#Epic MegaJam 2023 - "Antiquated Future"
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Anyone know when the judging happens?
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Can you use assets and still qualify for army of one?
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Is anyone else having trouble packaging.
Crashes every time i start the process. ๐ญ
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It shouldn't. Butler lets you upload builds up to 30 GB.
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I am really bummed I wasn't able to launch the new website before the last day of the jam. I wrote an article with tips for things that a lot of people miss.
Been a crazy week.
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hey is it easy to ask for more space to upload a build over 1 gb?
Same here - I wanted to present alot more but I'll just be glad if I submit on time ๐
or should I upload the build to another platform and link the external file?
Pretty sure you can set Maximum Texture Size from the Bulk Edit via Property Matrix asset action.
You may not get a response from itch right away, and the deadline is less than 12 hours away... how large is your final packaged build?
around 2.5 gb, still not sure about the final size
What do you mean? What is 2.5 GB if you're not sure about the final size?
If you package a build, you should end up with a folder that contains your playable game. How large is that folder?
Old Vehicle running over the new world. the Truck was suppose to be old.
I made one yesterday, I have not made one recently, but sure it is over 1gb
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If you haven't already: go to Project Settings > Packaging and:
- Set Build Configuration to Shipping
- Enable **Create compressed cooked packages **
UE5 packages development builds by default, which are much larger.
Oh no! The dimensions are melding together.
well let's just say that my build gets larger than 1gb, what should I do?
oh yeah, thanks
@ornate timber
I am at the point where either my game works or it packages
You can get butler here if you're comfortable with the command line. If you prefer a GUI, try the Blendo Itch Uploader
Butler significantly improves iteration time.
- It allows you to upload builds up to 30 GB instead of 2 GB.
- It only uploads files that changed from the previous build, so uploads are significantly faster.
- You can directly push your build folder without compressing it into a ZIP archive first.
Yes, I know: this would have been very helpful 7 days ago. ๐ซ
yeah, the last time my teammate used it, but I forgot about that
you should pin that somewhere haha
Probably my most important tip for everyone: do not forget about the gameplay footage and list of premade assets!
Every year, a lot of people find out at the last minute when they're submitting.
about that, to be in the showcase, do I just need to have a footage when signing up the project to the competition?
Yes. You will see a field in the submission form for linking to your gameplay footage.
It just needs to be 30-60 seconds of straight gameplay. Not a trailer or anything fancy.
Very easy to record with OBS or similar.
cool, hope to be in the showcase and the winners list, thank you!
Thanks for the reminder that we have 9 hours left. I forgot about time zones D:
No worries! You can always check the jam's landing page. There is a countdown at the top of the page that should be synced with your time zone.
i have to scale back by removing health system and reload, i clearly didnt learn anything from the last jam about scope
What can you do if your game is above 1gb . Is there a way to upload it on itch ?
Had to remove my parkour system and self heal system . Same boat .
Can anyone help me with this bit of Blueprint? the footstep sounds keep looping even when the player stops moving, would appreciate if anyone can help
Check it in the cue you set the sound to looping .
we set it to looping because it would only play the sound once without the looping box ticked off in blueprint. In the cue I couldn't find anything ticked off as looping
What about adding the footstep sound using anime notifies . Thats what i use .
Epic MegaJam Tips
The following items are required when you submit a game, and many people forget or miss them:
- Gameplay footage - You are required to submit a link to a video of 30-60 seconds of gameplay footage. This does not have to be a trailer or anything fancy โ just plain gameplay footage will do.
- A list of the premade assets you used - This is where you list all of the content that you did not create during the jam, such as Quixel Megascans, assets from the Unreal Marketplace, purchased music and sound effects, etc. Include the asset as well as the author/source.
- Package your game - You cannot submit your project files. You must compile a playable build. There is official documentation, as well as a handy video guide from Gorka Games.
If your packaged game is larger than 1 GB:
- Try setting your build configuration to Shipping. This reduces the size of your compiled build.
- Go to Project Settings > Packaging and enable "Create compressed cooked packages". This further reduces the size of your compiled build.
- Upload your game with Butler. You can use it on the command line or with a GUI.
- Butler allows you to upload up to 30 GB, only uploads changed files, and allows you to push your build folder directly without compressing it into a ZIP archive first.
does anyone know if youtube lets you edit a video after it's posted? I want to spend every last minute working on the game, but also want my submission preview video to be somewhat polished. Thinking about recording some quick gameplay for the submission and editing it later
would be good to know if that is legal also haha
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If there's one thing ive learnt, start packaging a day early. Packaging can mess everything up .๐ฅฒ
@empty jetty any word on if UEFN submissions need to be -published- before the deadline, or if they need to be -approved- before the deadline?
I've found that the review process takes about an hour after submission, but I don't want to risk ending up not making the deadline because it took longer than that
Anyone know a tutorial for making a stsrwars pod-racing style controller to fly around a vehicle?
I have to totally change the 'gameplay', if I can get just a simple flyer i'll be happy haha
I'm not sure. I know the submission process is different for UEFN, as described here. Scroll past all the resources until you see the "Submission Criteria" and "How to Participate" sections.
Ah, here it is:
Any island considered for featuring must be a brand new creation published during the MegaJam period.
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We'll be able to see the time the submission came in, so as long as your island code is added to your form entry upon your submission, you will be okay ๐
Last Question before publishing : can we update the game after the submission ? I wanted to add a tiny stuff but I'm running out of time
If a UEFN submission, we also recommend the team lead archive the island after the final submission to avoid any accidental updates after the submission deadline
Understood : currently packaging
On average : how much time take a project to be packaged ?
what are your specs? estimated project size?
i7 11th gen, RTX 2060, 32 Go RAM. Project is 12Go
A lot of unused assets from the store
Then I'm in for a long time
isn't there a way to not package those?
I don't know : maybe delete them from the project. I'm fairly new to UE
ah right
And it failed
Hey all. I want to try to play Every submitted game that was posted in the Epic Mega Jam.
If y'all Have a Game and it was submitted during the Jam. You can DM me your game and I'll start playing that on the queue.
Link to the Stream: https://youtube.com/live/cEIfku5r_Sk
Gonna Try out some of the latest and Fully Submitted games from the "Epic Mega Jam!"=========================================================================...
At this rate I might not be able to push the game on time
I keep having this error with the Modern City Asset
The files dont exist and I can't find the source
If I want to keep updating the game, would that be okay after the MegaJam results come in? Or should I fork and make a new project for updates, and treat the MegaJam entry as a time capsule?
so, can we do this?
well youtube does not let you xd
Unfortunately I won't be able to share the game on time
GG everyone, better luck next time
Sounds like fun. It's pretty cool you're still doing this. ๐
I miss when Allar had time to do it, too. His streams were hilarious.
I know! I wondering why anyone wasn't doing this.
Try building from visual studio before packaging
Shit my packaging fails complaining about VS 2022, I thought 2019 was still supported in 5.3? Does anyone know how to make it work in that case?
@empty jetty - my teammate have tried to submit our game - it is published on itch but hasn't appeared in the submission feed or overview. Have we done something wrong? :(
Publishing the game to your itch account does not submit it to the jam. You have to fill out the submission form on the jam page.
we did that
What is your game?
Project : Malevolent
itch.io
A Horror game set in a Warehouse with Robot AI Made for the Epic MegaJam 2023!
Yes that is our game... why can we not find it in the feed or submissions tab? :/
On the game page check on the right hand side if it shows this.
I can't see mine either but it does show here it's been submitted and when when I click that link then it takes me to the submission.
I can't find it if i search it though.
I see it in both. So I don't know.
Try refreshing the browser tab. Maybe a caching issue.
Alright thank you! It has appeared :)
Good luck! I will probably check it out. I love horror games.
oh no x) it's our first unreal project ever
haha
hopefully can scare you at least once ;P
Honestly we're surprised too haha :D
I wonder if anyone will beat our record for latest submission this year.
We started late too
I don't know if anyone will ever beat it.
I had the same problem, but you just have to wait. For me it was like 20 minutes
Not that you should try. lol
Is it even worth the risk? hahah
Let me fetch the link from the old game jam channel.
I couldn't believe it was real at first.
Yeah, It shows now. ๐
I also used butler for upload my project
Quadruple-checking the requirements before submitting...
I'm downloading my game to make sure its working hahaha
Gonna sleep a couple hours and then I go to the next jam to finish. That one started on Monday already.
Normally a week betwen but this time they ended up crossing over.
yeah I was gonna say, I want to stay far away from that record
also o7 for the poor souls on the other side of that line
Almost done - I keep making adjustments
Be careful you don't lose track of time.
Thanks so much, it wasn't!
You've got this
can i submit my game now and push any polish in an hour or two?
I created a game in unfe, how do I get the ISLAND CODE? Does anyone have a method?
Yes you'll be able to re upload your file before the deadline
my productivity is zero, lol. I got a version working and published, and I'm terrified that if I end up publishing a new version with minor tweaks, it could end up having huge bugs that I can't roll back before the deadline
it didn't help that last night I made what was supposed to be a tiny change and completely destroyed half the map. Thankful for revision control, rolled that stuff back
Revision control is a lifesaver.
Welcome to the Fortnite Creator Portal. Login and manage your Fortnite Islands, content and Creator Portal account.
If you haven't signed up on the fortnite creative portal yet, you won't be able to publish your island
Do I have to send this code?
Theres 2 of us in our team. Do we both need to submit onto the epic page? One of us started the project page and added me to to it. When I go to submit, my recent projects won't show this project.
That's the private code. Ideally, you should click the publish button on the right hand side, to get a Public Release, and provide that code
click the "launch memory calculation" button, right above the private code button, to change your yellow triangle into a green checkmark
Does the video need to be included at midnight as well or is a bit after fine?
What should I do? with this notification
You need to have the editor session running, with all changes pushed, in order to run that
I don't have the code above. What should I do?
if your publish button still isn't available, you're probably not in the island creator program. You can apply here: https://create.fortnite.com/island-creator/overview But I don't think you'll get approved in a few hours..
I'd personally just submit the project using the private code and hope the reviewers can see it, but I suspect they might not be able to
Uploading with Butler now! Thank you guys for talking about it here, I thought I was out of luck when I couldn't hit 1Gb
what do i do about preparing shaders when launching my game?
I am almost done!! where can I upload larger than 1 gig?
Some of the key UEFN judges do have access to be able to see/use these codes ๐
Does that mean I can submit my private key in the contest form?
If you don't have access to the published public version, yes, but we would recommend archiving before the deadline to ensure no accidentally changes as changes after the deadline through review would mean disqualification from being eligible for prizing
How to archive
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I don't know if the implication is that archiving disables private codes :x
I'm the only one on my team so I'm planning on just leaving mine unarchived, to avoid any possible unexpected consequences
Finally I can go SleepSleep
we packeged the game but in the exe none of the particle effects that i worked on show up
using fluid 3d gas grid
Here, if I didn't do anything before the jam, is it necessary to fill it out?
I would recommend putting text in the box and just saying that you didn't do anything before the jam lol
What do I need to enter in this field? I don't understand.
you can leave it empty if you don't know what it is
Just when I thought I was done - the main material for my human skin is failing to cook ๐ฆ Like of all materials... It had to be the main material
Grid 3d gas master emmiter is is what i used for all my particles and they dont show up in the packeged game
someone please help
Is there a delay before submissions show up in the feed/submissions page?
I can see my submission here https://itch.io/jam/2023-epic-megajam/rate/2274194 but its notlisted under submissions and the overview page still has a submit button (which shows no eligable projects to submit)
https://youtu.be/n0GYyYr1RKg?si=3dgbAm6OREw9vhKn
Me and my friends had a blast at building our entry from scratch for the megajam! I Hope you'll like it!
Our submission to the Epic Megajam 2023 - 7 days project.
Do I missremember or does this usually say "youve entered" when submitted? or is this correct?
someway, somehow, I have my submission. jsut can't figure out how to upload to itch.io ><
Well. Still not in the feed, but I see it on the submissions page now at least
Yeah I do
My team's submission: https://www.youtube.com/watch?v=U1uWtewUdrQ
Embark on an epic journey to safeguard the past against the relentless and antiquated march of the future in this thrilling third-person action game.
Fight robots where the boundaries of time and technology collide in a PARADOX.
Your mission is to traverse through time. Replace batteries from the future using chargers in the past while you p...
We can see it submitted in the back end ๐
Texture your game using only a single, 4-channel texture map!
Think outside the box - How cleverly can you build materials for your project? Use a 4-channel TGA texture prepared however you like as the only texture input for all of the materials in your submission.
The winner of this modifier will have shown creativity, cleverness, and technical understanding of UE's material system and have either innovated or pushed the boundaries of what can be achieved with only a single texture input.
The final texture map used must be submitted for review with the project, or it cannot be judged.
Migrate textures/dependencies with an example asset, using UE assets only, from the final project. ```
I'm not entirely sure on the conditions:
- Is the final texture map just the TGA?
- I don't understand the migration condition
i think game is compiling shaders and its making it run really slow, is there anything i can do about this?
Texture your game using only a single, 4-channel texture map! I'm also wondering if this includes engine textures? Volumetric clouds use many textures, Think some default PostProcess uses some textures, Noise function in materials may use textures
You're good to go as long as the final texture image is also in the uploaded ZIP folder, separate from the packaged game.
The example asset would only be needed if it was particularly complex or challenging to see what you've done with it within the game. An OBJ/FBX may have been necessary for us to see this.
ahh thank you
Does anyone know how to install butler
Hey!
For some reason can't see my submission in the entries list https://itch.io/jam/2023-epic-megajam/entries
Though it is created: https://itch.io/jam/2023-epic-megajam/rate/2274751
Can someone help with this?
Give it some time, itll pop up
From the back end I can see it. Sometimes there a little bit of a delay given that there are a few folks going through the submission process close to the deadline ๐
Oh, I see. That's great to hear! It was extremely stressful last 10h or so ๐
I believe you! I hope you've had fun though!
Aaaah my team is finally done!
This was the most hectic gamejam yet >_> Next time I want to do a chill jam instead...
https://itch.io/jam/2023-epic-megajam/rate/2274674
Congratz on shipping something! ๐
Also, thats what they all say ๐
Yeah, it was a great one! My 5th mega jam already, kinda proud what we have managed to cook this time ๐
Haha yeah, we've grown increasingly worse - even though we've wanted to do less next time every time...
Good luck to you both (and your teams if you have them)!
I couldnt work out butler but I think I can just link a google drive, is that accepted?
Are we able to submit our entry and still upload the game post submission?
If its before the time
Yes, if it is before the submission deadline
Providing that it remains unchanged, yes. And that the drive link is public
GoogleDrive does provide details to viewers on when it was last changed so we can accept that. Any cloud storage that doesn't cannot be accepted
My submission: https://www.youtube.com/watch?v=mKA3vb1FcQw
Not making any more changes, just waiting for my last private code to get reviewed and published
Submission for the 2023 Epic MegaJam. #UnrealJam
Made in 7 days with Unreal Engine for Fortnite (UEFN)
Play now in Fortnite using Island Code: 0202-4999-3072
https://www.fortnite.com/creative/island-codes/0202-4999-3072
How To Play:
Designed to be played with Teams. Play with your friends!
Eliminate Enemies or Wildlife, or use your Pickax...
for fun, here's a list of all the content I ended up cutting. The original plan was to scavenge resources from across the map and be able to attach them to your mech as armor / weapons. The mechs that you see in the game were just supposed to be their endoskeletons -- hence the big glowing weak points. I ended up enabling build mode on the map as a way for players to make their own "armor"
It is hard to keep an eye on scope sometimes, we're all guilty of it ๐ Good luck! ๐
Have you done anything like this before? ๐
Just less than 30minutes folks!!
this is my first time using UEFN. I joined the megajam last year and tried for the use-it-or-lose-it modifier, but my game didnt end up being visually impressive. I was hoping that by leveraging fortnite assets this year, I could focus on the gameplay and still have something that looked nice, as a solo dev
Thats awesome, how did you find UEFN as a first time user? ๐
So what happens if ue is being idiotic when it comes to packaging and u can't make the deadline?
sooo my game crashes in packaged only, dang it, i might just upload a video of some gameplay, just cause
Thank you!
it has its ups and downs -- I think it has a lot of promise if it keeps getting support for more features. Right now it's a bit frustrating to use and there were some things I wanted to do that I couldn't, but there was also a lot that I was able to do. I can also say, my submission last year got like 4 downloads, and this one already has a few hundred plays, so it's more rewarding to know that at least people can see what I made
Unfortunately, if you cannot submit it by the deadline for whatever reason, your entry won't be eligible for prizing; however, we would be happy to include it in the game jam video during the livestream and showcase it with the other entries.
It's remarkable to watch the number of entries significantly increase during the final hour. The stress is palpable.
Hey all. I started this with only 3 days left with a goal of submitting. I met that goal, even though I didn't really do much gameplay-wise. First game jam and I had fun cramming. I wish I had one more day to add audio and more gameplay programming!! Here's the gameplay video:
Last minute Epic MegaJam! 2023 entry. Started with 3 days left.
Download link if you wanna mess around: https://vanderlake.itch.io/smog-city-delivery
I plan to continue development for fun
This is cool! Not bad at all for 3 days, and for your first jam.
What was the most difficult part of the process for you?
I dont know if my game is submitted
Ditching 6 hours of gameplay programming (grappling hook, ladder climbing, interaction(doors, elevators, etc).. to add last minute hover car flying / delivery gameplay. Just not enough time. How about you? Which submission is yours?
I've had similar experience in the past, having to ditch whole mechanics that I was really attached to. It's hard.
I made the game profile but when I click submit project it just says no projcts to submit
I didn't participate this year. About to launch a new website for Unreal Slackers. Been working nonstop on that outside of my day work.
Make sure it's actually published and not in draft mode
Ohhh neat
I will look forward to playing everyone's entries this weekend after it's finally done.
Think I am done with tweaking my entry: https://itch.io/jam/2023-epic-megajam/rate/2269799
https://isanelegy.itch.io/prototypeh gonna go collapse
Even got a high-scores server up and running - shows global rank and next best time
Wow, nice. Bonus.
https://i.imgur.com/96d6GIy.mp4 - room for improvement, but still rather happy with it ๐
Thank you! With 10 minutes to spare I made it ๐๐ฝ
Hell yeah!
Congratz!
The record for latest submission still stands.
awesome
๐
It will be a wild day when someone beats it. I mean... it would have to be 1 second away.
lol
I will never get over that.
The stress level alone ๐
Even now seeing entries trickling in with 5 minutes to go
Think I submitted my first version with 5... days spare ๐
How long should it take for submissiosn to appear?
Can someone on the backend check if my submission "Solaris" has arrived? Getting worried the submission didn't go through or something
So just to verify -- I submitted my last UEFN version for review ~40 minutes ago, but it isn't approved yet. If it gets approved after the deadline, can I go ahead and hit the button to make it the map's latest version, or should I leave the current island version up?
You can go ahead and submit with the private code ๐
As long as you see the badge on your game's profile โ it says "2023 Epic MegaJam Submission!" or something to that effect โ then you are golden. Sometimes it takes time for your entry to show up in the submission feed.
ah, I already filled out the form using the map's public code :x
(submitted the UEFN form around noon, because I didn't want to run out of time on it)
I found the "My submissions" page and it's there so it seems to be submitted but just didn't show up in the feed yet, thanks!
https://cruewatene.itch.io/prophecy
Check out my online boss fighter & try your skills against my AI โ๏ธ
Holy shit. The number of entries went up by 100 in less than 10 minutes. lmao
we might beat the record from last year afterall
up for some relax and calming trainspotting after the jam, here's the entry you need https://el-fideo-rubio.itch.io/steam-and-steel-wandering-city
My game, this clip was recorded 10 minutes before the jam closed. 
https://youtu.be/MYWPcXDQLx0?si=FS0S6E460pO2TA50
Not quite. Last year there were 520 entries.
I meant the submission 2 seconds before close record ๐
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Good luck, everyone! Looking forward to playing your entries this weekend. I'm sure the folks at Epic are excited to judge them, too.
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https://chandlerm35.itch.io/linkd-public-serial-teleporter-network we submitted 3 mins before deadline XD
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Sorry to hear that. What did you get stuck on, out of curiosity?
Man. I missed it too.
i closed all my browser tabs finally
That feeling when you finally get to relax after submitting... Check out our arena shooter submission! https://youtu.be/o9Eg5d_J--Q
An arena game about time, and robots, lots and lots of robots!
Made in just 7 stressful days, by me and talented friends.
Available here https://vesperduck.itch.io/in-time
damnit i missed the submission
same
Hey all, we got our upload in, but we thought that was it, we didn't know we had to hit the submit button on the main page. Is there anything we can do?
no chance for an extension right?
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worked 60+ hours with 4 other people on it and the compile on my pc crashed and the person that was making the itch form had a work meeting
right when they needed to submit it, the pain
I felt like the instructions weren't clear. I uploaded the game and thought we were done. ๐ฆ
dude idk how this itch upload works the butler thing is lame and i filled out the form on my thing and then it wasnt public so i missed the submission thing
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Didn't get my game footage uploaded in time, the game is done ๐ข
i started learning unreal tho iam a unity refugee
Are we allowed to edit the page if we notice something wrong?
Footage was uploaded 4 minutes late...
Like cover image and such
yeah I got stuck manually copying each link for the assets we had from the one site, and trying to find everyones emails last minute
@sage quest message the mod associated with the jam, and they might be able to submit it for you since it was a submission issue ๐
They did that for me once
How does one do that?
where do we find who that is?
Who?
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Feels like we need a game jam page for MegaJam games that missed the boat
it sucks bc solving compiling issues/uploading to itch takes a entire day in itself
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Quite a few, actually.
@sage quest @cold magnet maybe @ripe night should be able to help, sry for tagging lol
TBF I think that's part of the jam. I also budgeted a day to just get things compiling, get a cover page ready, fill out submission details, make a video, etc etc
And some go on to be full commercial games.
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While late submissions are not eligible for prizing, we can still add you to the jam page and include you in the complete reel for games submitted. Please see #1154631537002819704
i had to learn what butler is 40min prior lols
โผ๏ธ
what if they got proof that the upload screwed up? (lots of server issues and such now before deadline)
I dont even mind for no prizing i just wanted to show that I was a part of it with my team
๐
Are we still allowed to edit our game pages? To make it look nice etc?
The game pages, yes! ๐
Cheers
Thanks for sharing this! I think it's what a lot of us are looking for
i dont see my submission ?
Unfortunately, any submission that is late, for whatever reason, cannot be eligible for prizing as stated in the Official Rules. We can still add it to the jam page and the reel though! ๐
Good luck to everyone who submitted a UEFN entry for the game jam!
What about the submission? If we had a typo or things we'd like explained a little neater? I see an option to Edit Submissino
Also, I only just noticed I forgot to include my TeamName in the zip file ๐ฆ
It won't let you change any files, this is locked until after the results ๐ You can edit your game page thought
I just realized I submitted the wrong project ๐ญ Is there any way to fix this or did I just screw over my whole team?
It'll be okay, we get the information from the entry form, while the naming convention does help the judges, it happens and we work with it! ๐
Thanks for the response! ๐
I can sleep now. Been awake for too long haha.
Congratulations everyone that participated weather you made it or not. Good on ya for the effort!
well i publish the map of uefn before the deadline but its still private island code date stamp 7321-7862-3824
09/22/2023, 05:48 AM by Dimi00798
just no sure how to get the all process ..
Is it at all possible for someone to help me out? I was submitting our teams entry and we had the page and file uploaded and I filled out the entire form but the wrong game got selected from the dropdown and I'm gutted right now
Literally everything else was filled out perfectly but its showing a game project from over 2 years ago as my submission entry
Does a 30-60 second video clip have any effect on deciding the game's score?
No, but it is necessary submission criteria to submit a 30-60 gameplay video with your submission
It doesn't have to be a next-gen cinematic trailer or anything like that, just something that showcases the gameplay ๐
Is submitting a project that was made for the 2022 jam considered an invalid submission?
I see one that submitted the same project for both jams lol
There are late submissions?
would have been nice if there were. 75% of my work didnt show up cause UE decided to not mention that grid 3d gas wont work when compiled. only siad its beta and may not be optomized or something
What happens if we didnt put our team name in the ZIP we submitted?
We didnt realize it until now that we were supposed to lol
Scroll up about an hour
https://itch.io/jam/2023-epic-megajam/rate/2275212 I fell asleep after I got it in and forgot to share it here. ๐
Compared to my previous 2 epic submissions this is actually a bit more than a place holder, more of a door stop maybe hahaha
But was a ton of fun
Forgot to talk about it-
We combined the concepts of telephone exchanges and teleportation, and turned it into a kind of attention and reflex based job simulator :]
I'll admit tho that I went a little too ambitious with the internal system, and set back my team because it was quite hard to understand ๐
But at least we have a framework for easy updates/extra content in the future
I think it was over 500 last year
Hello! Check out this game!
https://itch.io/jam/2023-epic-megajam/rate/2275030
hi guys, our entry for the jam is here
it is based on the idea of traveling between 2 alternative timeline
@placid torrent what if we submitted the game on-time
but we want do polish it a bit after that
how does it count ? We also submmited a couple versions before the deadline. Does the latest version count ?
Hey All!
I want to play your epic mega Jam Entry on my next Stream. If you have a game that you've submitted in I will play them.
https://discord.com/channels/187217643009212416/1154551837140197446
Just post Your link in my Fourm!
My entry started out as an exploration on how to get stylized lighting with Lumen
With UE5.2 the skylight leakage postprocessing setting made a huge deal
When are the megajam results usually announced?
When the jam itself is antiquated. "Ended a month ago"
๐คฃ
This is "Planet B - UE5Megajam23" by Kevin Luk on Vimeo, the home for high quality videos and the people who love them.
finished uploading to itch, sad we missed the deadline but its alright ๐
anyone else do tron stuff? ๐
https://scott-hf.itch.io/deresolution-2023
This is my entry for the #unrealengine 2023 MegaJam
The theme was "Antiquated Future"
Can you name the movie I was inspired by?
https://scott-hf.itch.io/deresolution-2023
Music by "Karl Casey" @ WhiteBatAudio
Here's my entry "Solaris" if anyone is interested in an action-packed side scroller with physics driven animations, cool VFX and futuristic hoplites! Worked day and night all week to get it done in time:
https://sidenius.itch.io/solaris
itch.io
Defend the Temple of Helios against agents of Hades in this physics-based side-scroller set in an antiquated future.
Raw gameplay footage from Solaris, a project developed for the Epic MegaJam 2023 game jam.
Well damn. ๐
Didn't see what the fuss was about and then all of a sudden ๐ lmao
So close. They need to check the milli-seconds now to see who broke the record. ๐คฃ
Your game looks awesome by the way. Can't wait to play it. ๐
Thanks a lot, I hope you'll like it!
I hate it. Is way better than mine. ๐คฃ
Kidding. Gonna love it ๐
Hahah well I now have to pay for my commitment to the jam by catching up on a whole week of studies (and sleep), so honestly you're probably the winner in this scenario
We're all winners.
Everyone that took part is a winner!! ๐
I tried to get this done and got close... but was too hard to get it over the line with other commitments. The idea was in the future humans aren't evolved enough and are considered antiquated meat sacks. Has people fighting in an arena with AI that would eat you. The more you got beat up the slower you walked. It was 4 player keyboard game. I used @undone plinth excellent character models.
Well said! Simply finishing the jam is a feat worth celebrating ๐ฅ
Kudos for participating and/or finishing everyone. Looking forward to checking out submissions in the upcoming week! ๐
(Any other puzzle genre entries out there?)
can I edit the submission's form?
You can see all the entries here: https://itch.io/jam/2023-epic-megajam/entries
may I ask how many UEFN submissions there were?
Thank you for hosting this Epic!
I submitted my "Bleeding Edge: game yesterday in time for the deadline:
Bleeding Edge - Epic Game Jam 2023 submission
https://www.youtube.com/watch?v=5MldEFQGREQ
You can download and play it here:
https://itch.io/jam/2023-epic-megajam/rate/2275449
I see folks are updating their submission content after the deadline:
https://itch.io/jam/2023-epic-megajam/feed
I know I would like to add more images / update the video on mine.
What are the rules related to modifications of submission content AFTER the deadline?
Are we able to make bug fixes or updates after the deadline?
Thank you again!
Spent some time this morning cutting together a gameplay trailer for my teams submission ๐ค
https://www.youtube.com/watch?v=lTAkKcBsMKk
Gameplay trailer for our submission to the Epic Mega Jam 2023 game jam!
Play it here: https://ferrnmusic.itch.io/steel-coven-witch-hunter
Hey all! Im Continuing playing through Submission. If you have a game you want me to play, DM me or submit it in here https://discord.com/channels/187217643009212416/1154551837140197446
For those people working with remote teams, how did you manage keeping projects in sync:
A) Perforce
B) Git
C) Dropbox and Migrates
D) S3 buckets and Migrates
E) Virtualized Production (e.g. Aws lets you run unreal remotely)
F) UEPlugin(ProjectBorealis fork)
G) Something Else
The reason I ask is that other hackathons I've been involved in we just copied and pasted chunks of files in a sort of fly-by-the seat of the pants sort of style. But I think to really use UE and to do it remotely you need to be able to handle 10s of GiBs - but also with a diverse-yet-casual team.
I'm curious to hear about this, too. I'd love to hear which solution was most popular or most common among jam participants.
First ever game jam and man im exhausted ๐ missed first 2 days but managed to upload on time. But was fun for sure ๐ค can just imagine how intense it might get as a team
Since I posed the question I can try and explain what we (Team Hot Pocket) did:
C) Dropbox and Migrates.
The way this worked is you create a separate folder for each member. e.g. A,B, then each team member has a separate version of the project in their A,B sub folders.
Then you periodically stop work, and use the migrate tool to migrate from A->B if B wants something or B->A if A wants something good.
The surprising advantage to this is that you can have drop box lazily syncing the projects so that when you do a migrate, then you have everything local. This addresses the wanting to work fast and not have to spend too much time wrestling with 10s of GiB issue.
The disadvantages are that this kind of manual migrate merging is risky and nowhere near industry standard - however in a hackathon - the changes are small and recent so in in front of mind; the other is that the Intermediate and Saved directories are synced and this is pointless.
So: I'm just curious to know what works for other remote teams in a hackathon context. eg. is setting up git lfs or perforce taking away from the kitsmashing aspect of a hackathon project.
Not my first jam but I feel ya with the exhaustion. 2 days this week I was running on a little over 2 hours of sleep from trying to get stuff done ๐ Our programmers are both in europe and art and audio is all US based so it was definitely a challenge at times haha
Jam's are fun, I did 3 non sleep nights (not in a row though ๐ ), was like this: started late Friday, then no sleep from Saturday to Sunday then sleep, then from Monday to Tuesday no sleep, then from Wednesday to Thursday no sleep ๐ last night just had good sleep ๐
Literally same! I went 24 hours not sleeping only coding (and eating and short breaking)
(also im australian so +1 day ahead of us)
We used perforce. Tried setting up on assembla first but wasn't able to add our third team member and got long multi day runaround from support so I ended up just standing up a Perforce server on DigitalOcean real quick. Worked quite well for us and was super cheap.
Thanks! Sounds like you were going perforce either way (Digital Ocean or Assembla)? Is that because your team is used to it?
Um. I'm waay more used to git, but I wanted to try Perforce since its quite nice for working with lots of binary files, and Unreal projects have a whole lot of those. Namely because of the ability to check out files
You can now do that with Git LFS actually, though not sure if Unreal's git integration supports working with Git LFS locking
I do think Perforce is also slightly easier to grock for some since they don't tent to think in the same "attomic commit" way as those who have worked with git a lot tend to. They jsut think "I want to the latest version of this file".
Anecdotally having watched artists try and use git they have gotten quite tripped up on "why do I have to merge, we didnt change the same file?"
Definitely don't like Perforce's closed licencing model though
I'm more comfortable with Git these days - and I suspect most programmers are.
For a hackathon I do think helping the the artists is a priority regardless of their background so I'm thinking your approach is probably the best: I'll go into Perforce world if the artists are willing to use it.
I've used git for many years before unreal, love it, though it can be a bit clunky
Used p4 for a few years with unreal - since at the time git wouldn't handle large files or locking so well....but never liked it quite as much as git.
But after this jam, I tried out the latest version of the UEGitplugin (ProjectBorealis fork) - and it seems great!
Must admit, not tested it heavily, but IIRC last attempt a few years ago I ran into several issues that don't seem to be tripping me over this time
I used git before, but I had troble pushing in large files into it.
I hadn't heard of the UEGitPlugin(ProjectBorealis fork) before. Are you using that for performance? PBSync? StatusBranches? An experiment?
We used P4V and Digital Ocean - super easy to handle, used git for our first jams but something always borked out and got conflicts and merge errors. (might add that we're usually just artists so git got confusing quite fast)
Git has a system LFS (Large File System) - which should handle large files better, but I've hardly touched it. Think gitplugin is using it behind the scenes
Main tempting thing about it to me, as opposed to plain git, is the file locking (similar to p4)
Not sure what the ProjectBorealis fork actually does differently, (compared to original SRombauts original plugin)
actually, I think the reason I went with ProjectBorealis is because they explicitly target ue5.3
frankly - I'm not sure there is a particular upside of this git plugin compared to p4, for me I'm already familar with some git internals and commands, but p4 seems to handle everything perfectly well too.
I use this file for git lfs
in the same folder as .gitignore
.gitattributes
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
# Raw Content types
*.fbx filter=lfs diff=lfs merge=lfs -text
*.3ds filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.rar filter=lfs diff=lfs merge=lfs -text
*.zip filter=lfs diff=lfs merge=lfs -text```
looks like lfs for everything except .uproject and .ini files. Possibly plugins if you have project source plugins?
Hey all! Would love some feedback on Thudklub.
https://youtu.be/PnUd6fhSIiI?si=cFcQXH1Y2A1bUi6y
https://itch.io/jam/2023-epic-megajam/rate/2275298
It's a fast paced 3rd person upgrade based roguelike where you play as a caveman thudding murlocs and dragons at the sound of original caveman bongo trance music.
Have fun and let me know your thoughts.
We are experienced (6+ industry years each in UE) devs. It was me as designer, a programmer and one tech audio/composer, so asset flipping and material shenanigans to deliver it. We focused on gameplay and finding the fun, and we feel the game turned out quite well. Now we are thinking about getting artists to do proper art and launching it. I'd love to have people play it and give feedback! Thanks.
https://itch.io/jam/2023-epic-megajam/rate/2275298
Original voice, whole game made in 7 days by one software engineer, one level/game designer, and one tech audio/composer.
It turned out amazingly fun to play. Enjoy!
When will the results for this event be announced?
in previous events, it was about a month after compo close. hard to predict how long it takes to play and judge hundreds of games like this
Just played this, quite enjoyed it!
-really liked the choice of upgrades
-difficulty curve felt fairly balanced
-Music/graphics/gameplay was all OK
-took a bit to realise which way round slam/radial were, could perhaps call them forward/radial or shot/slam
-Enemies and AI could do with a bit of upgrades and variation - though it was still good to keep seeing new enemies throughout the game
-radial probably shouldn't work though walls (perhaps this could be a legendary upgrade)
-it'd be good to have a couple more abalities, and cooldowns on them
-could really do with some positive pickups, temp powerups, heals, insta-explosions to damage enemies
-lots of polish needed, animation/graphics in particular
-much longer, and scale to huge numbers of enemies could be good
If you've not played them, check out "Risk of Rain 2" , and something like "magic survivor" or (though I havn't played it) "Vampire survivor"
At the latest end of November; from the jam rules
hrm, @placid torrent - random question on the prizing: Am I correct in understanding this as that the top three can't also win a modifier this year? (First text reads like that, but second is contradictory to that)
Hi, are we allow to add tutorial video (Youtube) on our itch page after the jam end?
Thank you very much for the feedback! I've heard a lot about risk of rain 2, but haven't gotten the chance to play it. Will do soon though , thx for the suggestion. Yeah, I agree with what you said.
How do you see "more abilities and cooldowns?" would it be for example :
- different weapons, and following the system of every weapon having 2 attacks
- new attacks that replace the slam/radial attack
- upgrades that are so unique that completely change the way the attack works
- a different way that you were thinking of?
we released the dev blog of how we made our game jam here
would love to have any feed back
- I was thinking of a couple of new attacks in addition to slam/radial - perhaps one with a 10s cooldown, and another with a 30s cooldown, to add more variation to combat
but (1),(2) and (3) also sound good!
It'd be great to have various attacks (or pure/mixed movement abilities) that make make the combat less repetitive (I was mostly running backwards and doing slam, or running round enemies and doing radial)
The dragon at the end worked well - was nice to have a pretty different kind of enemy - some sort of more gun/bow weapon to shoot it in the air could be interesting here
And more unique enemies - I like the trick many games do of an "early boss" becoming a normal enemy later in the game ๐
Very interesting concept! Though the implementation felt a little lacking (much of this you are already aware of, like no sounds)
-feels like more could be done with the low-grav timeline, perhaps letting the player rotate freely, an being able to float over things in the way
-sound would directly help gameplay - even just sticking a whirring soundcomponent on the robots (with attenuation)
-graphics polish always welcome
-I didn't catch the objective at the start, but did explore finding the data pads until it said complete regardless (after 1 death to oxygen at the start, and one to a robot)
-level layout would benefit from being a more unique, the colours worked, but unique geometry would be better
-game feels like it could be made significantly more interesting by
--player being able to affect the environment and
--changes in the past affecting the future
Playing this another jam entry springs to mind: https://ananonymousmoose.itch.io/objective-unreality
(I also remember some cool time stuff in zelda skyward sword, very different mechanics though)
Nice that could be interesting. Another system thst I'd like to add to the game is an "unlock new upgrade" system, where if you complete certain conditions during a run, you unlock the opportunity to gain certain upgrade in a future run
Yeah, Personally I quite like this kinda rougelite feature - Everspace did this very well, slowly unlocking minor upgrades to make another run more tempting, but without breaking the balance of the game
Strongly recommend everspace for rougelite ideas!
With this new attacks that you re suggesting, a simple way could be to look at them as some sort of an ultimate that you have to attain during a run. And playing more and more runs would unlock new ultimates
Really appreciate the suggestions. Will play them all!
Did you make a game this jam? Would love to check it out too
sure did!
Woooo looks beautiful
if you or anyone else fancy giving some feedback, would be very welcome
Yeah, will Def play it, on the street now but I'll get to it
Here is a gif of our gameplay, switching between different timelines to escape the room.
Howdy! This day im play though some UEFN Entries. Is anyone here interested in play them with me? the entries I'm playing through are mostly Multiplayer.
Just tried it, very cool! I played with mouse and keyboard so it was kinda hard to control him hahah. Did you make the music?
Glad to hear it!
Gamepad sure is easier, but I've mostly been developing with keyboard controls for very rapid test cycles (there is no mouse input)
Sort of made music - it's procedurally generated midi, then manually edited. (details on jam submission page)
Which levels did you like/dislike?
Did the highscores motivate you to improve times atall?
Any more specific feedback?
Can't pick a favorite, I liked the Dune levels because of the awesome lighting but both Planetoid and the Tower levels were also cool because of how dynamic they are. Didn't pay much attention to the highscores but I like the feature.
Here's my submission if you wanna try it:
https://itch.io/jam/2023-epic-megajam/rate/2275548
Tried it out - Big issue for me is that the players aim does not line up with the mouse! Is this intentional? Makes it very hard to play.
That aside - generally feels great, took a moment to get to grips with the heavy feeling of the controls, but I like it!
Graphics are great, particularly like the fluid effects! (Is this ue5 niagara fluids? Fluidninja? or something else?)
I didn't have a long try, was fustrated by aiming, would like to give it another go.. what resolution are you developing at? (Think this machine is QHD, 1440p)
Ah - I see in comments you mention the low aim is a result of physics weighing down the arm, since this isn't a bug I'll give it another go later with this in mind (Though would prefer accurate aim, or perhaps gamepad controls)
The real-time sim stuff is niagara fluids, I've used fluid ninja a lot in the past but wanted to keep everything as vanilla as possible to not rely on third party content. As for the resolution, I have a 3440x1440 ultra-wide, did you encounter any issues? I remember the resolution being off on a different computer in another project I made when packaging, I didn't have time to try this project out on multiple machines before submitting though
no resolution issue - I was thinking it may have been the cause of the aim being below the cursor, but you mentioned in a comment it's the physics making that happen
Good to hear, thanks for the feedback!
Gave it another go with the aim being intentional in mind, got further, but still found the aiming quite frustrating. Possible change here could be
-precise aim, (add a force equal to inverse gravity to the relevant bodies? keep some jiggle from impacts/motion)
-or perhaps keep the q aim line always active.
-try out adding gamepad controls, see what needs to change to make them work well
Perhaps it's something I'd become accustomed to, but felt a bit mismatched with the rest of the game, think It left me feeling more like "Goofy mandolorian with storm trooper aim" instead of the "Cool mandolorian with immersive physics" (Which the game feels more like when not struggling with aim)
Again, it could be something I'd get accustomed to, but I'd rather have more challenge in enemies being tougher, having their own shields, doing more damage or various other ways
Sort of on-topic / off-topic here, but I release my first video devlog, covering my MegaJam game. Would love any feedback on it. It's not a technical deep-dive, more of a here's what I did and why https://www.youtube.com/watch?v=wJ4jxQc6wDU
A Boomer-Shooter inspired FPS action game with a tight classic Sci-Fi story made in Unreal Engine 5.3 for the 2023 Epic Mega Jam.
You take on the role of a Special Task Force Unit detective around the year 2299, tasked with taking down a rogue AI that has reemerged from the distant past, 2023. Shoot and kick your way through hordes of Holo-Sec...
Thanks! I'm confident I can solve the aiming issue, I've already made something that sort of works. Shame I couldn't get it into the submission, but the time crunch forced me to prioritize differently. Anyway, thanks again for the feedback!
I have been looking around but have been unable to find out when the results of the megajam will be announced. Does anyone know?
I don't have definitive insight, but last year they kicked off the jam Aug 25, announced winners Oct 27. Assuming similar, we could expect something mid November
If u check the rules it states on or about the 23d of Nov, so one of the Thursdays thereabout is a good guess
if you look at last year's video it was a month+
i took part like five years ago and I had forgotten about it by the time results were announced
and they had like 180 entries back then, not 500 like now
Awesome, thanks for the info!
I don't know if anyone else feels the same way, but I just noticed that the jam poster secretly spoiled the theme lol.
Statue + cyberpunk art style
Good catch. I noticed that, too, after the theme was announced.
look at the 2022 and 2021 posters too ๐
2021: https://img.itch.zone/aW1nLzY2NjA3NTUucG5n/original/dg2jZN.png - good jam this one
Theme was "running out of space"
2022: https://img.itch.zone/aW1nLzk4MjA3OTgucG5n/original/LbcXgl.png - I missed this one, shame, interesting theme
theme was "running out of space"
Somehow, both those seem to have a more "themed" poster
https://img.itch.zone/aW1nLzk4NzkwMjQucG5n/original/4TIVP5.png
https://img.itch.zone/aW1nLzY4MzI5MTMucG5n/original/kYgUeb.png
I guess they were revealed after the announcement
But for 2023, the themed poster is much closer to pre-announcement: https://i.imgur.com/DijKSyr.png
I guess it's abstract enough to not give the game away in advance
If there will be 500 entries it would be 2 weeks of streaming :p it fun but i also super tiring
JV played through lots, (but not all? games requested in this thread: https://discordapp.com/channels/187217643009212416/1154551837140197446) - was great to see him giving a bunch of good feedback!
Though I also really like seeing your spreadsheets
hey @somber forum I just got around to play your game Hovertron. I enjoyed it! Congratulations for putting something so cool out.
The sound work is great, specially when combined with the particle effects they provide a very nice grounding from the character towards the level. This is awesome because since you are traveling in a hoverboard it very much have gone wrong and ultimately feel disconnected and forced - but it feels natural.
I loved the atmosphere of the dune levels, they provide a nice calming and look beautiful.
I wasn't a big fan of the controls, especially since you taught me that "right trigger goes right" "left trigger goes left", and then right away you flip me upside down and that doesn't apply anymore - at least it doesn't apply to the way that I understood - goes right of the screen or left of the screen - instead it means that goes to the right side of the character or to the left side of the character. That was frustrating from my player perspective. More feedback regarding controls and feel: I played for a bit and I felt that the real challenge that I was having was to make the character do what I wanted them to do. So that took a lot away from the actual level and from the sense of accomplishment. Why? Because when I suceeded, I didn't feel like I had mastered a puzzle or a level or a section, I just felt "Oh, finally this character did what I have been wanting to do for so long" - so most of the time I was frustrated because I couldn't do what I was trying to, and when I did it it wasn't a major relief.
My opinion (and take it or leave it, for sure) is that the input system (controls / behaviour / balancing) aren't at the polish level that it's required for a player to feel comfortable on the challenges that the game poses. I would say that the game would be more enjoyable if it would be much much easier, with a few sections harder than others, but more on the flowy side of the first dune level. If that isn't the type of game you are going for, I'd recommend to tighthen up the controls (like Trials does very well) and then push the player to perform.
Overall I had fun! Thanks for making it and letting me play ๐
Hi, again I made break down of my project on UE forums for this years MegaJam if people interested take a look.
https://forums.unrealengine.com/t/epic-games-mega-jam-23-entry-breakdown/1325329
and Art station link:
https://www.artstation.com/artwork/obKVgB
Epic Developer Community Forums
Another year, Another Mega Jam ๐ How you guys been doing? how was the Mega Jam? how many days you guys didnโt slept? Me you ask? 3 nights without sleep ๐ This year I spend 3 nights without sleep, my schedule was little bit messed up and again this year I didnโt have full 7 days of Mega Jam (due to day job, working as a chef is though sometimes...
ArtStation
Trash Diver, a submission to Epic Games MegaJam'23
To make whole little game took me around 5 days and 3 non sleep nights. Everything was done from 0, sounds, art, maps, code...
Kept everything in low poly for efficiency sake to be able make and iterate on models fast. UE5.3 have default setting, with default lightning settings, not much was ch...
Thanks for the feedback!
Good points on control tutorials, it could do with a loop or similar to help get it set that left/right is relative to the character, and some VFX showing more clearly what direction the force is in.
Good feedback and suggestions, I think the game can handle much harder levels, but agree controls need to be tighter, and balance, difficulty progressions should be smoother
Nice write up! Interesting to see an alternative process (I started with gameplay, did graphical assets - particularlt the main character model much later)
Also very nice to hear about commonUI - surprised to have not heard of it sooner
thx man, I never dwelled too much into commonUI, never did anything big that would need such future ๐
Hi there, finally finished describing my experience. After my very first game jam I produced my very first article - and spent on it even more time than on game jam itself๐ https://chufeng.hashnode.dev/epic-megajam-2023
[software, game, life, idea] engineering
Iโm a โregularโ enterprise programmer, but recently tried my hand at Epic MegaJam 2023. The experience was vivid and emotional. I immediately wanted to share it. Probably, a professional will read the article with his hand to his face, if at all. But...
Anyone aware of when the results stream will happen? Don't want to miss it
they will announce it, usually 1 month later from jam start, give or take.
Huh, I thought it was going to be around 2nd nov, not sure why though - looks like it is more like 23th nov: #1140714044458807396 message
Anyone here played a good deal of entries, and have predictions for winners? Or even favourite games so far?
Still havenโt heard from Epic on this yet. Stay tuned for updates.
Has something indicated there will be a delay? the rules ( https://epicgames.ent.box.com/s/0g7nwuvwsut6g13uryenn24jblmlvjv4 ) link from jam page ( https://itch.io/jam/2023-epic-megajam ) say ~23-nov
Oh, thank you. I thought it was written somewhere but could not remember where.
Then we are two weeks away from the winners announcement, it seems.
From the twitch about page, 11/30 is the results stream
Awesome! This is gonna be so much fun ๐
Thanks for the heads up! I'm sure a lot of people here will be excited to watch.
Checking back on this, had 1 download since the submission deadline and it's from another jammer D:
Is there any info on when the winners for the jam will be announced? It is taking a bit longer than last year's.
I checked the forum announcement post and twitter pages, apparently one of the organizers had a cancer-related surgery so that might explain it somewhat
Oh I see. Hopefully he will recover. Thanks for the info.
Oh I just saw this, so it's tomorrow??!!
If it's still on track for tomorrow, we will likely see an announcement on the forums today.
Doesn't this mean the stream should've just started?
29th today
it's a date not time of day ๐
reminds me of the old meme, search brought this webpage
Nah I forgot I'm a full day ahead of America
Confirmed for tomorrow.
Join us as we go through all of the winning titles of this years Epic MegaJam! Weโll discuss some of our favorite parts of these games as well as play a few of them ourselves, and celebrate the effort that everyone put into this years projects!
ANNOUNCEMENT POST: https://forums.unrealengine.com/t/inside-unreal-epic-megajam-2023-winners-announce...
I think they said the winners would be contacted via email a few days before the announcement, so if you haven't heard anything you can be reasonably sure you're not one of them right?
Unless thats a new thing for this year then it's not true. They use to contact winners after the reveal
Ah okay, good to know. They said somewhere that potential winners would be emailed around the 23rd, which was exactly a week ago, but perhaps that was also the originally intended reveal stream date that got delayed.
Yep, it says "around 23rd" in the rules - think it's just intended to give us a "ballpark" date of when results will happen, allowing some flexibility in timing to judge entrys and organise anything else that needs to happen for the stream/announcements
On that note - 6hrs from now! https://youtu.be/e8falymc1Nk?feature=shared
Join us as we go through all of the winning titles of this years Epic MegaJam! Weโll discuss some of our favorite parts of these games as well as play a few of them ourselves, and celebrate the effort that everyone put into this years projects!
ANNOUNCEMENT POST: https://forums.unrealengine.com/t/inside-unreal-epic-megajam-2023-winners-announce...
Can't wait, best of luck to everyone!
streams live! https://www.youtube.com/watch?v=e8falymc1Nk
Join us as we go through all of the winning titles of this years Epic MegaJam! Weโll discuss some of our favorite parts of these games as well as play a few of them ourselves, and celebrate the effort that everyone put into this years projects!
ANNOUNCEMENT POST: https://forums.unrealengine.com/t/inside-unreal-epic-megajam-2023-winners-announce...
Well, there is still no blog post about the winners and I am out of town until tomorrow evening. When I get back, I will be publishing the November newsletter a little late, and that will include a list of the winners for everyone to check out.
Does anyone know if we're meant to contact anyone after winning a category prize?
I haven't heard anything from anyone yet, but I also don't want to pester the team. I imagine they're busy.
I came here to ask the same thing, I still haven't heard anything... You won Army of One right? I'd imagine you want that sweet PC before christmas hahah ๐
Haha, glad it isn't just me. I know someone else who hasn't heard back either so I guess they're getting around to it when they have the chance. yep, that was me. I have a feeling I'll be lucky to see the pc before xmas next year ๐ .
How about you? Which category did you get?
I won 1st place in the Student category, as well as the Audio Experience modifier category. I won't have much use of the GPU unfortunately, but I'm looking forward to getting my hands on the BOOM sound effects and some music ๐
I recognized your name since I had watched some of your cpp tutorials in the past, they're great!
Oh nice work, I remember your game getting a lot of attention. Great use of ragdolls too.
It was great to see them add the student category, I've recommended some of the students I've worked with to enter too, hopefully they will next year.
And that's fair. I'm just looking forward to hearing from them so it feels a little more official. And that's great to hear, I hope the C++ content was useful. I'm looking to release a lot more in the new year.
Awesome, keep up the good work!
Epic still has not published a list of winners, and they're on holiday break until January 7, so I put together my own list based on the Inside Unreal stream where the winners were announced.
Unreal Source
The 2023 Epic MegaJam winners were announced during the Inside Unreal livestream on November 30 โ VOD available here. Since the list was not published elsewhere following the stream, and Epic is on holiday break until January 7, 2024, here is a list of all the winners along with links (or
