#game-jam-chat
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wtf
its not jittery....
....
what....
i need sleep ๐ lmao anyway, i have no clue, thanks for listening to my rambling
a break can always help
what do you all think? Should I give the occasional pipe a color like I did here? Or does it look goofy hmm
Yeah certainly. Sleep is important
I think i kinda like it
Not sure if I like it
Good to have variation though, thats for sure
Better then all greyish
Is it the color I chose? Or just in general uncertainty
yeah I agree
Right now I mainly have red lights to break up the black and white tones
So having anything seems useful
I like the way red pipes look but that just means I only have red in my level herelol
Maybe a little bit less saturated green, I'm not really certain though
Yeah that uh sounds about right tbh
it is a bit intense I suppose
im going to tweak it a bit thanks
Final boss room made, time to fix up some animations, and then... particles....
nice
Got it down to around 75 MB, with the tradeoff of limited music and PS1 esque graphics.
Wished that tracker music support in UE4 isn't broken.
Now I need to take some rest because power outages kills me in the last few hours.
Question. For the 150mb category, do the game files need to be 150mb or less or can a compressed (zipped) game will qualify.
I read it as a 150mb download, so the zip
Thanks
I'm not an authority though, but that is how I read it ๐
Hmmmm, I may have to figure out how to cut my package size in that case
Anyone have a tutorial? I've followed the basics, and I don't have that many assets
@minor hemlock are you guys gonna try to shave off that 6MB?
I literally just said it was unpacked size :p
We have like 20+mb that needs shaved off for that
Check the bottom for resources
Not the authority, but it should be the game in uncompressed state.
You can cheat the system with more aggresive 7z compressions.
Compromise of disabling nearly every plugins, and also no multiplayer subsystems whatsoever.
and not using the latest and greatest version ๐ that's the primary reason we're not attempting that modifier
I used 4.26 
too bad backporting isn't simple ๐
Granted, my game jam project is PS1-esque graphics.
I added difficulty settingss to my project now. Lol
Textures are no larger than 128x128, sound effects are largely from synthesis and convolution reverb.
Also no voice acting.
Mainly taking cue from Vagrant Story, of which the entire game was stuffed in around 96 MB. It was quite small sized for PS1 game, but rich in content.
I'm not even gonna try squash my games size. Will do what i can to optimise but not gonna give myself a headache tryna fit it into the tiny category. Currently the working exe is 560mb
oof
you have some assets
the lowest hanging fruit is enabling Cook Only Maps if you haven't done that already ๐
one meta human casual shoes and material, some sounds, and 4 aqssets from kitbash
I've been trained for smaller sizes lol
Retro games and demoscene are my favourites, of course I impose myself such limitations.
MetaHumans are lazy (to put it bluntly)
I'm only using the shoes. Deleted the rest, the whole metahuman folder is 45mb after i removed what i didnt need
My entire 750 tris for a character, barely reached 16 MB.
Maybe not even 4 MB, because I'm sure she can fit within actual PS1's 2 MB of RAM.
I wonder what are the rules for .apk and multi-platform submissions
I've always wondered about that too ๐
When i can afford to get a maya license then i make my own characters, been trying to get used to blender but everytime i open blender i get depressed cos its not maya. lol
typically the mobile games haven't been at the same level though, have any won outside of their category? ๐
I think I can squeeze 4 levels into my 2D game in 4.27 and still have 30Mb ๐
I'm the exact reverse.
Add more music
every time blender crashes I question myself
Really wished Sound Mod plugin didn't broken as it is. Otherwise I could reduce space even more - in the Impulse Tracker form, the entire music fits in less than 512 KB, using samples from Unreal.
no crashes in this jam, though
lucky so far
probably cause I used houdini most of the time lol
I've been in less fortunate side due to constant 4+ hours of power outage every day.
Looks like my area's power company hates game jam, because it conveniently starts after the kickoff.
Had one crash, but only cos i tried deleting something that didnt want to be deleted hahaha
Blender never crashed on me, for 4 years. Any data loss would be from power failure.
It's been notorious for power failure, and the power company pretends nothing wrong with it.
I had that problem when i entered the gamedev.tv jam. That was my first jam, this is my second. I learnt from that jam that making four different games combined into one is not good for jamtime deadlines hahaha.
woah, that's really cool
the most hilarious crash for me was when I just tried to hide one specific bone in a rig
and that happened like several times
even got worried about file being corrupted, but fixed the problem smh
After jam, remind me to port libopenmpt as a UE plugin
Everyone looking for smaller size games must relive the old tracker music experience and its versatility.
same video @turbid socket ๐
Thats a big map
for kicks and giggles I more aggressively disabled plugins
now that the game is getting finalized

It's a shame Unreal kinda forgets about tracker music, when it was one of the major thing with Unreal Engine 1
my understanding is you don't need to blacklist unless you're referencing an asset you don't want to package.. in which case don't reference that ๐
But then people these days ignorantly mix up MIDI sequence and tracked music format
Extremely sorry for the multiple videos ๐
I was trying to upload but it just won't go.. my phone just hangs ๐
Yeah I will shorten it due to lack of time..
Tbh I don't think I can even finish it ๐.. just trying..
Apparantly my character doesn't like easy mode so he doesn't even let the player play easy mode
I think you posted in the wrong chat
He is like nahhh lol
Man I always get scared when the save button takes too long to apply
Thankfully it goes right a lot of times
I've not added alot of stuff i wanted to add to make sure i can finish. I wanted to add a long jump and a high jump event and also hurdles but creating just this 3 round race took me the whole week.
I'm probably not going for the tiny goal, my build currently is 350mb, how much of that can I shave off without much work?
I remember seeing a compression tool a few years ago called uarc or or something like that that could compress 2 gigs into 50 mb. That would be the perfect tool right now.
Ah, the development build was tacking on another 100mb. that was what was killing me
peek through the plugins list and disable the ones that can safely be tossed. I got my 100mb off by tossing things like denoiser, networking, movie playing, etc. and removing the prereqs installer
getting 200mb off though? ๐ฌ
unless you have some really low hanging fruit in the packaging options
Dev -> Shipping build is a big win. Shutting off plug ins. Downsizing textures was a big one for me. Saved me 50mb
Thanks for the tips Partly
Also, is UE4PrereqSetup_x64 safe to remove from builds?
takes up 40mb
yes
you might want to provide two builds though if you want it played outside of the jam ๐
one with prereq installer and one without
I wasn't particularly careful with my UV/texturing so I had a lot of custom textures, and then I wasn't careful with packing/sizing those to need
Hmm okay thanks for the tips guys
OH another hot tip
loading project
๐
note that these are rough estimates, since they'll get compressed during packaging
looks like my total pak file is 45mb
total of all my maps is ~100mb on the sizemap
https://gyazo.com/8f703dcef15e6d6a81684e27c9ccbb06 Well damn, my audio doesnt even show hahaha
you can highlight all of your maps and do a size map on them all at the same time too
you might have a lot of gains from shrinking those textures ๐ฎ
we threw out all of the kitbash textures and replaced with some more boring ones
Was just looking at that.
I think there's a global setting where you can cap texture size
might try a build with it at 1024 or 2048
But then again, the meshes alone already cap the tiny category. Shrinking texture sizes would only be for optimization
they're not bad individually a couple of the meshes are big though ๐ค
wonder if you can force which LOD gets baked? ๐
LOD1 should be more than sufficient for anything except playable area ๐
NGL it feels satisfying to wrote a little f=== you to the power line company for the collateral damage throughout the jam ๐
๐
https://gyazo.com/b3f5c0e66c7ef13b60d8c652421069d9 The good news is all levels together dont change much in size on disk

Noob question, probably, but theres no problem if i stick with the fps arms from the template and re-color them, right?
I should write up a doc on attempting tiny award ๐ค
honestly you don't even need to recolor them
just make sure you aren't literally submitting the template really
there was a winner in a past year that was all engine assets
https://gyazo.com/0a485fcaf6c372e7c426dab770e3d268 accidental effect
yeah, exceeds the gameplay found in the template.
Was accidental. Set skysphere to have a slow rotation rate and discovered i had somehow added to skyspheres, so just changed the mat on the one and this is what i got.
watch everyone now add more skypheres hahaha
oh shit, that actually looks really cool, tho
hi guys im trying to package my game but im getting this error in uat
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Stack:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe908718a9 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe90748b4c UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe906c15d9 UE4Editor-CoreUObject.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe906d0c59 UE4Editor-CoreUObject.dll!UnknownFunction []
I'm about to sleep and will have to finish when I wake up
I need to add a lot of level stuff and a tutorial and then package
Be sure to leave yourself time to upload the final build and fill out the submission form!
Yeah definitely 
Getting screwed over by power outage
If anything, I think I'm going to embarrass myself with what I got.
my 2 characters are hands down best i ever done on a gamejam
but the odds they get submitted is pretty low
I have at least 2 hours of homework to do today, which isn't great, but I think I'll have time to submit something decent for the jam
I'm busy dressing the widgets i had as placeholders. After that it's also fine tuning.
Like legit when i play the game, game works fine, after packaging it breaks for some reason
Must i list stuff like the skysphere from engine content?
I did modify it so i"ll list it just in case. Or rather i"m using it as an effect for my intro so its kindof a feature so i think listing it would be a good idea.
@civic dock since your template is kind of a go-to resource for Tiny Award, maybe you could add a bit more about disabling plugins? ๐ doesn't necessarily have to be specifics but a reminder that "If you're not using multiplayer, disabling networking plugins will cut down on size"
of course, godspeed if you want to catalogue plugin build size 
Just finished the splash art for our submission! ๐ง๐ We are having a blast! Can wait for tomorrow! We truly came together as a team@agile plover @humble badger โฅ
@thick breach you dont need to publicly list assets anymore
yep, but this year I really had to take the banhammer to plugins to fit ๐ฎ the thought didn't really occur to me until today when @toxic wing mentioned it
That looks really awesome
NGL. I'm disappointed with my progress. and only have myself to blame from the progress loss.
Every power outage happens in the middle of disk I/O, I had to redo several things i worked for few hours.
Been thinking of bailing out (again)
I had lost around a day of progress
The urge to just quit is so high, but I practically will gain nothing. But if I submit it now, I'll embarrass myself with unplayable mess.
Man, really feel bad for ya, that's why i just spam the save now button every time i do something new
Problem is the power outage happens in the middle of disk I/O, whilst saving. Thus losing my progress, and corrupted the saves.
if you won't submit, that'd be like a comple waste of 7 days, so just submit it anyways, you still have time to make it playable
that sucks
Isn't that considered cheating?
what?
I mean, the stakes for this jam is high IMO, so the rules would be strict.
isn't there like 24 hours still left ๐
Yeah, but submitting unplayable build?
that's why im saying you can try to make it a playable build in these 24 hours
and people submit unfinished builds everytime, you'll find a lot of those tomorrow
Textures were corrupted, and those are hand drawn. i have exhausted myself from it.
was every single one of them corrupted?
Git repo is a bit behind.
Majority of them are.
Some survived, but those were some level textures.
Yeah even in the theme reveal the host's were like spamming source control every now and then
he said hes prolly not playin this time
I've had power losses aswell where i lose all my work, For me i noticed it happens when you working on a blueprint when the power goes. I've only got nearly a year under the belt with ue4 so i havent reached that stage where i know how to track history in editor but i found by deleting the asset i was working on would solve the problem. Now if i know theres gonna be loadshedding i create backups every half hour and delete the old backup once the new one is done. We regularly have loadshedding in this country so between backups and the save button i mostly get saved but not always. They never stick to schedules so every now and then i cry. hahaha
I'm sure sneaking in v1.1 build after submission before review is cheating, and they only play the v1.0 anyway.
I've been really lucky for some reason power only goes out after i click the save all button 5 seconds before lol
I think I might quit anyway and just release it on my own, no stakes involved.
Submit it and get tips and ideas early bug issues
Well, I'm honestly disappointed with v1.0, submitting it would like running naked on the street while everyone else already got nice clothes.
Not even playable nor remotely coherent UX wise
Building would take 2 hours, and uploading is a total gamble due to shitty internet.
That's on you.
My PC is low end enough, it warranted a poor shaming, and building took long enough.
Maybe this kind of high stake game jam isn't for the weaklings after all.
Compiling shaders...
does anyone know how to fix this error:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names
I been test packaging every time i finish adding something ever since i got the full loop. So far no issues, other than intro widget and audio dont match what it does in editor, like 1 sec or less difference.
Shader compiling is the main offender for the long build times.
It got rebuilt everytime on my end, even in my test runs.
Likely didn't help that I keep modifying teeny bit of the materials to adjust to my needs.
Probably one of your asset has the word 'False'
It just weird, and even considering this is a fresh 4.26.2 vanilla from the launcher. Updating out of necessity for making tools couple weeks prior.
where would i be looking for that, from what ive read its a broken variable or soemthing but ive go through all my bblueprints
https://youtu.be/kTZ7RI-I9B4 intro so far
Day 6 and it's the ui now. Just a quick show and tell
#UnrealJam
Hey guys, we need some info regarding GameJam submissions. Can we upload builds to submission more than once before the deadline?
If it's the same game, and were made during the course of the jam, then yes. Though I think you can't sneak in more builds after the deadline.
Yea, we can't update anything after submission. We wanted to have a build ready online just in case we end up missing the deadline. Last time it was too much to handle last minute issues!!
@toxic wing Yea its rough, I'm probably not gonna sleep today
hah fml, I was doing some calculations with vectors where I didn't care about Z
so... at some point I did an element-wise divide ๐ both Z's were 0
it trashed the entire vector 
contemplating on whether I should sleep or not...
It's been a long time since i've been doing vector calculations for load's of stuff and i still don't properly know the directional difference between X, Y and Z axis๐
that's because it's different in every piece of software ๐
I have decided i'm not gonna sleep today, final day requires some dire efforts, have a truck loads of thigs to do
yeah, one seconds blender has X in specific direction, then there's unreal
Im not even taking a sleep for the past 12 hours. And I have 12 hours of final stretch.
Not to mention the risk of daytime power outage.
I swear, I'll resign and cancel my jam project if they turn off the power in day time.
Same here
Don't care if my kidney kinda suffered by the caffeine in the process. Power line company can laugh on them.
12 hours of final stretch? Why not 24 hours? 
24 hours = waste
I mean, are you just gonna not use the last 12 hours after your 12 hour final stretch?
Not to say you should since sleep is good and important, but it's there for the taking 
Because making and uploading the build within that time
My internet and power line is so unreliable.
Who knows if both of the ISP and power line operators point their final middle finger on me before deadline.
That's fair and valid. Definitely good to start the build process sooner than later, but it's still a free 12 hours for bug fixes and last minute improvements. Stuff that if they don't make it into the final build it'll be survivable, but still worth doing.
But to be clear: I'm not going to be doing that, just it is a valid strategy for last minute improvements.
I'm skipping a lot of things because I'm sleepy and I don't intend to win anything anyways.
Better not say it, it's going to be hypocritical
Nobody is going to be playing it if I'm releasing it on my own.
Thus this high stake of a jam.
At the same time, I'm still worried that external factors still going to give one last "fuck you" to me throughout the day.
SLEEP IS FOR THE WEAK
--Game jammers
Ultimately I just want to release this as a free/very cheap steam game before the end of the year, so this jam has been a huge success in actually getting something playable.
Granted I'll probably need to remake everything over the next month or so, but it's still an amazing proof of concept.
I'D LIKE TO SLEEP FOR A WEEK
--Me
Meanwhile my narcoleptic self disagrees.
I probably going to take equivalent to hibernation after this.
I have suffered oversleeping for years, not sure if jamming could remedy it, because "sleep debt" is a thing.
Ended up dumbing it down.
Not worth hurting myself that far for some gamedev clout/reputation.
Also Im not sure energy drink can suppress narcolepsy.
There is no limit to what is acceptable when chasing clout 
Yuck. I have to do homework now so I can do my final burn uninterrupted ๐ฆ
Marketing is tough, more so for a free game.
Regarding your jam page? Or about what I said for my Steam plans? 
In general.
Yeah, I honestly have no idea how the big free-game hits have succeeded.
where should I post to get some assistance on fixing build errors?
At least personally I've stopped paying much mind to it though. I'm chasing a degree, so any and all game dev I do at this point is just for my own benefit and if no one ends up playing or caring about the things I make I'll try not to take it to heart ๐
It's kinda random, but at least established game jams increase the guarantee of it (not just some random jams established by some lesser known parties)
20 some odd hours, and the main level to balance!!
so close!! ๐ i did get 4hrs of sleep though
woo
Nice! Same here 
Speaking of building, I don't know why my vanilla UE4.26.2 loves compiling 2K+ shaders every build.
Did some sanity check, figured out that it has to be bruteforced to sped things up.
aaah lol I fixed it ๐ , was just a plugin I shouldn't have deleted haha
But 2K+ shader compiling every build is just bizzare.
best of luck in the last 24 hours everyone!
I started to stop caring about if stuff looks good or not. lol
damnnnn thinking of how much left I have to do is making me depressed...
Wohooooo, our team prepared the submission for the game jam! Check it out! (Haven't uploaded the game itself yet though)
https://itch.io/jam/2021-epic-megajam/rate/1182934
wow that looks incredible!

I did get only 2 nights of good sleep this week, was too stressed for it most of the time lol
But those 2 nights were just amazing :D gonna survive tomorrow smh, I haven't slept for 26 hours already and not sure if I'm gonna fit it in
This is quite good tbh
Makes mine looks like nothing in comparison lmao
That's a really cool idea and great implementation!
don't underplay yourself! i'm sure your game is dope
Well, (sort of) mindless PS1-style dungeon crawler, fighting so called "Space Eaters".
though NGL I had a bit of Metal Gear Solid prior to the jam
Thus Space Eaters
Do the tiny games have to be 150mb uncompressed? or can the zip I'm uploading be < 150mb?
uncompressed
The former.
Consider that UE4 (at least 4.26) executable alone took up 60 MB, that would be 90 MB worth of asset at most.
90mb is a lot
Though I'm not sure how my mundane tool can get into 40 MB 
I guess 32-bit is the secret?
There's an option in Project Settings to force 32-bit, under Platform > Windows
ah man, 172mb. so close. Time to download 4.27 and crank out the new compression stuff!
I won't hold my breath if I were you.
Base engine executable alone would take up around 60 MB.
wait, do I have to have the UE4PrereqSetup_x64.exe redist in the project too?
that's 40mb!
No, you can have it a separate download.
Anybody help me understand how level streaming works i ue5
its greyed out... why....
found it! ๐
me racing to finish my game
grr
nevermind.... i got it loaded in levels but its not loading on startup
annoyoin
default streaming method is always loaded
GOT IT
woot
that scares me if you need level streaming in game jam game
im not doing it for that
im doing it so i dont have to copy pasta the level to the main menu and credits menu ๐
i just stream the level to the "main menu" level and any changes I made are now in that main menu ๐
same for credits
level editor hack ๐
Oh God forgive me for what i have created.
I was fixing the aim offset and playing around with the control rotation and somehow made this monster
So turns out 32-bit packaging did reduce the .exe file down to 50 MB ๐ฎ
If you all looking for smaller file size, consider building for 32-bit. There's no real compromise for game jam size ditching 64-bit executable.
Looks like something to do with local and relative something.
Yeah, i wanted to make the aim system smoother so i added 3 bone transform, and assigned 3 spine to it ๐ So for some reason it ate away his 2 spine
But i fixed it now
newest compiled version!!! anybody curious or just want to test things while done, feel free to let me know any issues
thanks
Hey just gave it a try
ragdolls fall through the floor for me
Also when dieing, and going back to the main menu
the credits brings me back to the score menu
Anything specific you want me to check?
I have learned an important lesson from this jam... If you're making a space game, don't name everything you do "space-" something. All my files are like "spaceman" "spaceship" "spacesphere" "spacegun" and I can't find anything. ๐
Well, I'm all caught up on my other obligations for the rest of the week, looks like I have a solid 20 hours left to finish my entry 
Maybe a quick nap wouldn't hurt 
i name my character william everytime i work on a project so typing will... will always return my character :p
Hey! Have a question about the "Sources sound" usage in the jam game. So, what is sourced sound exactly? Sound samples for our sound work are taken from sound libraries. However, we are layering multiple samples on top of each other and heavily editing them for the final sound effects, before adding them to the game. Should we declare them as sourced audio, or are they considered authentic sounds?
in the past we've declared when we've used sample libraries
Seeing how much I've done today feels good, but then seeing how much I still want to do kinda rains on that parade
Good luck in this last stretch everyone
Only asking here cuz it's time sensitive, but anybody know why unreal might load the incorrect materials on a mesh at runtime? It only happens on occasion but it's more than a little annoying
OMG I am about to package this finally
@glass fossil didn't they say we cN make gameplay videos AFTER the jam is over?
Dang. I still have tomorrow morning anyway
Seems like we could edit the page just not the uploads. I'll make a note this jam
What did u make this time? I have been too engulfed to look
I made Pepe Vs The Volcano 2D rush platformer
Oh yeah! I saw that one!
I will this weekend. Wife is already mad at me
Good luck!
known nanite bug ๐ฆ
just updated our game with fresh new beats
no more premade music for us
in classic gamejam fashion
adding features in last day ๐
if it works... though....
๐
Omg testing ๐ณ @tulip viper
Roll em dice lol
so that way it looks like the place is being overrun ๐
Nice!
I packaged in at 101Mb without prereq installer 140Mb with. I guess I will just leave them so one download. Keep it simple
@tulip viper have videos yet?
i should in like.. 1m
basically they hang there till you get close
then drop down
๐
I haven't had a jam this stressful in a long time. ๐ฝ ๐ ๐ฝ
lighting is in dev mode
and particles are not done (that is what I am doing now)
i finished all the animations, but here is a video of the "general" gameplay "sped up"
can't wait to play it! Looks awesome (once lighting is turned on)
yeah, lighting makes 100000% the difference
and I get these creepy fuckers to scurry around, will also make it feel more .....scary
๐
I like the graphics but I think you overscoped a bit, a lot of small stuff is missing or needs to be reworked.
like?
but I will play some of the entries after deadline tomorrow.
Added a completely new minimap feature. It took an absurd amount of time --------to get the overlay to line up with the artists background ๐ฌ
The code was easy ๐
its too many stuff and you need to see it yourself. like the animations, particles the locomotion controller, ai behaviour. dont know about sound.
shrugs we are doing mostly polish today, so i think we did better than most jams
and I always go all out on art ๐
always
On a scale of 1 to jam game its very much at "jam game and a half"
we didnt do MP either
which is a almost, never, thing for me
so some firsts as scale back, but i get why you say that
we will see ๐
you could be right
it could be mroe polished with less things in for sure
im just now balancing the main level too
and we added a VERY detailed tutorial
so..
some bad choices, for sure
Im not saying its bad, its just need more work and there is not much time, but I kinda have the same issue a lot of small stuff need to be tweaked and adjusted to make it round.
how many jams have you done so far?
hoping to get this finished tonight
I feel like I've seen riuthamus in every Epic jam I've done so far :o
okay lol
Which is only 3 years worth but still ๐
I have been
every megajam and like 7 or so of the quarterly
i did win one... with @gaunt copper , thanks to CATZ โค๏ธ tanks
fun little game
I could get done a lot of stuff today, yeah many small things are still ahead. but I should get everything done in time.
Question. I made a game for an epic game jam in the past and was wondering what the rules are on finishing and releasing a game that was once used in a game jam
Well you'd have to declare it as a pre-made asset......
I finally packaged and got my game uploaded. Would love any feedback:
https://cryocode.itch.io/ruin-from-above
So, say we have sounds we got from a website....
that mean we get 0 points?
for sound?
so it would be the same as having NO sound?
I think we get point's in the composition area, cuz the sound made the game alive, off course you won't be judged on the quality of sound but how you used the sound would be judged
If it's Niagara you usually have to spawn a system with the emitter inside of it.
have you confirmed that it's triggering the take damage event? @tulip viper
hm...
confirmed, no, but it is losing HP
so... yes
๐
but that specific one, no
ill verify with debug โค๏ธ ty
Just submitted my game. Still more levels to add. You play as a stealth cube.
Trying to speedrun my soundtrack right now. Ableton isn't cooperating, but it's getting done ๐
I had such a nice lighting/posteffect mix, I hit rebuild light and everything changed to ass.
I used OpenMPT for the soundtrack, giving not so subtle nod to Unreal '98 lmao
Gotta make a super last minute adjustment because things seems going nicely this time:
Space Eaters are metaphorical plague that kinda parallel to fog of war.
Wonder why there is many box with "Running Out Of Space" theme. ๐
Deadline is ticking... Good luck to everyone
"A box? In here?"
Does the recorded video have to be DONE before submission or can it be done, a few min after the submission
which recorded video? I only see that you need to upload your game.
You will need the following information at the time of submission:
Team Name
Each Team Member's Name and Email Address associated with your Epic Games account
Game Name
Name of your submission
Please format the name of your .zip file with your team's name attached, ex. TeamName_GameName
List any content that was created before the jam that was included in the final submission.
Submissions must include a link to gameplay footage (between 30-60 seconds) demonstrating recorded gameplay.
The footage will be included in our highlight reel on the 2020 Epic MegaJam results livestream.
MUST INCLUDE
In list of submit game. There many game with box like package things. Also have some of about hard drive disk. ๐
also, looks like some legacy features dont work anymore with cascade ๐ฆ
You need to include game play footage on submit form. When jam close, you can't edit anything
here for you guys ๐ i guess ๐
im going to get the worst 30 seconds of footage LMAO
would it be against the rules if i can ask people to playtest my game the day before submission? trying to make sure my game isn't too difficult
As I read, answer is "it won't". We also need to test our game before submit to found if anything goes wrong anyway.
fantastic
another question, is there a specific way they want us to source our assets we didn't make ourselves? or am i allowed to say that only the programming and voice acting (which i'm hoping to do tomorrow) is mine and everything else was third party
@regal swallow you need to list any source assets as it name and where it's come from, accordingly answer of one staff on this post: https://forums.unrealengine.com/t/2021-epic-megajam-registration-is-now-open/244059/79?u=deercg
Hey! Welcome to the Epic MegaJam! Upon submission of your teamโs entry, you will be presented with a variety of submission fields that are required to be filled in, as well as some that are optional, depending on what is being submitted. There is specifically a field that you can list assets used. This modifier aims to harness one of the ...
got it, i had seen a few submissions that kind of differentiated, maybe, so i wasn't too sure
I forced myself to learn niagara and I'm actually having a good time with it now. It's miles ahead of cascade and it's not that hard to learn once you get the basics
yeah fair
just saying it's worth it ๐
thanks โค๏ธ
games about hard drives? that's ridiculous 
i know, mines set on top a motherboard
mine's literally set on a hard drive 
holy christ, that looks good
this is the best i got
the whole idea is that you're an antivirus fighting viruses in a horde. the problem is that they got into the ram, meaning the more of them that spawn in the slower you move
ah that sounds like a fun idea
@minor hemlock @regal swallow OMG, there is more about computer stuff...๐
sure is ๐
i'm not an artist in any way shape or form, so basically every single asset you see in game, i took from somewhere. the only thing thats truly mine is the code and the design
I saw at least one tetris-y one
actually saw another one with a similar premise to mine, but third person and i believe had different mechanics
oh god i was so spooked, yesterday lumen shit the bed and just refused to work but today it works when I turn it on
thank god
Just wondering, since this is my first game jam, will we get to see what our scores were and get any sort of feedback from the judges even if we don't win a prize?
it makes sense. There will be so many submissions, but was just wishful thinking ๐
Oh that's a little sad
Other jammers can play your game and give feedback tho!
But yeah I bet there will just be too many
Yeah I hope others will play my game
I'll make sure to play some too I've seen some cool ideas
When uploading my gameplay video to Youtube. Youtube is flagging and muting the audio because of "copyright issues", but I only used 2 songs from weloveindies.com because those are free for the megajam project. Does the license not work for Youtube videos? I can't find anything against it...
I had the same problem with a piece of music from we love indies. I just left the claim as is.
and does your video play well? I have a section muted
no nothing was muted https://www.youtube.com/watch?v=poYbrZxo4Dw
https://cryocode.itch.io/ruin-from-above
This is my submission for the 2021 Epic Mega Jam. The theme is: "Running out of space"...
You play as a god and use your powers to destroy humans level by level. If you run out of space (water blocks) you lose. Simple.
that's strange
I guess, I should reupload or in worst case scenario, look for a different song...
@glass fossil If you have problem with Youtube, you can upload on Vimeo
@glass fossil You're welcome ๐
Made some cool pods for the spaceship
is your entire ship hand made?
or did you get a pack?
cause if you made those, great work
There's a bunch of sci-fi environment assets from packs, but the actual red pods I made.
There's a door opening animation, but that's about it.
Just a timeline doing a rotation on the front half
Who all is dual submitting to decade jam? https://itch.io/jam/decadejam
well, so excited to see allt he projects
im doing some final UI work
then whent he coders get up going to go ham on polish
Doing the levels ๐
im super hyped to see waht people htink
Mine is so empty ๐
@carmine kindle That's a cool pod โค๏ธ
What u guys think ?
I think you'd better get lighting building while you still have time. ๐
Yeahh
lmao
i'm so trapped for time i'm just making floating cubes at this point lol
Ah goodnight dude, congrats on submitting looks good
Same.. good work so far man !
Game looks great! Awesome job!
Looks awesome! Great job! I really like the way the wall climbing and spinning came out. Looks like a lot of fun
Screw it, i'm going to bed, too. Tomorrow, I have 3 stretch goals: a new enemy that doesn't just chase you, voiceover for each wave, and hopefully more some more balancing. I want my game hard, but not frustratingly so.
I am so confused. I've playtested all the win/lose conditions in editor and everything works fine. The i package and and when i playtest the packaged version the win/lose scenerios get messed up. ๐
Managed to sneak in some naps whilst updating repo and prepping for build.
Time to make a little "cutscene" (which is just a bunch of comic style a la Max Payne 1)
Also dropping this here to be prepped for build submission
https://thehoodieguy02.itch.io/claustroclast
Man the smallest bugs are the worst.
Hey ya all! How do we submit? It says we need to list if we use any outsourced assets. I wasnt able to find where to write that and how to send it.
No matter what i do, mouse gets control or not it does exactly the same thing. Set to hide cursor when start is clicked and it will only hide cursor level is opened and i click, whether mouse gets control or not.
It's in the submission form.
I created a text document with all the assets i used
(also in game credits if you're fancy about it)
Gonna do that aswell i think
Thank you!
Man i wanted to sleep for only 2 hours, ended up stretching upto 4๐ฅฒ
Lol, so my bp refuses to do what i tell it. Mouse cursor refuses to hide unless i click in viewport whether mouse gets control or not. I use the widget to set startgame bool to true. Print thast to screen and when i clicj start it shows true. so after it sets true i set to hide cursor, and it till doesnt
@gentle beacon You should do hide your mouse button inside UI on event of Start Button when clicked
still does the same.
Also check that if you set show mouse else where in main game
hmmm, maybe. Thanks
Try to use this function "Set Input Mode Game Only". Hope it will help
ah yes, forgot about that. ๐ thank you
solved. Thanks alot
@gentle beacon You're welcome
Well, I have a rare bug that crashes the game. I cannot replicate it. How is everybody else doing? ๐
plenty of time
pov: you don't want to spend time on creating a menu
yeah this wasn't me not having enough time, i just wanted to create hub worlds
๐
whaaaaat!! 8 hours left! ๐ฑ We just submitted the first version before the deadline hits! Please let us know your thoughts โฅ๐ https://itch.io/jam/2021-epic-megajam/rate/1182934
About that.. nothing changed, right? You can upload updates / modify files before deadline, right?
Theme: *** I N C O R P O R A T E D ***
I programmed a giant cat that sells you additional storage space 
Is it a good use of the theme? I'll let the judges be the judges of that
(But also no, it is not)
I guess this is as much as I could do for now.. only 1 mins long gameplay ๐
Hopefully I can squeeze more content in before the jam ends
There is a black hole comming to eat ya but its time to do that now ๐
can we share builds here for people to playtest ?
I need some feedback :p
if anyone plays it and has feedback or anything please @ me or DM me
thank you โค๏ธ
yes, you can modify the files any time before the deadline ๐
I think my game is as done as it's going to get
I think the only thing left that I want to add is saving and loading, but that's pretty optional all things considered.
I also really want to add one more fish type, but I'm getting pretty tired of being at my computer ๐ฆ
Yeah it's not like we are making 6-8 hour game
mine is probably like no more than 15 mins, that's why imma spawn a truckload of enmies to consume time, only 7 -8 hours left and im still left with 1 level, some boss changes and audio ๐ฅฒ
I'm busy working on ui and playtesting all the way. still want to add some particles but more worried about getting it running smooth.
Running... smooth? I just kind of expected the judges to be rocking 3090's 
If they didn't want me to put all the visual bells and whistles in they shouldn't have made it so easy 
Mines also short and quick hahaha, adding difficulty settings add another 3 minutes or so if player does all difficultys hahha
Visual bells and whistles btw 
I dont mean that, i mean animations in widgets playing at the right times and widgets showing properly. My game is so sensitive that if i change one node i playtest to find out what it broke hahaha
love that swinging grapple
hey do we have to set the game to no payments?
I think you are allowed to do with it whatever you want after the jam results are announced but until then it belongs to them basically. I think. Yours but theirs lol
They need to download your game to judge it and they are not going to pay to judge your entry, so it would effectively disqualify you immediately ๐
Some really good looking games being submitted today. ๐
i was thnking pay to win features hahaha
Eugh, I don't wanna make a Itch page for my game ๐ฆ
If I have to keep working on this entry I want to make more fishies 
but why
Because it's wooooooork
Thanks man.. it's inspired from apex legends.. I implemented a lot of movement mechincs from apex but a bit easier to do
niiice, yeah i got a grapple hook too but mine isn't a rope like yours. I love the swinging, apex is definitely great with it's movement system
The movement and abilities is what makes apex the best br out there for me
Hiiii are we allowed to update the build (upload multiple times) as long as its before jam deadline?
Yep ๐
Definitely get a build in sooner rather than later and then feel free to keep updating at your leisure
Oh no
I need to name my project... 
Im closing in guys, I like the jam but I also happy its over now.
man the physics simulation in the editor is complete different to what happens in the packaged build. like what a joke.
nope .27 the same box bounces like crazy in build while in editor it just sticks to the ground.
maybe framerate related bps? or no code attached to it?
its a bp.
Yeah what I mean is, maybe you have code in your BP that isn't using delta time
which makes it seem that the physics are inconsistent, because a build might be playing on a higher resolution
just a theory though
ahh okay, and how do I fix this?
first try to lock the fps to a fixed number and see if it still happens
that will prove the theory
okay I try some vsync
Is it possible to upload the Unreal project files? Packaging takes a long time on my PC
I have a Crunch hangover ๐ฉ
yeah its like 500 frames lol
https://gyazo.com/c9b2841428f3e1278d7ab1a598806bf5 i had an issue with the ball template once where at high speed it would bounce no how flush 2 meshes were. After a long time of google and documentation and all sorts someone in unreal channel suggested i try this. set min contact offset to 0.001 and max contact offset to 0.01. Maybe it'll help. Dont know, my issue was with the speed of the ball. It solved my issue. Masybe you lucky and it does aswell but i cant say.
okaya thanks I will try that, but Alex is kinda right, the build frame rate is 500 and editor is locked to 120
where do I call the set vsync enabled? in game mode or?
So uh, you think they'll take a link to a google drive folder for the video?
okay turning on Vsync fixed it thanks man. @zinc juniper
Good to hear!
Glad to have helped
Might still want to check if slower computers don't have issues
for instance if a computer only manages to get 40 fps, how will it behave then.. etc
altough the judges will most likely have good hardware
yes, Im so tired thats not going to happen but @gentle beacon tip fixed the rest bouncyness completely. I really need to do something else.
Submissions must be packaged for Windows and playable on Windows 7, 8 or 10, MAC OS X, Android, iOS, or Oculus Mobile.
Can the time limit be extended?
Yeah understandable @lime crane good luck on finishing the jam
Afraid not, the deadline is set in stone.
As long as it is accessible throughout the judging process then this should be fine. Many people prefer YouTube or something similar for its ease (and doesn't take up drive space)
Phew... 5h to go. I have a finished game, but I think I can squeeze in few more finishing touches.
So I can just upload a video of my game?
No. There has to be a playable game.
It has to be a working, packaged game. No project files, videos, etc.
"Submissions must (i) be packaged for Windows and playable on Windows 7, 8 or 10, MAC OS X, Android, iOS, or Oculus Mobile; (ii) include the full name and email address of each Entrant (as defined below) on a submitting team; (iii) indicate if the work is 100% original or if assets were sourced from an online marketplace; and (iv) include a video short (between 30-60 seconds) demonstrating recorded gameplay of the Submission.All contact information provided must be current, accurate, and valid. See Submission Guidelines for additional requirements."
Please make sure that you read the rules- they can be found at the top of the 2021 Epic MegaJam event page - https://itch.io/jam/2021-epic-megajam
I wanted to add 4 bosses and 4 levels, now im only upto a single boss and 2 levels, so to compensate, im just extending the level๐ฅฒ
Hey! Should I put a project in a zip? Or rar and 7z allowed?
you can use a compression thing afaik, or just upload in itch up to 1gb or use dropbox
personally i will use google drive because otherwise i won't have enough space

Quick question i whipped out a sick beat in 5 mins in grovepad, it's really easy to use but i created it technically so do i have to list it as premade?
I see that everyone is posting out in zip except for a few. "Tiny award for the best game that is less than 150MB" is about zipped projects or without compression?
Zipped projects are the Itch standard. Their upload tool will even unzip your project if you try to Zip it yourself so that it can re-zip it with their own settings 
Also: I may have the "Nvidia GeForce Experience" notification in the top right of my gameplay video but I think I'm too lazy to re-record the footage 
@west zenith unzipped total size below 150Mb
Ok:) Is not a problem that i already submitted and click for tiny award?
I came in at 101 and added prerequisites installer back in for 140Mb just so I would only have one download. Zipped was 88Mb.
They will just disqualify it for tiny award during judging
Waiting for everything to upload is absolutely excruciating right now. I swear I won't event want to touch a computer for at least a week after this is done ๐
@cursive vale I am the same way. Looking at it makes me wanna hurl right now๐คฎ
Crunch hangover
Welp, submission done, time to go to class 
Question: Will updating after the deadline cause issues? Or does Itch handle making sure only the pre-deadline version is considered part of the jam?
I know I want to add saving and loading to the game because it would help, but I don't know if I'll finish it in time with having to go to class, and I'd still like it to be available for people even if it's not part of the judged game.
where is 32 bit option?
i cant find anymore
4.27 this is btw
Finally time to get some sleep. Good luck everyone, it's been a blast. I look forward to checking them out soon ๐
What is up with lots of submissions that have been created months ago? And even saw some of them with a price-tag
when you record the gameplay trailer and painstakingly edit it
and upload it to youtube
and
Well, seems like the power line didn't gave me the blessing ....
Dumb question? Why package for 32bit? What's the intended hardware for that
Well, I gotta step out because power outage strikes again
IM LIKE HEART ATTACK RN I HAVE LIKE 10 MINS LEFT TO DO THIS
im on 4.27
no option
that's not an issue
i only see force 32 bit floating point percision for ios
and for mac
also what should i tick under packaging
share material code
native lib
and compress
reluctantly taps on "Leave jam"
good luck! always a tense moment before you submit something
Alright I submitted. Guys I wish all of you good luck. First jam Iยดm in really good time but yeah very tired.
Even though I didn't make it into a playable build, at the very least I did learn a few UE tricks along the way.
I can join you there if itโs any comfort
Don't have to. Just the matter of adjusting my physical body after high amount of caffeine.
Currently at the er cuz of a health flare up. I was halfway through finishing the damn videoediting ๐
You're guys should take care for your health first. It's important more than jam
I mean mines unrelated to the jam, just unfortunate timing tbf. Doesnโt make me any less sad that I was so close!
hope you stay healthy!
I wonโt get out of here for hours
I'm not even done prepping for capturing video, and then blackout in my area.
Thanks mate and same to you!
if anything, one hard slap I learnt is that my circumstances are not just allowing for such high stakes.
No more jamming again until I have better equipment and place to live in.
guys where is the package for 32 bit in 4.27?
Is it missing from the Project Settings -> Platform -> Windows?
It is still available in 4.26
5 gets rid of 32bit compatibility right? Maybe that was also brought into .27?
I can't, I got nothing else to power my computer on.
oh shoot
Hence I quitted at the last hours.
@toxic wing Thatโs not about equipment or else. Itโs about knowing things what we have and scale down project to fit it.
Aaaaaargh, so i created a widget to display controls and i test it and everything is fine. Cook content and package. Playtest and discover i added the controls info to the pause menu so player has to press pause to see controls but its only in controls info which says which button to press for pause. hahahaha i need sleep
Shoudn't pause be Esc?
It's about the equipment. I have shitty power situation going on over the last few days, somehow coincide with the jam.
I make mine P for pause
is there anything we can do to help?
@toxic wing We should prepare for anything will happen and leave sometime for it
It costed me a day of progress already. Shattered my morale to see some of them got cut amidst file I/O operation.
Except I'm not working for the power line.
I do P and ESC. esc is more intuitive - P doesn't end play session ๐ @gentle beacon
I think not. It's out of control anyway, already calling the quit.
@toxic wing Iโm sorry to hear that. Maybe best luck next time
I set it via input and then execute when paused as well. Works exactly the same. P brings up the pause menu and sets game to pause
did you remove the packaged redist in Engine > Extras > Redist > en-us?
also there's this tweet:
https://twitter.com/t_looman/status/1430994570310037510?s=20
For the 'Tiny award', crank that Oodle compression to 11! (Use "Leviathan" + high 'Effort Level') It'll do some wonders for your packaged project size! #unrealjam #ue4 https://t.co/aSA7W9JhUj
I might be wrong but i don't think you need that Prereq_setup, anyone can back me up?
correct, you don't need it
But yeah, adding esc to do that with p will also work. but i wanted it in the main menu so a person doesnt have to start playing and thn press pause to see control mapping
You can have them as a separate download. Some entries do that last year.
I think you can tune it up all the way to 11 for distribution
any more than that might be risky
Gonna give some last hour support here for everyone else (with what I can remember at least), until I go back to regular channels and animation works.
Where is the Epic MegaJam page ?
is it safe to refresh an itch.io page while uploading to cancel an upload? I uploaded the wrong zip
or will refreshing cause problems
it'll remove the old one
but that's all
and remove the downloads count ๐
which is annoying
awesome thank you
but not an issue
Thanks
i'm going to experiment with building my game for web hehe, i doubt it's going to work but worth a try
just make sure you have a fallback! :O
already uploaded mine, just experimenting at this point ๐
right on
remember the zip file needs to be Please format the name of your .zip file with your team's name attached, ex. TeamName_GameName
guys how much time is left
As for my own project, Claustroclast, I think I can make it a more standalone thing, with no jams attached to it. Already wrote some mini lore about it early on (which is kind of a quick take on Metal Gear Solid and Yume Nikki lol)
3h2m
It's in the page
it says 2 min for me lol
only 2 ??
is it to do with windows date or the browser
3 hours, 2 minute
cuz everything is 3 hours earlier for some reason in my browser
time in ET is almost 12:00, and the competition ends at 15:00, so you have 3 hours
oh nvrm i changed wuindows time region and it says 3 hours now
Just to verify, do we have to submit a development build or did the note only apply to mobile builds?
@coral reef As I know, it's only for mobile builds
Shipping builds are more preferred, due to smaller package size (and the exclusion of PDBs)
Please Someone Tell Me What Should I DO?
install visual studio 2019
I Installed
But Still Not Working
@glass fossil You must install addition for Unreal Engine
Not only VS
Check this https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/
Ok Thank You
Very Much
Just hopped out of bet to fix that -_- haha
im suprised thatt a 2 min song is 1 mb
Better safe than sorry!
tiny award quialification
156 rn
how do i open a 4.27 project in 26?
so i can package for 32 bit?
does that save at all?
I think next year you will be lucky. I'm porting libopenmpt to UE4 out of the jam's necessity, that way you can use tracked musics instead.
o nice
like
i had an idea
of opening a url in the background
with the song
XD
if someone can make that a reality...
:french kiss:
free space
It's a simple C++ function as far as it concerned.
But demoscene people do better than that.
at least you're not on UE5
the amount of problems we've ran into
๐
If anything, those looking for smaller sizes should look at demoscene prods to get a better ideas on getting a substantial stuff within smaller size.
true
Nanite going strong
They can get a fully working demoscene prod within less than 1 MB, and tracker music (in some extents still) is one major space saver.
With small self contained samples, you can get several minutes of music in less than a MB.
just submitted my vr jam game made in ue5, i know the feel man
wow, that's brave
thats why i say always package a day b4 deadline lol
^
openxr breaks on openlevel in packaged builds, learned that this mornig
in ue5 anyway
just in case smt breaks
what is openxer
we learned that you can't get game mode from pawns anymore
Though somehow I still have my engine recompile all the shaders every build, even though I managed to cut some time down with process priority.
TBH I never do stuff in Game Mode, it doesn't sound like an inconvenience to me.
Hey guys, hope everyones project is going well.
I'm stuck on a bug if anyone could spare a few minutes, Im sure its an easy fix my brain is dead 2 am here ๐
Asking to ask can give you major time loss.
im at the submission page right now... can we check to apply for multiple different award categories? if so, is that a recommended thing to do?
Yes.
Been compiling for hours so many hours
you on a toaster? ๐
I was supposed to add content but damn
One of the entries won Army of One and Procedural Content
thank you very much Hoodie
I never expected this
PROTIP:
- Increase ShaderCompileWorker processes' priorities in Task Manager
- Disable Usage Data logging in Editor Preferences
Ty will keep those things in Mind
You can also package for the second way quicker right
I really want to add some content last minute
I have no end lol
According to everyone else, yes.
God I hope so
(though for some bizarre reasons, mine recompiles every engine shaders every build)
:harold:
I'm at 143 but it's still taking forever so close yet so far
Does anyone know how to update a game, like do I package in the same spot?
Lol nice
I deeply regret not managing assets better
I reduced it to 3.8 g. Total tho
So I'm surprised it's taking hours
Nice
not my best work for 2d art
but.. meh
it works
now to make credit screen animations ๐
sound guy came through too!
so we got sounds, yeah!!
yep
in madness mode!!!
WE GOT THIS FAM ๐ lmao anybody else not submit yet
or, am I the only madman ๐
Speaking of sounds
I have this grandiose of a plan to make the sound effects entirely with synthesis, and I did so for the project
I'm about to, but still one or 2 things i want to do but gonna upload now. So tired so thinking uploading it and leaving it as is before i break it.
lol
i was too, i slept for 3hrs
got up, was going to just hit subit
Coders came back online....
NOW I AM MOTIVATED
get some ๐ lao
Though considering that my project didn't make it for the jam, I had to save it for later time.
I haven't yet
Still compiling for so long
In
Pain*
Was supposed to add content
Kinda wished my computer can run out of a phone power bank 
:harold:
I keep getting build errors!
I get a rare crash of the whole game. I can't replicate it
Mostly it's null pointer
enjoying the free nitro while it lasts 
Well, my game is done, my classes are done, I have a grilled cheese sandwich and some tomato soup...
Time to find literally every small thing I can improve in the next two hours and push out mini patches 
@glass fossil yeah.. in an engine function. I know more or less where, but no idea why. I can't make a workaround
lets just hope it doesn't crash
2h and I haven't packaged my game yet or made a trailer ๐ฎ

I keep getting build fails due to houdini assets
That is scary
Wait we're supposed to make trailers lol?
That's why I submitted yesterday and have been updating new changes
Gameplay footage
At best I'll make cover art
It doesn't need to be a trailer, but you do need like 30 seconds to a minute of gameplay footage recorded
At least gameplay video.

