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Left Out Games

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A member registered Apr 20, 2020 · View creator page →

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Shouldn't need to do anything too wild to get it to point where you can host a lobby and start the game. That said, the game is still in a pretty janky state right now so it might fail for any number of reasons. Thanks for trying it out, though! I'm still working to get through some of the NetCode problems and will hopefully have a solution before the showcase.

You just need to have steam open and logged in in order to access the matchmaking 

I think we might! Seems like we could run the gauntlet with this one and keep polishing it each go around.

Yuh this is probably the deepest I've gone into fully uncharted territory for a jam! I think with a couple more days for troubleshooting we might have gotten there, but it's still not obvious to me whether the crash is something we're doing or just a Weird Unity Thing going on with the janky new ECS stuff... I think it crashes specifically when pressing the rat throw button which would point to a problem in our code, but I haven't had a chance to verify yet! 😔

I'm a bit late seeing this but thanks Trey! A few of us managed to catch the stream and were so happy to see everyone enjoying the game!

(2 edits)

Eventually I figured this out by reviewing line-by-line my implementation against the AdvancedSession's. The fix was to add a few more parameters to our FindSession query to get it to properly pick up our Steam Sessions, which seems to require the Session be classified as a Lobby:
https://github.com/mrpropellers/megajam-2023/blob/main/Source/AntiquatedFuture/S...

SessionSearch->QuerySettings.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
SessionSearch->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);

Ok yup we tried to test with someone outside our organization tonight and ran into the same thing! Switched the backend over to Steam with the 480 appID but still running into issues. Off the top of your head was there anything else you needed to do to get it to work? We keep running into something like this when attempting to FindSession:

[2023.09.26-05.27.37:243][153]LogOnlineSession: Warning: STEAM: Server response IP:[random IP 1]
[2023.09.26-05.27.37:244][154]LogOnlineSession: Warning: STEAM: Removed incompatible build: ServerBuildUniqueId = 0x00000000, GetBuildUniqueId() = 0x019a995c 
[2023.09.26-05.27.37:245][154]LogOnlineSession: Warning: STEAM: Server response IP:[random IP 2]
[2023.09.26-05.27.37:245][154]LogOnlineSession: Warning: STEAM: Removed incompatible build: ServerBuildUniqueId = 0x00000000, GetBuildUniqueId() = 0x019a995c 
[2023.09.26-05.27.38:831][607]LogOnlineSession: Warning: STEAM: Failed to respond IP:[My - host - IP]
[2023.09.26-05.27.38:871][619]LogOnlineSession: Warning: STEAM: Failed to respond IP:[random IP 3]
[2023.09.26-05.27.38:873][619]LogTemp: Warning: Found 0 sessions!

Well so far we've only been able to confirm with people inside our "organization" - but my understanding is that we can support external people matchmaking with the caveat that they have to sign into Epic every time, and they need to be willing to click through a screen with a big red warning at the top like so:


Hopefully we can confirm this within the next day or two!

We eventually got EOS working, but it was about 2 hours after the submission deadline.  We'll definitely be posting updates over the next week! There's a bunch of audio and visual assets that we just didn't have time to integrate due to the issues we kept hitting with Epic's boilerplate. 

Thanks Phil!

Thanks Daniel!

Thanks for recording your session! We needed a few more pairs of totally fresh eyes to catch some of these issues. We were iterating on the tutorial elements up to and even a bit past the jam deadline; it definitely could use another couple passes. I've added a little extra info to game page to hopefully clear up some of the most confusing bits.

Thanks for checking it out! Yep in our brainstorming sessions we had imagined haunting the doors would be a way to keep teens trapped in a room for a short period to maximize fear extraction before finishing them off, as well has having the exterior be hauntable as well to have a way to catch them before they escaped into the woods. They both ended up in the "nice to have" bucket though when it came time to scope for the time constraints.

Yeahhh I've been slow to get the actual game up... that was just a placeholder/tech demo of some stuff I was messing around with. The IK and mesh deformation stuff though I think will have to wait for next jam

yes

Cool! Great work and thanks for providing a small demo. We don't have prompts for it in game, but pressing "m" for "map" would have probably saved you a little time ;)