this error, I think it keeps failing my package
@tiny cave Can you post the full package lock somehow? .txt file or something. Those warnings won't help much.
For now its just an warning. If you can compile it spams the compile log but it should not bother you too much ( for now)
I mean yeah it ist better to not have this warnings but I have one too even while I was very carefully. Unknown errors are the worst but warnings, yeah they are annoying at worst.
Oh wait I overlooked that you wrote its failing your packaging. Oof sorry, overworked
wasn't it supposed to be 7 days?
@ashen swan Yeah here is the package log, there are a few more errors but I'm not sure which one is causing the package failure
@tiny cave This here is your problem
[2020.12.10-21.12.52:464][886]UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names```
any ideas of how I could fix that? I tried looking online but I couldn't find anything on it
No idea. This post has something about changing a line in the DefaultEngine.ini https://answers.unrealengine.com/questions/719014/packaging-build-failed.html
Haven't run into that one myself.
thanks, will give that a go now
no that wasn't me, but it might have been the same error yeah
I don't think so. There are 2 cases covered; a regular submission and a winning one. The main difference between the two ist that regular submission gives them a non exclusive license while the is a exclusive license. Which seems insane, at least for me.
I can't answer this stuff due to my association with the company organizing the contest - it puts me/us in legal trouble
What was the initial question?
@tranquil matrix Why do you require a exclusive license from winners while normal submission are non exclusive?
@tranquil matrix and what does a exclusive license mean in terms of ownership? are you allowed to flesh the game out and release it?
I can't answer your questions directly but I can as an Epic spokesperson tell you this:
We need the rights to display the winning projects since we show them on the Winner's Announcement livestream, our blog, etc.
You own the rights to your game, and are free to do as you please with it afterwards.
Numerous jammers in the past can tell you stories of how they went on to publish their games ๐
if god forbid our game didnt make it.... it wasnt all i wain..... rigth??
i have hope in my ability to last minute rush this
and pray to compression jesus thag its under 1gb
i fixed the biggest bug so i can focus on proceeds to list half the games features
i mean it looks decent
sounds decent
plays like a walking sim
is a walking sim
but like a decent walking sim
and we have a story
sort of, that we had to downscale basically on a daily basis
@tranquil matrix Thank you for your answer, Victor. I get why Epic needs to secure the rights and doubt a billion dollar company needs our 7 day games to sustain their business model ๐
It's just such a broad license and esp. the exclusivity that it's kinda hard to grasp what is and isn't allowed.
Sigh Why do people do this? https://3dvirtualand.itch.io/countdown
whats this?
Unless I'm very much mistaken that is the shooter game example from the learn tab of the launcher.
With a different gun
How the hell am I gonna finish this in less than a day
Just pasted a map probably
When there's less than 24 left, https://www.youtube.com/watch?v=_b7bgtu2O4E
Tony D'Amato (Al Pacino) delivers his inspirational "Inches" speech in the 1999 film Any Given Sunday.
Music: Paul Kelly - Peace (from the album 'Soundings in Film')
"I dont know what to say, really. Three minutes to the biggest battle of our professional lives. All comes down to today, and either, we heal as a team, or we're gonna crumble...
getting there.....
How do I change this icon to something else
No time to make a tutorial... so sticky notes all over the vehicle will have to cut it https://media.discordapp.net/attachments/606932478678138920/786731051073798144/unknown.png
@tulip prism it's in the project settings
normally my blueprints are good and clean, but this tutorial is uh, something else
could you send me a photo of were exactly the setting is located
Hey guys, has anyone been successful in making a build in 4.26?
@tulip prism just search for "icon"
@autumn plaza yeah i had a success with it, you getting a build error?
yup, stuck with packaging error
@wet rivet this is the one, it does not give any more info. This happens after all shaders are compiled and I see in the logs it occurs when building dependencies for the main map
Make a blank 4.26 project and migrate your main level to that, along with gamemode game instance and input settings
then try packaging again
that is another way to do it and it should snag all the relevant assets
sure thing, #packaging will probably have the ability to give better guidance
My god... The burnout is real. I'm so done with this game...
super nifty art style i dig it
coool~
so uh anyone have quick tips on optimizing volumetric fog.. or a performant alternative ๐ฌ
Try going to the dashboard
Yeah, I did, and my game is there, but I don't know what to change to make it eligible for submission.
did you publish it
Oh, duh. I didn't see the ristriction. ctrl-f->"public" then I found it! TYTY.
I can update my sub after I submit, right?
Ok, thank you!
Change r.volumetricfog.gridpixelsize in the DefaultScalability.ini to be higher
(has to be power of two, I believe)
hehe yeah, it can get pretty expensive
finals week really threw me off for this jam, may not have much to submit
gj y'all
name a single team that submitted what they wanted
everyone had to cut corners
except the team that submitted ShooterGame
bit of progress on our vr runner/climber. Feels a bit like skiing doing the arm swing controls.
gotta improve this zipline so it doesn't stop halfway across lol
when you submit the game to jam
you can always edit the info before the deadline right?
yes
Can I have a mannequin as an enemy character in Game Jam?
As long as it's not using the "Default Material"
sign post quality Dialogue system! ๐
I'm starting to try to use right click+wasd in the blueprint editor >.> send help
Is this vr?
assembla was the worst decision in this jam
I have been downloading a level that another guy pushed for over an hour now.
I guess they give us really little bandwidth, because we are "the free users" or whatever...
lost so many hours on that...
Sorry to hear that, depends on where you live
But, they might have given you EU servers
well, in my team we are in Austria, Californian and Sweden, and we all have issues
Not quite done yet with our game
But turns out it's actually super fun
I can't wait to show it to you guys ๐
And the best part is that all of it was made by us
Not a single imported asset
That's awesome! All I imported was audio and normal maps. I'm a solo.
Thats great!
Only reason we have custom audio is because I've been practicing it for the past two years ๐
Lol. I have no idea what it even takes to make custom audio. I did a single voice-over for mine... It's a mummy.
Hi! We're looking for some playtesters to test our game where you have to sneak around as a mummy and try to escape. Anyone down? It includes 3 puzzles ๐ DM me if you're interested
can anyone give me a rough idea on how long the game should be, or like how many levels it should include, im thinking of making my game verion beta, and then updating plot and levels later
our to-do list is shrinking, but I did not get sleep tonight
For a beta, I usually do 10-15. The first 5 just introduce you to the game instead of them normally spread across 20 levels, then the final 5-10 as the actual game with the difficult puzzles/challenges. But thats my IMO.
im kinda low on time so what if i integrated all my game mechanics tutorial in first 2 levels, and then add 3 more levels and end in kind of a to be continued cliffhanger
That sounds like a good idea for general games, idk your game or it's mechanics so whatever feels best. I mean tbh you could have just the first level introduce you to all the mechanics but that might feel overwhelming. so a 2-3 ratio should work out ๐
a thing that's good for your sustained performance ๐
But I may have overscoped and definitely forgot how rusty my art skills were
hehe
I gotta say ours is coming along well
some polish to do but we're shippable
I posted some shots above if you want to see ๐
My mind is blown by some of the work you guys have done.
It's a package error. What's wrong?
https://itch.io/jam/2020-epic-megajam/rate/851050
Someone submitted this masterpiece
If this isn't going to win first place I gonna be mad ๐
I did like that one ๐
yes it is! ๐
packaging it up!
https://itch.io/jam/2020-epic-megajam/rate/851290
IIIIIIIt's DOOOOOOOOONE ๐
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaas
@thick breach Yes I did
It's was...interesting for our deadline but worth it ๐
oof I know that feeling
Huh
Ya know looking through these other games I'm glad we put so much effort into our gameplay
Some of these games look waaaay better then ours
(that cloud climber game looks cool)
But ours has some really good gameplay I think
We put a lot of time into that
It looks interesting! Just needs a bit more on the gameplay side
I imagine that a lot of 48 hour jams include a lot of premade content. I'm just happy I managed mine in 93Mb unzipped packaged.
Me and my friend did last years game jam as well, we were in a very similar position to the one your in now.
Do your best to get the game done. And when next year rolls around take what you learned and make something better!
(And practice in between of course lol)
Oh yea it's a massive drain, but it's very worth it in the end, at least for me. Only reason I'm not asleep right now is because i'm basking in that "it's finally over" feeling lol
I've not slept in two days
our team is gonna be the textbook example of last minute
still got so much to do jesus christ
Same lol
If this is a content only project, often it helps to add a dummy C++ class to the project to force it to do a code build on packaging. Not sure about this particular error, but it's the first thing I would try
@nimble sphinx @kindred charm I feel ya both
Meanwhile here's a little vertex shader effect from our game
No matter how much I got done, it always feels like I am only at 20% finished ๐ญ
I'm assuming the tiny award does not count the project being rar'd up, right?
Figured, I noticed my game looked appeasingly 2 digit when rar'd up so I figured might as well ask hah
Man I remember thinking that getting a game under 2 gigs was good lol
That was last year XD
I've never actually set up prereq instlalers
Is it a lot of headache?
Oh
It's already enabled from what it seems
Its also already 64 bit; I think our game is just pretty small
We don't have too many environment assets
Yea but thats AAA lol. My game last year was a crappy sword game and it was 1.8 gigs zipped
I knew nothing of optimization lol
I barely even knew how to make anything
Games nowadays basically require an SSD
Yea what divivor said
Like running warzone on a hdd is just suffering
@glass fossil It's mostly load times
At least from what I've messed around with
@thick breach To be fair Nintendo knows that console inside and out, plus they develop for the switch only. They don't have to consider other platforms with limited knowledge to go of off.
Yea thats for sure true. There are a lot of devs that get lazy with the freedom they have.
It's funny to think that people could get games under a megabyte ๐
I've always been fascinated with the ways older developers would use their hardware to cut down the size of their games as much as possible
I didn't package 32bit. Packaged on 4.26 with the default 64bit. Although I had to kill a ton of plugins. That netted me an extra 11Mb just from those. I think my whole game's content directory unpacked is a whole 33Mb. All packed up it's 92.8Mb with the engine added. I didn't have the will to figure out what all I disabled though. I just finished reinstalling the engine.
Tiny little files.
I see what people mean about content now though... Half of my file sizes are surprisingly audio.. Compressed file .ogg audio.
Seems to. ๐คทโโ๏ธ
Not a sound person admittedly. But I was crimping for ever byte at the moment because I wasn't sure how much the project was going to scale at the time.
I have a pretty barebones project with no music yet. And already at 130 MB with compression and the other stuff in Epic's package reduction settings. Can you share what else you did?
whoooo packaging
with 6 hours to spare, what is this madness
we even made a completely content driven game
105 sequences
Gah, what lunacy am I grabbing after, trying to squeeze in a tutorial...
i had a list of 30 core mechanics in my game and now there are only 8๐
Ended up doing a last minute project, gonna be interesting
Welp, only 4 hours left.. not gonna make it ๐ญ
i had plans for a freaking badass game with sword mechanics like dooms crucible, a grapple gun with multiple shoooting modes, a time related set of abilities , and what not but i only got the fps movement done
the important part about gamejams is having fun and maybe learning something new
if you enjoyed yourself and the process of working on stuff, it's a win in my book
Yep, every jam I set myself a personal goal that isn't just shipping a game
This jam it was 'make a beautiful level, even if you sacrifice gameplay'
Learned a huge amount from it
a quick question, how long does packaging takes??
it varies, between how complex the project is ๐
it was taking me like 3 hours to package a project only for it to fail at the last minute ๐
damn, thats bad
the project built to windows successfully
but not for the Quest, so other people could install it
probably something wrong with my codeworks/android studio installation
Doesn't this button get replaced when you've submitted? I thinnk I submitted my game but this button is still there
well, you can always look for your submission
Hi guys, i have one question, why my final build Relaunch two times and it's good ?
it's probably a bit too late for this bit of advice, but you should be packaging early and often - once per day is a good measure. That way you encounter build issues early and still have time to fix them
Could be a lot of things. What's the error message you're getting?
^ I built every night before bed, and solved issues first thing in the morning.
Wow thanks for the new advice Iโm now hearing
ew. only two hours left to finish up for my self imposed deadline
I hope I can make it in time
I have no error message, my game starts, it arrives at the menu is restarted and then it's okay I can play @onyx hare
My self imposed deadline ended yesterday ๐๐๐
I think my wife needs a PC for Christmas that is definitely not to have constant packaging running for the last day of game jams.
I don't understand, what's the problem?
Heh, I allotted myself 8 hours everyday, but I still somehow didn't get to where I wanted to be
Had to pull an all-nighter to get to this point today, which I am glad I did though
I really like this little thing
28
I slept on Wed for like 6 hours
I don't understand why the game is restarting on its own, is that a problem?
but that's the last time
Iโm just glad I could push myself a bit
This is my first jam
Anyway
What color should I make this button?
It's literally the last thing on my UI to do
if it works, and it's playable, ship it!
Awesome! How did you like it? ๐
ok thanks
the big white one on the left?
ya
what does it do?
You'll have to play ๐
I would use the same color as the background on the top right where it says Auto Cannon
It used to be a big red button
Thanks! It helps break up the left side a bit
a screenshot of my game with two levels
I did not get enough time to change the car model
I have to hurry up and build the maps after Compiling the shaders
and some few tweaks ๐ช
Also my first time exploring the atmospheric fog and light settings
Does it close at 2pm eastern?
You could check how many hours more on the page
See... that's too easy. I'm not looking for cheap tricks.
hehe yes, 2pm EST is the deadline
I took an hour and a half nap, and a caffeine supplement. I figure I just need to be packaging by noon.
What cheap trick
Anyway does someone know how to change the game quality
Never mind just found how
so have all of you guys submitted or am i the only one?
at least you have completed it i still have to design some levels
who said its completed
Nope you donโt
Almost no one is done
I made the world's crappiest start area
For some reason that makes me feel better
Our game is up! https://ambershee.itch.io/the-rude-the-mad-the-ugly
Woo! Congrats!
Hell yeah, man! You're actually how I heard about the Jam. I follow you on twitter, and you tweeted about it a few weeks ago.
fun fact, I have now been awake for 49 hours trying to push that game out ๐
it contains over 100 sequencer cinematics ๐
wow
105 in fact
106 if you count the tumbleybois
That's cool. But don't you need to upload a video?
Wow Wait is that SOLO?
Hey yall. Im submitting my game and i was wondering where do i list what assets i didnt not make?
There's a field for it in the submission form.
oh ok thx
Upload your game, then go to the jam page and click "Submit your project". It's in the list of questions. ๐
It's a two-step process, don't forget!
I do my best to remind people of that because every year there's a few people who don't know, and they just upload their game thinking it's also submitted to the jam. I hate seeing cool games miss out on the jam. ๐
I feel ya. Done that a few times myself. Good luck!
thank you! did you enter into the jam?
I am. Still haven't submitted myself. Cutting it close. ๐
you got this!
Working on it at the moment, haven't submitted to the jam yet
How you all feeling? We're excited to see your results ๐
I'm legit dying ๐
Oh noooo
finished working on it about 40 minutes ago and now in a very boring meeting
I just want a nap ๐
Haha nah, there were 5 of us. @maiden loom, me, and 3 others that aren't on here afaik
Amanda!
this was great
The theme was hard though ๐
Can I go over a gigabyte?
I don't think there's an upper limit
yes, but you will need to use Butler to upload the game
The package is too large.๐
Everyones cover images are so better looking than mine ๐
If you use butler, the upper limit is 30 GB.
This looks cool! I would recommend not posting the full description here in chat, though. Folks will see it on the itch page and it's a bit disruptive. ๐
Owh im sorry
Glad you enjoyed it - we gotta challenge you sometimes @onyx hare ๐
Woohoo, final checkout before we upload
Skeleton Defender - A tower defense game
.
Some info about the developer of this game: This game was developed by Steward MelvinTang, A 15 years old Solo Indie Game Developer from Indonesia. This game is a form of my participation in the 2020 Epic MegaJam.
Link Download: https://melvintang-games.itch.io/skeleton-defender
Gameplay video: https://www.youtube.com/watch?v=ijllIafyPGQ
this is a 1minute gameplay footage that is required to submit the project for the 2020 Epic MegaJam.
currently trying to record gameplay video, but shadowplay is cursed
Package the game lol
https://micahsaint.itch.io/thelastjob - The submission has been made. What a rollercoaster. Good luck everyone! Itโs been fun playing your games so far.
Somebody knows why a savegame canยดt be saved and loaded when packaged?
I forget is the under 100 mb project after zip?
No before zip
@eager mango You're having savegame problems after packaging?
I'm stoked about kicking allar's butt on every multiplayer game today, let's gooo!! โค๏ธ
https://www.youtube.com/watch?v=M0Fs5zUgcEs Got my trailer ready ;D Now just gotta round up and get everything onto itch
Trailer for a Epic Mega Jam 2020 game we worked on.
Well, I could have finished, but for some stupid fracking reason I instead spent three hours texturing a barrage balloon. Oh well, there's always next year ๐
Probably you're failing to create the save game, try deleting the save game inside the project and test it for errors, that's my idea
Plane turned out decent, but maybe more gameplay and less design next time. Sigh, I'm going to delete Unreal Engine and crawl into bed for a week now ๐
I wonder, how do I package my game under 100mb if engine folder takes 127 space in packaged build ๐
Can I put Google Drive in here?
why would you?
I can't upload it because it's too big.
except for changing the game after submission ๐
You need to strip engine content and basically modifying it plus various settings
๐คฃ
you need to use butler
I just installed the butler, but I'm not sure.
that's kind of after I initially did those stuff from the tutorial page ๐
GOOD LUCK To YaLLL......!!!!....!!!.....
not as many as last year
this is butler??
yeat
how do you prepare for insanity? ๐คฏ
Itch.IO refinery toolkit has a lot of great features. Today I want to walk though setting up their Butler feature for uploading builds, and using their app to automatically handle updates. This video walking though the configuration process from scratch. By the end of it you will be able to update your builds on Itch.io using a single command, p...
Good Butler guide there
Yeah tbh i dont even wanna go into super deep optimization to just get 1 mb less
Just delete all the textures, they're overrated anyway
I hear it works well if you delete all the models, too
In the packaged game, there is no savegamefolder at all
I see the problem only in engine folder for now, probably should delete it ๐ค
I ment you could find initialization issues in engine if you delete it in there.. but yeah the save file will be in %appdata%/local/Gamename if shipping or in the game folder if development
Aaaand good job guys ๐ฅณ for me it's the first time partecipating and i'm still hyped, tired but hyped ahah
thank you i love you
๐
Awesome, congrats on your first go! Hopefully you're satisfied with your entry
Woo! Fun, had a blast with this one. Made an online creative game except you can't destroy anything!
Thank you and yes! super nice experience :3 hope the same for yours ๐
Lol online?! insane ๐
Hint to future self. Don't play game after I submit. I can't stop finding problems.
@terse hemlock ๐ thanks
Lol yeah i've been finding bugs too but i solved them, going step by step and building often helps :3
Especially playing the game in build mode makes you realize whats missing or what's next
I kinda lost myself in details so i couldnt add the RPG and progression mechanics ๐คท super happy either way
It slowly begins... http://twitch.tv/awesomeallar
I was about to type you're online ahah enjoy and maybe stretch and take a breath ๐
i will make only 2 levels which arrenot very llong, how much will the packging time be?
There are a lot of variables but expect to need 1-2 hours for everything to go well
packaging multiple times
that's also why you should package at least daily
How could i confirm that my game is indeed submitted?
as long as it's in this list? https://itch.io/jam/2020-epic-megajam/entries
Because when i go back to the main jam page it says submit project still. Has me worried.
how is it called? I got some spare time to check if I can download it
Mole People
700mb, noice
woot
I left a half day free just to upload it
few improvements here and there and the build that's already uploaded is broken
@tender plover is it's this one https://evolover.itch.io/mole-people I played it until I died ๐
@jagged canopy probably not, because you can change the game after submission
Oh, thank you so much. I didn't know because this is my first time.
https://itch.io/jam/2020-epic-megajam/rate/851683 Here's my submission, hope you enjoy ๐
Congrats everyone for getting through the game jam! Here's my submission: https://mharris.itch.io/the-last-leg
Here's our video:
https://www.youtube.com/watch?v=3noit7Sy9Ak
A game proudly cobbled together in 7 days by Ambershee, Kashaar, Klaris, Prattatatat, and Uncleboof, for the Unreal Engine Megajam 2020 game jam.
Download the game at:
https://ambershee.itch.io/the-rude-the-mad-the-ugly
@pine fulcrum looking forward to chilling on your stream!
Hey, quick question, the gameplay footage required in the submitting form, can it be changed post submission
Oh boy... tried renaming the project and I am confident I broke it -_-
just realized i didn't format the name of my zip file correct.
anyone know if thats a big deal?
Never mind. Finally found out how to change the file name.
@wet rivet Hey, got the build successfully done. So the issue was with Character class references inside Structs which were used in DataTable. All functionality worked till the build was to be cooked.
Thanks for your input, it triggered a debug chain. ๐
almost done..uploading now.
Making climby things in the #unrealengine #unrealjam #vr https://t.co/2kMHgIm5kc
Finally getting out of radio silence, we are finally done with the game. Take a look. Your comments are much needed!
https://team-eeeee.itch.io/infinity-soul
this was my first game jam..my experience is it's the closest you can experience to doing crunch while you are self/unemployed
looks cool metal, what is in that box!?
I certainly learned a lot. Maybe not necessarily technical skills, but certainly time management.
I am normally incredibly focused on doing things perfectly the first time. It was really nice to just... Zero in on something that needed to be done and do it and hope no problems arose, rather than spending two days thinking about the best way to implement it.
Also, speaking of the stream. If whoever made LastColony is in here, I absolutely love that design.
external screaming
I uploaded and filled out the forma and it's saying I don't have a submission
maybe they can give us an extra hour ๐
Nope
Tell them your grandmother is sick...
please ๐ , I tell them assembla was so slow... I had to checkout this morning for two hours...
โSorry โ
They already spoke about uploading early at least leaving something incomplete there for some time
I wish I had extra time too
well, we had to migrate our project to a new one, to reduce the file limit of 1 GB
I had worked so hard only to remove the plug in that costs me hours of research
Never taking it back up again for a packaged project
That was one seriously beautiful thing about a 92 Mb game. 15 second build times.
Very nice
https://shumaro.itch.io/ricky
Hey this is my game for the Game Jam
Well thats it for me, i dont care anyways cuz this was my first jam, gonna try harder and be more prepared next jam๐
My first one too
was it succesful??
Does anyone know what to do on the itch.io page after upload?
How to register the project with the epic mega jam?
So your only problem was
You were too scared of C++ to install it
Build will take more time, so imma drop anyways
how do we list our team members on the itch page?
good question
lol, like i totally forgot i have to install visual studio
Click the button again, it'll bring up a registration.
Its alright, my game wasnt that great anyways
Our submission for the Megajam 2020 : https://itch.io/jam/2020-epic-megajam/rate/851847
9 minutes more
Someone help me with the count down
8 minutes
611 shaders to compile
Not even started uploading project
Now 571
551
7 minutes more
Man... I'm gonna be honest... It'll take longer than that to fill out the form...
I wonโt fill it all or?
I just put my name and then boom along with categories
Thatโs meeeeee
oh god the rime
Whoo! Only a few mins to spare! https://kellyrayj.itch.io/deathballer-inc
How do we fill the form
i literally just made a new project
My first gamejam. Submitted with 10 minutes to spare! And Cyberpunk literally finished downloading the instant I clicked submit!
Someone send a video or something
Mark it as ** public**
@west root Your game looks awesome!
Where
@west root I also did a VR thing, but yours looks amazing.
Go to the game page and make sure it's set to public at the bottom
@timid flare Thank ya thank ya! Send me your link! Id love to play it
9 minutes to spare!
So where is the submit button
Or thatโs it?
261 shaders more
@west root I wouldn't dare call mine anything approaching 'good', since it's my very first shipped game ever, but it uh....exists.
251 now
still compiling shader
@stable needle It's 4 am here, so I'm sending you all my GPU
....
๐๐๐
221
how do you click submit?
@civic dock we are not making it, compiling shaders.... I will show it to you guys at the next meet up...
@timid flare Thats awseome though! This is the first game I've shipped in unreal by myself! My god what a learning curve!
I dont see how to submit I am freaking out
I woke up at 7 yesterday and slept from 6am-6:30am today. For some reason I'm not even tired. Adrenaline, I guess.
Don't forget to actually submit your game to the jam, folks!
how do you do it pfist?
@west root Your VR mechanics are AMAZING! How did you learn it?
My howwww
@granite wedge make sure you mark it as public after you create the game
What happens if while itโs compiling you submit
@stable needle if you manage to do it, I think you win?
@timid flare Roll A Ball tutorial ๐
15 more minutes
Then they get a broke game...
hmmmm
After uploading your game to itch.io, you still need to go to the jam website and click Submit your project, select your project, and fill out the form.
That "Awesome!" took way too long
can anyone run a DDOS on itch? just to have an excuse....
Although there's only two minutes left. ๐ฌ
@void hull I gotchu fam
I died a little
No extra time?
let's all ddos itch
that stream took like 2 hours before we got the theme, can we have an extra 2 hours
Hmmm
who's late here ?
Same boat. I didn't finish. Got really close! I'll probably still make my WIP version public so people can check it out at least.
51 shaders more
went from 1 shader to 8000 shaders again....
Please nowwwww
I feel like I'm watching a new years counter right now with all the excitement going into people finishing submissions.
21 shaders
man your shaders are really naughty hyping you up like this
18 seconds.
10sec :>
can we get a time extention for 1 more hour plz? you can't finish a game in 1 hour but you can compile shaders...
donzo
sone
1 shaderrrrre
Officially starting my megajam playthrough stream http://twitch.tv/awesomeallar good luck everyone
Flip
357
Went to 22 again
@pine fulcrum Have a nice stream! I'll check it out when I have time
I want a new channel here: Anonymous "game jam shader compiler failure" club
You're still good!
fewer games than last year.
Quick, build a time machine!
someone broke the record
What happens if I submit nowww
๐๐
Just reminder i wont be streaming at very least not before xmas, i got lot of thihing to do, pertcipation in jam already been barden for me
Gone back to 61 Iโm out
I was up all night last night on this
I can rewind time in my game...
can someone please help me?
https://itch.io/jam/2020-epic-megajam/rate/850860 All done ๐
hit submit when you upload, you may get in
think i'm gonna cry
but it wont let me click the submit form
Ah shoot, missed the submission window
last minute, literally, i double checked, its submitted!
@wet rivet noooo! i have been following your progress! Damnit!
please help m e
Is .rar acceptable submission, or does it have to be .zip?
haha it's too bad i was really happy with our project, its probably for the best though since i wasn't super happy with how it was going at the end with rushing to get it done
I cut it within 15 minutes because I felt like my game needed a table.
Dude you missed?? Your game really had potential to win
Literally the fastest table ever modeled.
@wet rivet fuck, if you had any idea how much we rushed the end
Half an hour ago I thought the deadline was 5 hours later
Man that submission form is a kiler
seriously
I thought the Jam lasted 2 weeks
7 days
they did warn to submit early
I missed the submission window too, by a few hours. I was very close to finishing.
Luckily it build fine and I managed to upload it in time
and build uploaded
Before checking earlier and realizing
is there anyone you can email?
Yh
Probably gonna upload my WIP game anyways so you guys can check it out at least.
Yeah, it's pretty brutal. The did say over and over and over, don't try to sub within the last hour.
I thought they were talking about the game page, damn, shouldn't have spent so long on the gifs
@civic dock I want to see your laundry game soon!
At the very least I'll definitely share the WIP version at this Saturday's UnrealPDX hangout. ๐
OK, I'll upload my unfinished version then. I'll post the link when it's up.
Sow hat you're saying is.. I got this?
Ok i got some interesting confirmation..... i forgot to hit save after upload, i hit after deadline and it accept it, so for all late comers, make a submit durring upload and hit save when it down, so time of starting upload is what counts
@gaunt copper Would you play our game even if we missed?
@thick breach wow i was not expecting that, especially with corona
Managed to submit like 30min before this time ๐
is there any contact to submit? our team member created the project and uplaoded the game but didnt realise he had to submit also
@void hull no, not before xmas i got to much things to do, i was even considering not perticipating at all
Same here. But honestly, now that I did, I may put some more polish in and actually finish some of the features I cut to try and make the deadline, should end up a better game for it.
@gaunt copper so no playthrough twitch this time?
I'm planning to finish and polish mine and release on Steam soon regardless. I really like what I did. ๐
I'm done.
ah... my neck is hurting...
@void hull maybe after xmas i will se how i feel :p also 350 entires means more then week of streaming
is there any contact to submit? our team member created the project and uplaoded the game but didnt realise he had to submit also
Yeah exactly, I was planning on doing that after the jam anyways, so may as well go through with it
I will never open my Jam game again. I am triggered.
17.3% submission rate
bte @pine fulcrum is streaming check his
12 minutes before the deadline OBS wouldn't record video. 3 minutes before, I found annoying bug. Fixed it. Reaploaded and submitted second to last
but i think he only plays selected once
@manic pebble last time .. some genuine cases like that were accepted.. I think. Depends on admins/judges
Did your game not get submitted, i thought it did
any idea who we could email?
Guess who uploaded and forgot to press the submit button on the main page ๐
It did. I'm just exhausted and haven't spent time with my family in a week.
Same
same with our team member
I feel so embarassed
I don't even care about the prizes at this point, just want it to be part of the jam
I'm not sure.. @manic pebble .. but VictorLerp is the boss around here .. official community manager
3 shaders again
Anyone else planning to turn their jam entry into a polished game and put it on Steam later?
fml...my game upload failed 2 minutes before the submission
Maybe in a few years ๐
Can I write to an admin to late submit?
I have a non compete atm ๐ฆ
I have spent all this week on the game and exams
@tranquil matrix Our team member created our project etc but didnt realise he had to submit also. is there a contact we could send the game to?
I'm planning to help others publish their game, if they need help with textures (stylized)..
Nope Iโm not using this game
Just learned some new techniques
I think I am going to polish and submit
Iโll be going for a realistic look
You have no idea how hard my hands were shaking, I didn't get a confirmation and it was 2 mins to deadline
And an online game
@rigid fog sameee
Getting ready to delete the project
The darn "Awesome" thing was at the very top super late and I had to scroll all the way up, I wish it had a better popup ๐
My upload failed. Is there a practice to message an admin or smt for late submissions? ๐ฆ
A game jam from 2020-12-11 to 2020-12-17 hosted by Shipster. If failed to miss the deadline for the Megajam of Epic, here is a chance to let everybody know.
My package failed 15mins before deadline, luckily the error message was simple enough to fix (dumb BP struct got janky and had to resaved)
@rigid fog SAME
were you solo or with a team??
My game packaged 20 MINUTES EACH TIME, I was so anxious. I repackaged it 3 times because of the errors
I thought it would never package at this point
I've developed for VR and multiplayer, will be nice to use Steam's API for it. Look forward to seeing your project in Steam
You too!
if you find a solution to this let me know please
Done building game
Well. For now I'll reupload an extra game and mention it with a URL in the comments.
Canโt find where it is now
Mine packages like 3 seconds, so I had time to bugfix in the last moment. But didn't figure how to make it less then 100mb, though I really have nothing inside. Not a single texture and few sounds for probably 10mb worth of space
Wow I made it, no sound, but I had only 2 days as allways to do it ! I made a very (to) hard pattern in the beginning of the game but it's possible (thinking of you @gaunt copper If you stream and test the jams games :D) https://sutivu.itch.io/checkpoint
I thought mine would be like 200mb
Guys hint for future, submit entry while game is uploading, it seems that start of upload time is what counts

