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Bastiaan Olij

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A member registered Mar 09, 2020 · View creator page →

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WebXR can indeed be hit and miss, it depends a lot on the browser and on your graphics card. Godot requires multiview support and that isn't working properly everywhere.

As for the windows defender error, it's likely a false positive but I highly recommend scanning your HD just to be safe.

If I understand, this is an open source project that was in the work for a little while, the game jam part is just the record and replay mechanic. So skirting the rules.
I don't know if the dev of the open source project is also the game jammer however it's a port of Neosparks old beepsaber implementation:
https://github.com/arpruss/OpenSaberPlus

Mental note for the future to create a topic beforehand where people can post links to their streams while developing their entries (for those that do).

For those of you here who are planning on playing games on stream, or are planning on uploading videos of you playing any of the game jam games, please feel free to comment in this thread for links to your streams/videos.

I'll kick it off with a stream I plan to start in a few minutes:

That's the sound library I still have on my list of things to check out too. Glad it worked well for you :)

Building from source is so polished with Godot, so much work has gone into making it a good solution. Just need to install the required toolset and it just works (tm). Only Android can be a PITA but thats not something we can do much about.

On the camera thing, check out the work I'm doing here: https://github.com/godotengine/godot/pull/116424

It's not done yet but hopefully that's something that will finally pass the muster.

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Hmm interesting. I know Godot can do reverse playback in a loop, so I would have assumed it would be able to reverse play a single sample. But guess not :)

I'm starting to abandon the normal "pill as a character controller" approach, having something that detects elevation changes so you can walk up stairs, so nice. I'm not sure I'm happy about the solution in XR Tools v2 yet but that one has a solution build in.

Playtesting 100% Especially people playing on other headsets than you developed on

Shaders, see my replyto Kasper :)

Saving materials to tres files is a top tip on some many levels. It also helps promote material re-use so you don't accidentally end up creating double materials with the same settings. While Godot does a decent  job behind the scenes to ensure as many resources are shared, the renderer knowing that meshes are using the same material allows it to prevent unnecessary state changes.

The other tip I'd recommend to anyone targeting standalone VR, while it is a PITA, is to use ShaderMaterial whenever possible. You can right click on a StandardMaterial3D and convert it to a shader material, and then save the shader code to a gdshader file. First it's a great way to learn about shader code, but also it teaches you what settings are exposed as uniforms and are thus save to change during runtime, and which settings change the shader code and should NEVER be changed in runtime. Finally converting to shader allows you to remove unnecessary bits, especially unnecessary texture loads, which can be detrimental to performance.

Great to hear Kasper, love it when people provide feedback on their experience because there is so much to learn from it.

Just some quick things that may help people around this:

- Shaders are easier than most people think, it's just daunting to get started and when targeting standalone VR there are performance limitations. AI is great to quickly get going but it doesn't teach you much and often doesn't understand the nuisances of platform requirements. Also highly recommend trying out Godots visual shaders, they work similar to shader nodes in Blender. Also check out: https://godotshaders.com/

-  The add child node thing is a PITA. Its the best feature Godot has added in Godot 4.0, it's also the most dangerous one for us plugin builders because we can't restrict it (yet). Something that is being looked into and hopefully will be improved in a future version.

- Godots 3D audio works really well for basic stuff, the main thing to be aware off is making sure your viewport is set as a 3d listener. It is by default but this is something that trips up people who add spectator views. That said, I really want to try out steam audio and similar libraries soon which can do proper sound progression.

- One of the best things game jams teach IMHO is teaching you about scope and how much you can do in a week. The point isn't for people to crunch to a finish line, it's to focus on a single goal and try and build something around it you can do in a couple of days. 

Thanks Jed! Glad to hear you had fun!

We're just out to have fun so I'm not going to disqualify it, just making sure people are aware. It's hard to determine where to draw the line here. Let people who vote decide :)

I think as our jam grows we'll get stricter rules about what pre-existing code is allowed to be used.

Ooooh, this feels like skirting the rules a bit Bryan, you've been working on this system for awhile now :) 

We've made it to the submission deadline!

Thanks everyone for participating. I'm likely going to do a stream later today where I'll try and get through a number of the entries and show them off.

If for some reason you missed the deadline, timezones got you mixed up, or you had some problems exporting, we're not super fussy for the next hour or so, just leave a message and we'll organise a late submission link.

This is a game jam for XR games made with Godot.

We're in the final day of  getting our entries done. I hope everyone is enjoying themselves. Can't wait to see what you all have come up with.
If you have any difficulties submitting your entry, please feel free to reach out!

Oooh, bookmarking for future reference :)

The theme for this jam is "Rewind!". We're looking forward to seeing everyone's interpretation of the theme.
Happy jamming everyone!

Theme announcement will premiere at the start of the jam here:

Ok everyone, I hope you're all excited to get started. We have one more week to go!

Just a reminder that many of us hang out in the XR channel on the official Godot Discord. It's a great place to interact with other jammers. 

I will be keeping an eye out on questions asked here during the jam as well. 

Ok, looks like since we went up a version of the vendor plugin, we never adjusted the export settings to the new version. Thats probably why it was broken all this time.
The 4.5.1 builds should fix it now *fingers crossed*

I haven't had a chance to test yet but 4.5.0-dev2 is now based on Godot 4.4 with vendor plugin 4.2.1 and should work on Pico in theory

It can be tricky to figure out how to best apply a theme, it's a bit luck of the draw whether a theme gels both from us as organisers and for people participating.

All in all, a nice attempt, thanks for joining in! 

We organise this jam every 6 months or so, best place to get warned early is to join the Godot Discord and hang out in the XR channel. 

Great concept but like others, found it difficult to figure out what was expected. With a bit more polish this could be a great experience

That was good fun, the babies were hilarious. Very nice entry!

Trying to flip some of the instructions to get to the ascii table was a PITA, other than that, a solid experience!

Got potential but needed a bit more to be fun. The idea is definitely good.  Wish I could play it seated, didn't seem to allow me to.

Really nicely done, good progression of puzzles.

Agree with David that not being in a good starting position is a bit annoying. I would have liked to play this more easily while seated.

But great entry for sure!

Fun little game, one thing I missed which I think we don't have an option for yet is telling the Quest this is a full passthrough game that doesn't need a boundary, I couldn't fully explore my room.  Also the roomsetup when the game was running didn't work well, I had to exit and do a room setup from the settings menu so it was all there before the game began. I got a feeling the Meta UI was clashing with the game.

Sadly it was late here so couldn't find the hamburger for fear I'd disturb the neighbours :)

Very cool concept, missed some urgency which made the switching between two characters feel more like a gimmick than vital to the gameplay. All in all a good and fun game with loads of potential!

Also the Y button closing the game caught us off guard a few times! :)

Yeah the miniaturization part was perfect! Really nice addition

This was an amazing entry, wish there was more than one level. Such a great interpretation of the theme!

Nice attempt at a basketball game, defintely needs a bit more polish. Not entirely sure how well the theme fits.  Would have been fun if you had to throw two balls, or throw at two different hoops at the same time. 

We had problems actually playing this, the rock gesture on PICO opens up the PICO menu so I think it just wouldn't allow me to get started.
Conceptually I really like this and it looked really good. 

Audio wasn't working for us, not sure if that was a problem at our side. Game itself was decent fun and well executed. Bit unclear sometimes what needed to be done, and could have used some more safeguards, for instance I tried to kill the player by opening all doors, but it didn't do anything.
All in all a great attempt!

What a great entry! Loved it!

Really cool concept, would have loved a lot more levels, but that would undo the it takes 2 theme :)

Had problems playing this, would have liked to see me control the mech. Nice attempt, hope you try and fix some of the issues and see if it can be made to work correctly.

Great concept, indeed needs a bit more polish. Definitely a good attempt!

This was amazing fun, hope you decide to build it out some more. 

This was super cool! Only remark is, please don't force full screen on us poor widescreen monitor users. I wasn't able to stream it from PC because I only use half my screen.

This was a lot of fun to play, looked really good and felt really good.