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Oculus VR Jam 2015 Test Thread

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  • replied
    Hi MrScratch,

    Thanks for your review. We bit of more then we could chew. We work with UE4 during the day on our Business applications and thought we could do a game in our spare-time. With too many deadlines form our job this turned out to be too much. But once we find some time again we are looking forward to have an other go at it.

    Good to see you made it to the finalist !

    to all that made the list; congratulations and good luck!

    Leave a comment:


  • replied
    Originally posted by sinoth View Post
    Can you go into more detail about this? I almost went with a multiplayer idea that would have required listen server support on mobile, but didn't get around to testing it. Can mobile not function as a listen server?

    Also, thank you for giving feedback on MasterStroke! I'm glad you enjoyed it. We put a lot of time and love into it, but it seems to be getting looked over by the community at large. My guess is it's seen as 'too simple', and I figured as much when we went with more of a toy than a complex game. The primary goal was making the disc fun to throw and observe, even for non-gamers.
    The mobile platform can not currently host servers from what my testing has shown me. It can however connect to PC clients on Lan as well as online if they port forward 7777. My current plan is to setup a master server on a virtual private server that functions similar to what you see on Steam then release a dedicated server build for free once my project is complete but i've still got ways to go before I reach that stage.

    Also I wouldn't worry about MasterStroke being overlooked. There's so many entries submitted that it's real easy to skim over. Honestly it's a pretty solid concept and should do well it the offical Oculus market.

    Leave a comment:


  • replied
    Originally posted by MrScratch View Post
    It was intended to be a multiplayer online dungeon crawler however as I found out from Jstarrdewar the mobile platform doesn't actually support multiplayer sessions so the servers must be hosted from a PC in order to play online.
    Can you go into more detail about this? I almost went with a multiplayer idea that would have required listen server support on mobile, but didn't get around to testing it. Can mobile not function as a listen server?

    Also, thank you for giving feedback on MasterStroke! I'm glad you enjoyed it. We put a lot of time and love into it, but it seems to be getting looked over by the community at large. My guess is it's seen as 'too simple', and I figured as much when we went with more of a toy than a complex game. The primary goal was making the disc fun to throw and observe, even for non-gamers.

    Leave a comment:


  • replied
    Originally posted by MrScratch View Post
    In the project settings under Android do you have "Package game data inside .apk" checked off? This project looks like you guys put alot of effort into it so it seems unrealistic that the apk file you submitted is only 20mb.
    Exactly what MrScratch says - OBB file needs to be packaged in the APK - 20meg is the standard engine apk only.
    All those post process effects look pretty amazing for the Note 4 and UE4 - wondering what the FPS is?

    Leave a comment:


  • replied
    Originally posted by RAND View Post
    Hi Guys:

    Having a black screen of death issue with or build and am wondering if we are having the MSAA issue. Can someone please try our build and let us know if you can play it.

    Link to project:
    http://vrjam.challengepost.com/submi...iers-of-heaven

    Thanks so much for your help!

    Oculus is being very patient but we only have the day to solve the issue.
    In the project settings under Android do you have "Package game data inside .apk" checked off? This project looks like you guys put alot of effort into it so it seems unrealistic that the apk file you submitted is only 20mb.

    Leave a comment:


  • replied
    Hi Guys:

    Having a black screen of death issue with or build and am wondering if we are having the MSAA issue. Can someone please try our build and let us know if you can play it.

    Link to project:
    http://vrjam.challengepost.com/submi...iers-of-heaven

    Thanks so much for your help!

    Oculus is being very patient but we only have the day to solve the issue.

    Leave a comment:


  • replied
    I mean my snapdragon note 4 on the lollipop update.

    Leave a comment:


  • replied
    I'm sorry friends but on my SnapLolli it blackscreens. A couple jump straight into the Oculus home but for most of them the Audio plays and I've tried toggling the console on my bluetooth keyboard (i dont know why but that fixes some rendering issues) but sadly no luck. Once 4.8 hits and we get that proper MSAA support I would absolutely love to help any of you beta test your products. I've poured way too many hours into everything from CS to WoW so I can give you well thought out in depth constructive criticisms in terms of your game's mechanics, where their shortcomings might be and how to improve upon them.
    Thanks MrScratch. No sure why that happens. I only have a Snapdragon. When you say SnapLolli are you saying you tested on both?

    Leave a comment:


  • replied
    Originally posted by Alexander Mejia View Post
    Crime Watch Challenge Post Page



    Download the .APK

    It was rough getting this all together, and we never really solved performance issues completely on the GearVR, but Timewarp hides up a lot of the framerate inconsistencies.

    Controls
    We tested a DualShock 4 connected over Bluetooth. You should sit in a swivel chair where you can turn 360 degrees freely.

    Left stick : Move forward/backward Right stick: Turn around manually (only if you’re restricted in turning) L1

    Originally posted by Mimicry Games View Post
    Congratulations to everyone! It's amazing to see such diversity.

    I present you the Mobile VR JAM version of Maker From Below.

    Maker From Below is a first-person action game set in a science fiction desert environment. You play either as a smuggler or a sandworm. Smugglers have the goal to cross the desert and make it to the desert town. Sandworms have the goal to stop the smugglers.

    http://challengepost.com/software/ma...om-below-ja992



    I've just released a post (Jam) mortem:
    http://mimicryvr.tumblr.com/post/119...he-jam-process

    Cheers,
    -Thomas
    Originally posted by NobleSpoon View Post
    I guess it's a little late for the testing but here's our submission:

    TightropeVR Challenge Post Link

    APK Download

    [ATTACH=CONFIG]39112[/ATTACH]



    Controls

    This game is completely controller-free. Details are below, in addition to the included tutorial level.

    Forward Movement: Look down

    Balance: Left/Right head roll

    Turn: [TOUCHPAD] + Left/Right head rotation

    Duck: Physically duck (utilizes Android sensors)

    Launch cannon (Circus): "Yes" head nodding

    Reset HMD Orientation (Circus): [BACK]

    Tutorial Skip/Exit (Loading/Tutorial): [BACK]

    Universal Menu (Circus): [Long-Press BACK]
    Originally posted by Gnometech View Post
    Here is my Mobile VR Jam entry made with UE4 4.7 (special VRJam_4.7 branch, of course):

    Circumpaint
    You are at the center of an immense dome of light, with a highly polished floor at your feet. You are free to look all around, and as you do so you can paint on the dome's surface. And when you are done you can go to the next frame and paint again, until you have an animation that completely surrounds you.

    Circumpaint was designed to work with either the GearVR touchpad, or the Samsung EI-GP20 controller, both under Kitkat. It was built with UE4 4.7.

    Challengepost Page: http://challengepost.com/software/circumpaint

    [ATTACH=CONFIG]39430[/ATTACH]


    Thanks!

    - Dave
    Originally posted by Bino View Post
    Here's mine. Crazy ride to get this done. Too late to test but for those interested in seeing other peoples work.

    http://vrjam.challengepost.com/submi...36548-telegear
    https://vrjam-submissions.s3.amazona...-armv7-es2.apk

    Controls

    The controls for Telegear are designed to be simple as it only utilizes the touch pad.

    Single tap

    Shoots a visual marker. These will stick to level geometry to help show you the way. http://i.imgur.com/ralNacN.gifv

    Tap and hold

    Shoots a teleporter marker. These cubes will travel forwards until you let go. Aim at the cube to teleport to that location. Aim away to cancel teleportation. If the marker touches level geometry it will disappear. http://i.imgur.com/DaAWQN9.gifv
    Originally posted by robeastham View Post
    Thought I'd post my APK for The Curator's Mini-Museum of Natural History:

    Link to shipping APK

    It's called mm_03 when installed. Pretty sure it'll black screen too for some as I've also applied JJ's MSAA patch.

    So who's gonna be my first tester then :-)

    Let me know what you guys think!
    Originally posted by Katerpilet View Post
    Hey guys,

    I figured I would start up a thread where people can link to their projects for testing for the Oculus VR Jam.

    Here is my project, an ebook reader for the Oculus:

    http://vrjam.challengepost.com/submi...chimera-reader

    And here is the latest apk: https://vrjam-submissions.s3.amazona...-armv7-es2.apk
    Originally posted by aussieburger View Post
    Very interested to see the other UE4 creations, so post away guys!

    Here's my teams entry:

    We Come In Peace ...
    http://challengepost.com/software/we-come-in-peace
    apk: https://vrjam-submissions.s3.amazona...-armv7-es2.apk

    Note: I'm guessing it only works with the following combinations since it's using the MSAA hack:

    Snapdragon with Kitkat 4.4.4
    or
    Exynos with Lollipop 5.0.1
    I'm sorry friends but on my SnapLolli it blackscreens. A couple jump straight into the Oculus home but for most of them the Audio plays and I've tried toggling the console on my bluetooth keyboard (i dont know why but that fixes some rendering issues) but sadly no luck. Once 4.8 hits and we get that proper MSAA support I would absolutely love to help any of you beta test your products. I've poured way too many hours into everything from CS to WoW so I can give you well thought out in depth constructive criticisms in terms of your game's mechanics, where their shortcomings might be and how to improve upon them.


    Originally posted by sinoth View Post
    MasterStroke:
    Submission page
    Latest APK

    I totally agree about MSAA -- I decided to opt out due to my phone automatically upgrading on me. I hope the judges understand the state of UE4 at the time of the jam T_T
    Runs just fine for me. I have a handful of friends that are nuts about disk golf so this one really hits home. I absolutely love the "Blink" fade to black concept, one of the most immersive transmissions I've seen so far out of the mobile jam. I too kinda got shafted in the forced upgrade department but as I mentioned in a previous post the judging criteria for the second panel of judges clearly states "Fun Factor / Gameplay" only so I hope they understand the situation we are in. The first panel however will absolutely be judging on visuals but there's no way around that really. Besides I am sure they will overlook the MSAA. The only way they'll really know that it is not there is if they load up your APK which is what they have to do in order to test something to make sure it doesn't instantly crash just before they send it off to the second panel. Which is good! When they find out about the lack of MSAA that means you're already on your way to the second panel! Also keep calm and hammer everything. Can't wait to see this in the Oculus store.


    Originally posted by NanoMind View Post
    Here is our link:

    https://vrjam-submissions.s3.amazona...-armv7-es2.apk

    We had some problems with the latest build and like every one else we where pressed for time.
    Hope you can get a glimpse of what we are after. We plan to build a much better version of this for release later on more VR platforms. It looked already so much better in the Rift then in the Gear.

    Anyway; we had fun........ and we wish you all the best of luck with your entry.
    I'll be honest I was quite confused at first with everything that was going on. Eventually I figured it out and I am sure once you guys get further down the road you'll have a nicer tutorial. All and all I feel your pain in relation to time frames. I would love to try this out again on a future build.

    Leave a comment:


  • replied
    Here is my submission, it's called Fightlike.

    Click image for larger version

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    It was intended to be a multiplayer online dungeon crawler however as I found out from Jstarrdewar the mobile platform doesn't actually support multiplayer sessions so the servers must be hosted from a PC in order to play online. Due to time limitations I was also not able to figure out a clean way of inputing IP addresses with the controller so it requires a bluetooth keyboard in order to connect to said PC. Both of these being absolute no-no's has placed me in a rather tough spot, not to mention that the final APK submitted was on 4.7.2 and I could only find engine source for 4.7.6 so at this exact moment a dedicated server build for the Jam entry has been put on hold. I'll come back to it in a future build however. Anyways here's some gameplay footage:

    Final Jam APK Offline Gameplay:



    Milestone 3 Local Host gameplay between three clients:



    VRJam Link:
    http://challengepost.com/software/fightlike

    Leave a comment:


  • replied
    Maker From Below

    Congratulations to everyone! It's amazing to see such diversity.

    I present you the Mobile VR JAM version of Maker From Below.

    Maker From Below is a first-person action game set in a science fiction desert environment. You play either as a smuggler or a sandworm. Smugglers have the goal to cross the desert and make it to the desert town. Sandworms have the goal to stop the smugglers.

    http://challengepost.com/software/ma...om-below-ja992

    Click image for larger version

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    I've just released a post (Jam) mortem:
    http://mimicryvr.tumblr.com/post/119...he-jam-process

    Cheers,
    -Thomas

    Leave a comment:


  • replied
    Here is my Mobile VR Jam entry made with UE4 4.7 (special VRJam_4.7 branch, of course):

    Circumpaint
    You are at the center of an immense dome of light, with a highly polished floor at your feet. You are free to look all around, and as you do so you can paint on the dome's surface. And when you are done you can go to the next frame and paint again, until you have an animation that completely surrounds you.

    Circumpaint was designed to work with either the GearVR touchpad, or the Samsung EI-GP20 controller, both under Kitkat. It was built with UE4 4.7.

    Challengepost Page: http://challengepost.com/software/circumpaint

    Click image for larger version

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ID:	1076386

    Final Video:



    Milestone 3 Video:



    Thanks!

    - Dave

    Leave a comment:


  • replied
    As requested, here's the details from our character BP for the forward movement and ducking used in TightropeVR. Not necessarily the most efficient approach but it got the job done in the time allowed. Let me know if you have any specific questions on either of these and I can provide some additional details to help you along.

    Movement
    Click image for larger version

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    Ducking
    Click image for larger version

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    -Matt

    Leave a comment:


  • replied
    Originally posted by NobleSpoon View Post
    We were originally experimenting with a line trace with an invisible hit box attached in front of the player to trigger forward movement but we later changed it to use the HMD Pitch value from the breaking the HMD position and orientation node. We put some debug text in game to display the raw values to determine the min-max range and simply added a check to see if the HMD pitch was within that range to add forward movement. Fortunately, these translated the same for GearVR and DK2.

    Ducking was trickier since the gravity values picked up by the android sensor don't seem to be the most consistent. For this, we piped the raw gravity values to our debug text to determine the optimal value. This had been adjusted multiple times throughout development and it's still far from perfect (will fire if you just look down fast enough). I believe the value we ended up using was 3. We just put the animation and camera movement on a 1 sec timer since returning from duck was too unreliable to detect with the sensor. I'm embarrassed to admit how many times I thought duck was broken when I was testing on the DK2... I'll just blame it on the lack of sleep, lol.

    We did this project using Blueprints. If it will help, I'll post a screenshot of the movement and ducking stuff later today.
    Great ideas there and it would be great to share that (as i'm also a blueprinter)! I'm sensitive to motion sickness with vr movement + traditional controls and find 'leaning' prevents it - hence this forward movement trick prevented 'sickness' for me I was not aware the gearvr gave hmd pitch values via Blueprints else would have thought about adding some movement as well Oh well for the next project!

    Leave a comment:


  • replied
    Originally posted by aussieburger View Post
    Hi NobleSpoon I had a implementation question for you regarding the controls - the forward movement and duck controls in particular - where they just using the tilt commands in UE4? how did you tell the difference between 'look down' and 'duck' exactly? Really liked these controls and would be interested in knowing for future projects
    We were originally experimenting with a line trace with an invisible hit box attached in front of the player to trigger forward movement but we later changed it to use the HMD Pitch value from the breaking the HMD position and orientation node. We put some debug text in game to display the raw values to determine the min-max range and simply added a check to see if the HMD pitch was within that range to add forward movement. Fortunately, these translated the same for GearVR and DK2.

    Ducking was trickier since the gravity values picked up by the android sensor don't seem to be the most consistent. For this, we piped the raw gravity values to our debug text to determine the optimal value. This had been adjusted multiple times throughout development and it's still far from perfect (will fire if you just look down fast enough). I believe the value we ended up using was 3. We just put the animation and camera movement on a 1 sec timer since returning from duck was too unreliable to detect with the sensor. I'm embarrassed to admit how many times I thought duck was broken when I was testing on the DK2... I'll just blame it on the lack of sleep, lol.

    We did this project using Blueprints. If it will help, I'll post a screenshot of the movement and ducking stuff later today.
    Last edited by NobleSpoon; 05-13-2015, 06:57 AM.

    Leave a comment:

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