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June UE4jam Submission Thread

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  • #46
    Chaotic Neutral - Fahrenheight





    Attempt to outrun the fire in the hole

    --Objective--
    Using precision and timing, make your way upwards through a procedurally generated pit.
    See how far you get before you melt from the heat.

    --Download Link--
    -HERE-

    --Chaotic Neutral--
    Andrew Seward -@Boatsqt- Programming and Art
    John Sinderman -@JSinderman- Level Design

    --Submission Name--
    ChaoticNeutral_Fahrenheight

    --Music credits--
    Interiors - Poor Alexei
    Assignment - BoxCat Games
    Ideetje - RoccoW

    --SFX Credits--
    Kijjaz - Freesound.org - Water Drop-01 & 02
    Last edited by BaronVonBear; 06-20-2016, 01:47 AM. Reason: Added the twitters!

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    • #47
      Fire In The Hole!

      Hello everyone! I am stoked to bring you my project for this jam. I unfortunately did not have time to finish all of the story elements that I wanted to add to this, but I am still proud of it for having only started on the game 48 hours ago! For this project I enjoyed spending most of the time level designing and making the game feel like a good experience. A fun break from my normal all out programming nightmare gamejams!

      Game Name: "The Accident"
      Team name: Fresh Lemoande
      Team Members: Myself, Graeme_Crackers (solo project)
      Assets: I did not make most of the modeled assets. I collected them from a variety of free and paid asset packs that I own from the marketplace. I put together the audio from my own sound libraries and a few royalty free samples online. The audio at the end is myself.

      Enjoy!
      Controls:
      Movement: WASD
      Jump: Space
      Interact: Mouse Left
      Use Chalk: Mouse Right
      Toggle UV lamp: L

      Pictures:



      Download link: https://drive.google.com/open?id=0B-...kpuVUxsUExxdjA

      TIP: Make sure you pick up the items mentioned in the controls.
      * The win screen isn't really the end of the game. Stay for the narrative if you are interested in backstory.
      Last edited by Graeme_Crackers; 06-20-2016, 05:02 AM.
      You can find me on twitter: @graeme_crackers
      And streaming game dev on twitch: http://www.twitch.tv/freshlemonade_

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      • #48


        Team Name: ÑyeGames
        Team Members: Nyepz
        Name of submission ÑyeGames_Sunstellar

        Description: The sun is atacking the earth!. You as the earth must gather energy to keep your shield up!
        Instructions: Use A and D to direct your jump and move the earth. Use SpaceBar to jump and control the earth
        - The shield fades with time
        - If you run out shield, you won't be able to jump!
        - If you stay inside the shield, you'll recover Hp (10% of Hp every 2 seconds)
        - Every 15 pickups => the game gets a little harder and you recover hp
        *Pickups: More traveling distance => Less shield recovery (Minimun: 10% of the total shield, Maximum: 50% of the total shield)
        Download link: https://drive.google.com/file/d/0BzI...ew?usp=sharing
        Last edited by Nyepz; 06-21-2016, 11:59 AM. Reason: More Instructions

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        • #49


          Game Name: Ember
          Team Name: Team Ramrod
          Team Members: Kevin Kim, Tucker Paxton, Matt Kelley, Inmar Salvatier

          Description: You are the only one to stop the fire station from burning down. As the fire hydrant on the corner its your job to put out the fire in the station and stop the fire from burning the place down.

          Download Link: https://drive.google.com/open?id=0B8...lAzVWNqOUNwT0k
          Last edited by ShinCup; 06-20-2016, 02:07 AM.

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          • #50
            Carbon Neutral - Rushin Rocket
            *my team member misinterpretted the name hahaha


            Team Carbon Neutral
            Axelm3sh, Armanomatopia, Affinity, MagnumChris

            Instructions:
            WASD or Mouse to move, A/D or LMB/RMB to turn at corners.
            (Try mouse controls if it feels less responsive on keyboard)
            Vodka speeds you up at the cost of turning easily (rocket drift) but you can stack speed and point multipliers (ie. x3 speed, x3 speed).
            Sickle and hammer allows you to smash through obstacles for bonus points and is multiplied by speed. HAVE FUNZ

            Download: https://drive.google.com/open?id=0Bx...WpBenlGN3dMc1k

            Assets:
            Starter Content Pack from Unreal (Particle Effect)
            Game Power up -> https://www.freesound.org/people/Gam...sounds/220173/
            Missile Impact -> http://soundbible.com/1592-Missile-Impact.html
            Rocket Flight Loop -> https://www.freesound.org/people/qubodup/sounds/146770/
            Button Beep -> https://www.freesound.org/people/Zvi...sounds/273143/
            Missile Launch -> https://www.freesound.org/people/NHM...sounds/151858/
            Background Music -> http://www.sovmusic.ru/english/downl...fname=marshms2
            All Other Content made by team members
            Majority of models by Affinity
            Majority Textures by MagnumChris
            Axelm3sh and Armanomatopia did code

            Really fun jam, my friends had fun and it was our first time in a game jam. Good luck to everyone!

            Edit: see above for explicit instructions
            Last edited by Axelm3sh; 06-23-2016, 09:41 PM.

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            • #51
              «BioComputed» Submission: "FireInTheFirewall"


              (*Good looking graphics not provided in this build)

              Team name : « BioComputed »
              List of team members : Aokami
              Name of your submission : BioComputed_FireInTheFirewall

              Description : For a given reason, you have to destroy a data system, by firing it up. Manage your way through the network with your packets abilities.

              As the last submission from my Team, it's barely functional (you have to aim randomly at the end to hit the collision box, sorry).
              I found one major Bug: as you send packets, the Packet Type (relative to the pawn) can change, hence a packet with a given material is not representative of the Packet Type. IE: You send an attack packet, and before it reaches a firewall, you changed to scan. At the time the packet reaches the firewall, a scan will be performed (even if it was a green attack packet).

              I, one more time, have been too ambitious.. The part where you feel this is the graphics and it's pretty sad.
              WARNING LOTS OF NEON LIGHT IN THE DARK, YOU MAY NOT WANT TO PLAY THIS IF YOUR TOO SENSIBLE ABOUT EPILEPSY
              That said there aren't any flickering and the game is pretty relax.
              This submission post is submitted one hour past due and there's not even a download link. I apologize for this.

              I would have loved to implement:
              • BETTER GRAPHICS
              • Turrets
              • Active port hacking
              • Real level design, with network as a maze and network equipments as hubs
              • (Better graphics)




              Control Scheme:
              Keyboard/Mouse:
              • WS: Turn Up/Down
              • AD: Turn Left/Right
              • Shift: Accelerate
              • Ctrl: Decelerate
              • Left Click and Spacebar: Send Packet
              • 1, 2, 3 and 4: Select Packet Type

              Gamepad:
              • Left Stick: Move
              • Right Trigger: Accelerate
              • Left Trigger: Decelerate
              • A: Send Packet
              • D-Pad and Shoulders(Clickers): Select Packet Type (I don't know the name of the L1/R1 / LB/RB buttons)


              Difficulties : The major problem I had was inspiration, aside the expression of the cops for this theme. Literally fire in a hole, lava in a volcano ?
              I'm looking forward what people have come up with. =D
              Oh and TIME!!!

              All meshes are original hand-made, but the drone was inspired by janurschel from DeviantArt. Here's the list of the other assets used.
              Assets and tech used:
              • Flying C++ Template
              • UE4 Starter Content
              • Attack Icon: by Freepic from FlatIcon.com (CC 3.0 BY)
              • Shield Icon: by Freepic from FlatIcon.com (CC 3.0 BY)
              • Scan Icon: by Freepic from FlatIcon.com by (CC 3.0 BY)
              • Fire Icon: by Icomoon from FlatIcon.com(CC 3.0 BY)
              • Packet and Binary icons: by Freepic from FatlIcon.com(CC 3.0 BY)
              • Attack Type Font: Fatalys-Edge by Andrew McCluskey

              Software Used::
              • Blender
              • Gimp


              Download LINK: https://drive.google.com/open?id=0Bz...VlSb0oxMlFyLTg (Google Drive)
              (Still bad uplink. Edit: New record, 3 hours past due)
              Last edited by Aokami; 06-20-2016, 03:06 AM.

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              • #52
                Original submission (development build): https://drive.google.com/open?id=0B3...0c3blBtMDBhYWc
                upd, found an empty C++ class workaround for packaging:
                Shipping build here: https://drive.google.com/open?id=0B3...kJDcjNYOUZSWU0 - nothing is changed in the game, only packaging update.


                We are Team::FaceRoll
                Gleb Black
                Cragman
                Team::FaceRoll_Dynatime


                Controlls:
                Left mouse click to grab
                Right mouse click to change timer on the dynamite
                R and F5 to restart the game.

                Issues:
                Was not be able to package a shipping build - was an error. So this is a development build for now. Using 4.11.2
                upd: Attached shipping build.

                Assets:
                All content is either 100% original, or from starter content.
                Last edited by Gleb Black; 06-20-2016, 10:53 AM. Reason: added shipping build, updated image

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                • #53
                  Team Name
                  Neon Newt

                  Team Members
                  Myself (Thomas Landry)

                  Game Name
                  Ancient Mazes

                  Game Objective
                  You are exploring an ancient temple and have come across a blocked path. To get by, you have placed explosives but now you have to run to safety! Get through the three mazes using your flare gun in order to escape.

                  Controls
                  Mouse - Move
                  Space bar - Launch Flares
                  R - Restart
                  Esc - Quit

                  Download Link
                  https://drive.google.com/file/d/0B3W...ew?usp=sharing

                  *Don't know why the folder size is so large

                  Comment


                  • #54
                    Cloudy The Firefighter

                    Team name: Marooney
                    List of team members: Marooney (Thomas Leitner)
                    Name of submission: Cloudy The Firefighter
                    Assets Used:
                    - CC Music from freemusicarchive.org (links in Music.txt).
                    - My "Energy Library" (https://forums.unrealengine.com/show...Custom-Physics)
                    - Sounds and modified Particle Effects from UE4 Demo content.

                    Download: https://dl.dropboxusercontent.com/u/...ireFighter.zip

                    Thanks to AwesomeAllar for feedback. Here my description what's going on:
                    There is fire in Holewood! The Holewood is burning! You are a cloud that wants to be a Firefighter and shoots water down onto the fire.
                    - Extinguish the fire with direct hit water and protect the environment by making it wet.
                    - Bright surfaces are healthy.
                    - Dark surfaces are burned.
                    - Fire loses size/heat over time and needs fuel.
                    - Healthy and dry surfaces fuel the fire.
                    - Wet surfaces (blue) are protected and reduce fire until dry.
                    - Use your wind to your advantage to steer clouds and fire.
                    Well and you can exploit the wind more than expected with the lake and the boundary movement calculation. I just ran out of time for additional calculations to avoid such things.

                    Controls: (I forgot to mention some of them in the description within the game :/ )
                    - Move: WASD,C,SPACE
                    - Speed: SHIFT
                    - Shoot: Left Mouse Button
                    - Third Cloud View: V

                    Some minor game mechanic details:
                    - After burning a surface absorbs more water until it's wet.
                    - Bigger clouds have more water. You'll drain only what you need, so they will stay and grow if not absorbed completely.
                    - Clouds will move back to spawn position over time if not pushed by wind.
                    - Fire shares its heat energy with surroundings (the more surrounding the less impact on single surface)
                    - Fire splits at a certain size but amount is limited.
                    - Fire merges under a certain size where the smaller one gets absorbed on collision.
                    - Water bullets share water on their way and constantly losing water/size over time. Fully wet surfaces do not absorb water bullets.

                    If you are interested in some tech details:
                    - There is no single UE4 physics and movement component or character component, I use only the collisions. Another Tech-Demo
                    - The whole experience is based on custom movement and gravity calculations (slide calculations on surface collision, auto movement and unstucking, rotation alignment to custom gravity).
                    - The movement and behavior of the waterbullet (continuous forward movement, sliding) is just intended as is. Waterbullets are not affected by gravity (one checkbox thou to behave like the fire balls).
                    - To move clouds and fire by wind/player I use my blueprint communication observer pattern components for swarm control. Like in my WatchThingsFly Demo
                    - Player, Water, Fire are running on a custom heartbeat cycle (15ms precision in this case) for shared value calculations. Clouds and Mesh-BPs are passive (not in shared value calculation heartbeat cycle) for performance.
                    - The color of the meshes gets randomized and fits to the temperature (Difficulty: Warm, Hot, Watch it burn). Trees have randomized trunk and crown shapes when spawned (was easier than handcrafting them).
                    - And if you see some weird particle effects at fire/water spawn. I use my actor cache components for them. I probably forgot to reset particles after an actor gets reused.
                    - I included my EnergyLibrary UE Intro to extend some gameplay ^^ (Hold the spacebar just for on sec or so to play around with). Transition might seem questionable but it is actually supposed to be like in my WatchThingsFly demo (link above). In this case it would fit if EnergyPawns get transformed into water and land on trees or so.

                    HF!

                    Last edited by Marooney; 06-26-2016, 07:43 PM. Reason: Image, endless Description refactoring..

                    Comment


                    • #55
                      Volcano Escape


                      Image: https://www.dropbox.com/s/s37dhsg689...scape.png?dl=0

                      Team:WarpingSpace

                      Members: Myself(Cristian Franco)

                      Download: https://www.dropbox.com/s/iwtqbzmr7m...Scape.zip?dl=0

                      Hi guys, a little late, but is my weekend effort so I have to upload it.

                      Use WASD to navigate the map
                      Press P for pause the game and see the options
                      Press space bar for jump
                      Press right click to Aim
                      Press left click to fire

                      Puzzle game, you have to escape the volcano without touch the lava and following the clues that the game gives you. To do it you have to look for things, climb,shoot, explode things, etc.
                      Hope you like it.

                      Assets Used: A lot of "inspiration" from the elemental demo, some free caves and starter props.
                      Last edited by Cristian Franco; 06-20-2016, 09:41 AM.

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                      • #56



                        Team Name
                        Rainfall Studio

                        Team Members
                        Myself (Alex Coluccio)

                        Game Name
                        Fire in the hole

                        Name of submission
                        Fire in the hole

                        Controls

                        Up and Down - Rotate
                        Space bar - Fire
                        Q - Zoom In
                        W - Zoom Out

                        Download Link

                        https://drive.google.com/file/d/0BwJ...92QWNuUW8/view

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                        • #57
                          Game Download: Download
                          Team Name: ToggledOn
                          Team Members: Raymond Perley, Jacob Perley, Tyler Cowan
                          Name of Game: Bomballs
                          Name of Submission: ToggledOn_Bomballs

                          You are a ball.
                          You are a ball with bombs.
                          You are a ball with bombs inside a Bomball arena.
                          Use your bombs to knock the opponent into the pit and win!
                          Opponent is an AI. Player vs. Player was scrapped due to last minute technical errors. Have fun!

                          Sourced Assets:
                          Materials are from ZeOrb - SuperGrid StarterPack

                          Last edited by Tyjaco; 06-20-2016, 11:49 PM.

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                          • #58
                            Ok, so I've been trying to talk with [MENTION=8]Alexander Paschall[/MENTION] but I got no answer for him. Our game, cars and bombs (tactilarts) had a problem on super high end pcs.
                            I guess it's too late but here ir is a hotfix with the framerate limited to 60fps wich resolves the problem.


                            https://mega.nz/#!5BJTSRga!WbJx1mgRx...MYYFMMhmu8uIz0

                            Good luck everyone.
                            Last edited by lipefe; 06-30-2016, 10:37 AM.

                            Comment


                            • #59
                              Originally posted by lipefe View Post
                              Ok, so I've been trying to talk with [MENTION=8]Alexander Paschall[/MENTION] but I got no answer for him. Our game, cars and bombs (tactilarts) had a problem on super high end pcs.
                              I guess it's too late but here ir is a hotfix with the framerate limited to 60fps wich resolves the problem.


                              https://mega.nz/#!5BJTSRga!WbJx1mgRx...MYYFMMhmu8uIz0

                              Good luck everyone.
                              Just sent you a response back! See you at the stream today
                              Twitch /unrealalexander| Twitter @UnrealAlexander
                              How to report a bug? | Installation & Setup issues?
                              Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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