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Fresh Lemonade

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A member registered Sep 12, 2016 · View creator page →

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(2 edits)

Thank you! The two sided navigation took a lot of time. Unfortunately, even if you didn't find them, there are certainly some bugs haha.

Lights during the night were on the list of tasks that weren't completed during the jam unfortunately. After the judging period is finished and I can upload a patch I will do so with that feature. (and many bug fixes etc.) 

Here's a preview:

Controls, a main menu, pausing, etc. are all desirable features that were not prioritized in the jam over core game play which was being implemented up until submission. Alas!

Thanks for playing!

Thank you!

Thanks! Glad you liked it!

I enjoyed your video! No, I'm not planning to expand on it beyond quick bug fixes to make what I've already created more enjoyable. It does give me some other interesting ideas about games using a similar physics system though.

Unfortunately I cannot as I don't have access to a mac right now to build it on. I'm also not sure it would run well as it is not designed to run on an internal gpu chip which is what comes with Macbooks.

Hahaha. Believe it or not I actually considered doing just that and I had a mesh made for it and everything. During the last 24 hours I needed simplify the game and it didn't make the cut in the end.

Woo! Destruction!

Thank you! The volumetric lighting is actually using a volumetric fog system that is provided as part of Unreal Engine. For more information about it you can check this out: https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/Volumetr...

After enabling the volumetric fog, I disabled it for my overhead lights and then cranked up the "Volumetric Scattering Intensity" for the spotlights attached to my lamps etc. until it looked right. On my laptop (gtx1060) at 60fps, the volumetric fog took ~3ms. A bit expensive, but I don't have much going on in my scene so it seemed doable. 

Hope that helps!

Thanks! Glad you liked it!

Thanks! I'm glad you enjoyed it! Well done for sticking through and carrying everything upstairs, haha. :)

Yes. The game automatically attempts to connect to a dedicated server that I temporarily hosted from my computer last year when this game was created.

I can put the server up again if you would like to play, just let me know what day/time and we can coordinate that.

Alternatively, you can follow the instructions found in "MegaJam2017/Binaries/Win64/ServerReadme.txt" to host your own server and join it.

Glad you liked it! Thanks for posting your video, it was fun to see your experience playing through it!

Thanks! I fixed the keyboard controls typo.

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If you are having frame rate issues, I unfortunately did not build any options to reduce quality settings during the gamejam period. However, I built the game to include Unreal Engine's native development tools, so there are some commands that can manually reduce quality to provide more frame rate. To open the development console, press the ~ key on your keyboard. (Key to the left of 1) Once open, you can type "stat fps" and hit enter to display your frame rate. Here are some commands that can be helpful to increase framerate:

  • sg.ShadowQuality 0
  • sg.PostProcessQuality 0
  • sg.AntiAliasingQualtiy 0

In addition if you are still having difficulty, you can change your resolution using:

  • r.setRes 1920x1080w      (replace 1920x1080 by your resolution, and "w" with "f" if you want fullscreen)

Finally, you can reduce the rendering resolution by a percentage by using:

  • sg.ResolutionQuality X (where "X" is replaced with a value from 0 to 100.)

Once you finish tweaking these settings you can disable the fps display by using the command "stat fps" again. 

I apologize that there is not an easier way to increase your performance, but hopefully this will help you out if you are running on an older PC or laptop. Feel free to comment below if you have questions or issues etc.

Hahaha, nice! I guessing that is when you realized your clicks/second were higher than your fps?

(1 edit)

Thanks!