Posts Tagged ‘ue4’

Formless Adventure – Ukrainian Indie Game

Tuesday, March 14th, 2017 7:31 am

Hello eweryone! We are Formless Adventure devs. We wrote here earlier, but we decided to write here again, because we have something to tell you. Let me remind you a little bit about us.

Formless Adventure – platformer that will allow you to spend a few hardcore hours emerged alongside. Your hero – Mr. Blubstache – a shapeless mass, and he can change shape as you want. He has a variety of forms, which have different characteristics and abilities.
Dude, there are five, and they are awesome: speed, sticky, slippery, fire and stone!
Mr. Blubstache is so formless! At your disposal 50 balls, do with them whatever you want: you can jump to the fire, or press on the plate.

So we have great news : Formless Adventure started a campaign on the Indiegogo!
Now you can pre-order the game for only $ 4. Also for those who are ready to donate more, we have prepared a lot of other rewards: the exclusive desktop wallpapers, your name in the credits, access to the beta test, the level based on your sketch, even handmade toy from the developers, and much more. We would be very grateful if you support us! Thanks to you, the game can release much faster and better!


Formless Adventure Demo!

Thursday, January 12th, 2017 9:55 am

Hello, indie game fans!
Do you like platformers? May be hardcore? Or low poly? Everyone will find something for yourself in “Formless Adventure”.
Well, now to the point.

The main feature of our game is ability to change form of the hero. There are only five forms: speed, sticky, slippery, fire and stone.
The physical properties of the protagonist body depend on forms. For example, you can accelerate from a hill in a slippery, at the end turn to stone and knock the door.
Oh yeah, I forgot to say that our hero – a formless accumulation of balls.

Well, you can look at it yourself.
Just download the game from a convenient source to you:
Itch. io



Screenshot_5Screenshot_3 (2)Screenshot_7ygvgNOOKsjMScreenshot_3
Thanks for playing!

[Almost] One Room Post-mortem – Part 2

Posted by
Thursday, December 22nd, 2016 6:21 pm

On the first part I wrote about how it was the birth of the idea. Today I want to talk about execution and learning, because if you remember correctly, the main idea was to learn Unreal Engine 4.

The starting point was to let the player find a number combination for a door. Every number will be in a copy of the same room, but every room will be lightly different.

We started thinking how to hide the numbers and we wanted to go beyond the easy way of hiding behind the furniture. We wanted the player to think out of the box, and our main fear was to make puzzles too hard to be guessed. With the time restrictions of a jam the harder part is to balance a game, and to balance something as subjective as a puzzle difficulty is only doable if you can make people play it, we hadn’t people.

The first thing we did was to draw a generic room layout with 4 doors, one on every wall but not in the center. Rooms in real life don’t usually have the door in the center, it wastes too much space and from a gameplay perspective, it will limit what you can place there and may compromise room walkability.


On the other hand I’ve started “coding”. For those who have not worked yet with Unreal Engine 4, it has a visual programming system called blueprints. In the editor you create logic by connection boxes; for example, you have the “branch” node, it receives a boolean expression and it has 2 outputs, one for true and the other one for false evaluation, the flow of the code will go from one output or another depending on the result of the expression, exactly like an if-else statement on traditional programming.

The first thing I coded was the num picker the player will use to put the numbers of the combination. The idea is simple, you will have a collision box to know when the player is next to the picker and everytime the player hits the mouse left button, we will increase the number up to 9, then, it will go to 0. Also, we will need various of these number pickers because the combination will have 5 numbers and every picker lets the player to select 1 number from 0 to 9. To be able to reuse this asset we will create a Blueprint Class, something like a object oriented class that groups code and other assets. In our number picker blueprint class we will have a box mesh, a UI text widget, the collision box and the code. We will be able to instantiate as many as we need and we will be able to access its public local variables to interact with them in the level blueprint.


Honestly, I’ve been coding for more tan 15 years and the mental switch you need to do to work with blueprints it’s remarkable. Not in terms of difficulty, in the end it’s logic flow and it does not matter if it’s a box or a code block, but more in terms of how do you have to do the flow. It’s hard to describe to me, because it’s not something specific. For example, for the num picker you need to increment an internal integer that stores the number on the picker, something that for me was a single line of code ( this.number = (this.number+1)%9 ) transforms in some nodes: a getter to get the value, next increase the number, then get the module and finally store it in the same variable. It can be done in less steps with a Math Expression Node, but it’s an example. What I’m trying to explain is that even when you know how to code the learning curve of the Engine, specially learning where do you have to go in the editor because it’s full of buttons and windows and tabs.

Back to puzzle design, we decided that we will need to teach the player that he needs to find numbers. That’s why we locked all the doors in the initial white room and put a first codelock there. Also this first puzzle is the easiest one, a giant black 35 in the ceiling, only partially hidden due to it’s like an humidity stain. Locking the player also gives us the moment of surprise when he opens the doors and finds the same room over and over again.


Once Carlos told me how the basics of blueprints and the event system I started to prepare the door unlock code. Meanwhile Carlos was working in the assets we will need, the furniture, doors, etcetera. We needed functional and easy to create assets and whats more generic, easy and reusable furniture in the world? Disclaimer, no brand or company funded the creation of our game. IKEA of course! :V

We relied in UE4 vertex painting tint every room, we used a material with a color parameter in some assets, giving us an incredible power to get all the rooms done with a minor impact in performance and a huge time saving. The only texture applied to the assets was a baked ambient occlusion to give them the correct shading.

Finally to create the puzzles we used different techniques. For the distance one is a simple material that changes the opacity depending on the distance from the camera. Something similar happened with the reflection, we have a copy of the same room below and the floor uses a material that changes the opacity in this case with a Fresnel function. We wanted that the details that changes in every room helps the player to find the clue. For example in the light one there is a second lamp, no other room has it, the green room is the only one where the statue is different.

And it’s all, we wanted to do more content, but I’m happy because we marked us a minimum product and we delivered it as we imagined it, but the process was good enough that if we had more time, more content would be done fast, spending again the major part of the time designing new puzzles.

Many thanks for reading, please play the game, rate us and please comment, we need your feedback!

Botanic Balcony | Postmortem

Posted by (twitter: @paigemarincak)
Wednesday, December 21st, 2016 11:25 am

Hello everyone!

This is a small (long?) post mortem for my jam entry Botanic Balcony! This was my first game jam, first time making a 3D game and my first VR game \o/

One Room

To be honest, I wasn’t intending to enter the jam because I’m busy with other things, but when I saw what the theme was Saturday afternoon I knew I had to go for it. The theme, One Room, fit well with a VR idea I had sitting around in my drafts and I figured it was a good chance to get it started.

The VR idea was simple: growing plants on your own private balcony. However, I wanted to make use of room scale VR, and have the game take up the minimum amount of space required. I wanted to make a game where everything was practically in reach and you didn’t really need to teleport around.

Thus, Botanic Balcony was born!

First Game Jam

I was lucky enough to have already drafted out ideas for this type of game months ago, so it was rather easy for me to strip everything down to the bare minimum: growing and watering plants. In that way, even though this was my first game jam, and I was working alone, and I had less than 72 hours, I didn’t really feel lost with what I needed to do. Plus, I started out with grey boxing everything 😉

The grey box ft. walls and rails.

First VR Game

I am so thankful that UE4 comes with a default VR setup. My biggest issue with getting the game running in VR was simply based around getting UE4’s default VR setup to run, which honestly came down to one thing: packing for distribution properly. Once that was out of the way, it was easy for me to run the default, throw some stuff around and get cracking.

At this point, I should mention that I was borrowing my father’s VR system for all of this. My development machine is nowhere near good enough to run VR, so the entire jam I was packing up and transferring the game between computers to test. Which lead to a lot of running back and forth. Which also led to my father not being very happy when I kept kicking him off from playing Battlefield to test. >w>;;;

In any case, getting the VR part of the game to function was easy-peasy.

The growth cycle of tomatoes.

First 3D Game

The real difficulties came in the form of this being my first 3D game. I’ve been messing with UE4 for the past few months from time to time, but mainly I was messing with shaders, learning about blueprints and so on. I’ve also never properly 3D modelled before. (I made a cup once in Bryce 4 or 5 when I was 10.)

It was… an experience…. I feel like I wasted so much time modelling things out, and I wish I could’ve included more plants. I thank youtube videos and those people who helped me out during my short twitch stream where I tried to model a pot. Otherwise I would’ve been 100% lost.

The Pot.


Because of these restrictions though, I aimed for a more low-poly type of thing, and kept most materials to be plain colors. I think it came out pretty well from a design perspective. Definitely the most complicated thing to model was the watering can.


The watering can.

Developing in VR Tips

There were a few things that came up during my development which might come in handy to keep in mind in the future if you ever try out VR development.

  • Make sure you’ve hit 90fps

The Vive headset is normally rather blurry for me because the distance between my eyes is less than 60cm, which is the lowest the headset supports. Because I normally feel some sort of nauseous when I play, I didn’t notice that the frame rate was running at 60fps when I first submitted the game. I had tested the game out on my brother, who happens to just not notice the frame rate drop, so I had no idea until my father tried it out. (My family is my guinea pigs.) My father noticed right away and let me know, and it took a while to figure out what was causing the cap.

In the end there were two things:

  • Steam will automatically cap the game at 60fps if you run it through that instead of opening it on your desktop (probably because it’s missing the VR support flag because it’s an exe and not a game on Steam)
  • UE4 automatically sets a cap of 62fps, and needs to be changed

It’s best to check these things first before trying out the wide variety of suggestions online. I tried changing it through command line arguments, turning off lots of settings in the post process volume and so on. In the end, it was rather simple.

Spawn a pot using a pot card!

  • Scale of your 3D Meshes

I’m a fairly average-sized person (5’6”), so when I was developing the game, everything felt about right for me. However my father and brother are taller (about 5’10”) so things like the fences and walls and so on originally felt rather short.

I was lucky enough that most of the models I made I guesstimated the size correctly, but for things like the door I had to look up measurements to make sure it was about right.

It was rather interesting though how you could easily go from being about average height to being a mouse, to being a giant just by changing the scale of your items.

Lots and lots of POTS

  • Guinea Pigs

Make sure you have some willing to suffer laggy frame rate or other such technical issues lying around. 😉

  • Do as much as you can without VR running

This may be specific to my setup, but the first 12 hours of the jam I was constantly testing things out and having VR running. The VR machine doesn’t really seem to be able to handle that type of workload. At one point while testing the computer started to overheat a bit and the VR headset lagged considerably. So bad that it felt like I was having the symptoms of fainting.

I ended up doing a lot of tests with dragging blocks around in UE4’s editor and flying around, using the VR machine only when absolutely necessary.


And that’s the gist of it! \o/

There’s tons of things I would like to add to the game, so I hope to continue it in the future. Maybe in 2017 😉

For now though, give it a look and maybe a play! There’s a youtube playthrough for those without the Vive.

Thanks for reading!


Leaving Earth in style: Bye.

Posted by
Tuesday, December 13th, 2016 8:31 am

Bye. is a simulation game in which you hire workers, assign them tasks, research tech and try to finish your modular colony ship, Beware, accidents are common!


You can play it here

Wooh! I almost didn’t make it… but it was a ton of fun and very exciting! This was a really interesting second LD experience for me and one I started a bit late, since I was still playing MHO in the night (3AM for me) when LD37 started, delaying myself to about 9 hours before I got going.

My idea was simple at first. A genius scientist in his basement is sick of Earth and doesn’t give a damn about anybody. Climate change is breaking down the planet and he has 30 days to build a big spaceship to flee with the most competent people he can find. I wanted it to be very Rick & Morty-ish, but I didn’t actually have time to do anything in that direction.

How to even go about this genre?
Since I’ve never done a simulation game before and not many different genres in general I didn’t know how to start. That means I started with the 3D model. It had to be a colony ship, so I found inspiration from Star Citizen’s Endeavor and colony ships from Macross Frontier and adding my own tweaks. While doing that the idea sprung me to make the ship modular, so that the player can built it piece for piece.

The final colony ship in UE4

The final colony ship in UE4

After putting the model into UE4 and setting up the camera I didn’t actually touch it for most of the project. I started with the menus and background systems, mostly the NPCs. All my player does is store the Gold and Score as well as move the camera. Everything else is stored in different actors: Workers, Jobs, WorldEvents, some small stuff like spawning and moving Workers around in the scene (which got implemented an hour before I finished) and all the menus.

Over time... so many menus...

Over time… so many menus…

By saturday night/sunday morning I had already redesigned the main menus once and still hadn’t actual gameplay. You could get to the next day which would refresh the workers, hire them and let them be assigned to a task. The dropdown menu for assigning tasks had a bug that cost me 1 hour to find. Naturally the solution was in theory simple. For some reason I stored all workers in the “Workers” actor and hired workers in the player. Then I realized it would be much easier to manage if I just put them in “Workers” where all the stuff happens and set a boolean in their Struct if they’re currently hired. Changing that lead to an old reference to the player that I didn’t even think had something to do with it.

And then… there was feature creep…

Saturday. At 17:30 all I had was the 3D model of the ship, some basic basic setups for some mechanics and a couple concepts in my mind. At 23:00 I had the NPC logic finished and was working on finishing up the menus that I would change a couple hours later. This is where I lost one hour due to the aforementioned bug.

Sunday, 01:00 and no gameplay. At 14:30 I thought up the tech tree. thinking it would be a great idea to have the Tech Tree graphically shown.  Ship from the side, parts of the ship covered in black or not, depending on what your research status is, 30 minutes later I started actually building the menu inside of UE4. At 8:00 in the morning I slept for 30 minutes, then continued on till midday and slept two hours from 12:00 to 14:00, feeling extremely done. Luckily I was able to focus for the rest of the journey after that, finishing all gameplay critical tasks from here on.

A worker is born: From World Event to Global Bonus to Create Worker to the menu

A worker is born: Influecnes from World Event to Global Bonus to Create Worker to the menu

Then feature creep tho, and from 16:00 on I still had a big list to finish:

  • Planned:
  • Contracts (Get money by assigning workers and starting a project)
  • Being able to fire a worker
  • World Events (changes stats/cost of workers to hire) + Announcements
    • TV that shows World Events in a news show (didn’t make it)
  • Music
  • Make basement somewhat pretty (In the end surrounding cube, containers, gate)
  • Variation for worker avatars
  • Intro (reduced from story to splashscreen)
  • Hacking (didn’t make it)
    • Caused me more work by disabling or greying it out everywhere
  • Sounds (didn’t make it)
  • Outro (didn’t make it, would have been a cinematic of the ship flying away if you finished it)
  • Feature creep:
  • Workers can die or cause a project to fail
    • For failed projects I needed explosions
    • Announcements (Finished project parts, deaths, failed projects)
    • Come up with a way to determine failing (when a worker with too low stats works with workers too high the low worker gets a red stat and can fail) or dying (random chance to die, reduced by Speed stat)
  • A WiP state for ship parts (Ended up being blue material and sparks. Those and explosions use the same sockets in UE4 to save time)
  • Show expected daily output in the “Manage Workers” table
  • Tutorial (“Help” button with how to play and tips)
  • Calculate and show score at the end. I made a Score variable at the beginning, but never thought of using it.
  • Workers as 3D models in the scene that walk around and spawn when you hire workers/despawn when you fie workers or somebody dies
Workers in the scene came to life just about an hour before submission end

Workers in the scene came to life just about an hour before submission end

After all that, minus the “didn’t make it” parts, it was 02:45 on Monday morning. I just had problems with the music, VLC trying to crash my explorer multiple times after converting. I hacked the description for the submission in my keyboard and shot 4 screenshots very fast while uploading my files and was done at 02:57. Then I remembered… submission hour is 03:00 to 04:00. So I didn’t need to rush the way I did. But whatever. It was done.

The only thing I wish I could have done is taking a calm look over it, balancing stats/cost/money/RNG and fixing some obvious bugs that I would have noticed quickly (and have after upload). But I didn’t even had the time to play through the game once myself. A very exciting Ludum Dare… and I’m looking forward to the next one! Till then I’ll check out some games myself! I’ve already played some amazing ones.

Thanks for reading!

Recyclinator Alpha is done!

Posted by
Monday, December 12th, 2016 4:09 pm

After a day of hard work i’ve finally finished my game, Recyclinator. I’ve done all the assets and programming myself during this jam and i’m happy of how it turned out. Try it out here:RECYCLINATOR

Posted by (twitter: @suprsupr)
Tuesday, September 20th, 2016 2:01 pm




on and gamejolt




Some gifs

Posted by (twitter: @suprsupr)
Sunday, September 4th, 2016 4:54 pm

The Temple

Posted by (twitter: @suprsupr)
Tuesday, August 30th, 2016 12:27 pm





Skywind Temple – Post Mortem

Posted by
Thursday, April 21st, 2016 5:55 am

Ludum Dare 35 has ended and as always it is time to think what went wrong and what went right. This was a third jam with a bigger team, but the fifth one for some of us. As always, it was an amazing, fun and sleep depriving experience and we loved every second of it! We are happy with the results, because the game turned out to be pretty enjoyable, so we proudly present – Skywind Temple.

Skywind Temple - Fireline Games

In the game you play as a sourcerer who can shift between human and bird forms. Each of the forms has it’s own unique abilities and allows for a different type of gameplay. Your goal is to use her fighting skills and the bird’s agility to compete against your friends or test yourself in a single player mode. The game features four local multiplayer modes and one singleplayer mode. Yes – we have created a local multiplayer game with only little singleplayer gameplay.

We know what you’re probably thinking right now. “A local multiplayer game? You won’t have too many people playing this!”. And you’re right. We knew exactly what we were signing up for. But we still wanted to give people an ability to play and rate the game without the need of another person and a gamepad. That’s why decided to create a singleplayer version of one of the game modes that were already in game. But we will talk about that a bit later.

A funny thing is that this game wasn’t actually our first idea. While the player mechanics – fighting and turning into a bird where in our minds from the beginning, we imagined gameplay a little bit differently. Not so long after the theme was announced, we got fixated on the idea about dynamic fighting with one complex AI. We liked it so much, that we couldn’t think of anything else, so we started developing it. About halfway through the jam, our lead programmer sat down one a bed and said “Guys, this game is shit.”. 😀 The main problem was that we couldn’t develop such an incredible AI opponent in such a short time. Everyone agreed and we decided that it needs to be changed. After about an hour of redesigning we changed the game to what you can play now. And that was the best decision we could make. Even though the majority of the people won’t be able to experience the local multiplayer gameplay, we are still happy that those who had a chance to play it had a lot of fun with it. We ourselves spent a lot of time playing our game once we submitted it. “But how did the singleplayer mode ended up in the game?” you may ask. Like we said before, we still wanted to give people an ability to play and rate the game without the need of another person and a gamepad, so about six hours before the submission we decided to hack in the singleplayer mode. It did not turn out as good as the other games modes, since the game was designed for multiplayer, and most of the mechanics are useless if you don’t have a second player but most people still liked it so we consider this a good decision.

And talking about good decisions, let’s list what went right:

Skywind Temple - Fireine Games

Local multiplayer gameplay

  • Art – First time we went through with such style but our artists didn’t disappoint us and delivered a visually stunning experience. The art turned consistent as well, which we always try to focus on as we belive it’s a very important part of making the game look good.
  • Local multiplayer gameplay – Playing the local multiplayer is a lot of fun. Dynamic movement, fast action and rotating world blend perfectly into an amusing gameplay.
  • Different game modes and match customization – being able to freely customize your game allowed for everyone to create their own amazing experience.

On the other hand, there were things that went wrong:

Skywind Temple - Fireline Games

Flying islands on the map

  • Unpolished singleplayer – We definitely haven’t spent enough time on polishing the singleplayer mode. It was more like a port and that made it lack some gameplay.
  • Sounds – We didn’t do a great job on the sounds this time. We just didn’t have time to hook up audio to everything.


What’s next for Skywind Temple?

Well, it depends on the results and your feedback. So don’t be ashamed and go rate our game now! :)

Want to know what others think?

Holy cow. This is amazing. The graphics, visual effects, models and textures are all amazing. The mechanics and different gamemodes are awesome as well. Well done.

Incredibly fun to play with friends.

Oh my god. this was the most beutiful game i have ever played. ever. 5/5 in every category. well done! Really well done!

Do I event need to say anything?
Great graphics and music, solid gameplay. Has great potential! Keep it up :)


Play the game here

If you liked the game please leave feedback in the comments for us. We really appreciate this.

Fireline Games Team | | @FirelineGames |

Skywind Temple is out!

Posted by
Monday, April 18th, 2016 8:54 pm

We have submitted our game – Skywind Temple! You can go check it out now. :)

Skywind Temple - Fireline Games

Play it here

Forklift Man in Virtual Reality!

Posted by
Tuesday, December 22nd, 2015 5:15 pm

I just got a Oculus Rift for 2 days and I had to make Forklift Man work with it. I overdone it a bit with 4 different cameras that utilize the Oculus DK2 with position tracking.


  • First of all the First person camera, naturally, the trick here was to make the highest spine bone attached to the camera so the arms are always pointing where you are looking. I had to basically move the bone around for that. The result is that it feels relative natural to grow your arms, point around and grab stuff.
  • Secondly the room camera. There are various games that use the position tracking in a very interesting way so that you are basically a giant leaning into a tiny scene. I made this work here too with the room (R) cameras, the tricky part was to make the player still moving around and stuff while the camera is controlled by the head mounted display.
  • The detached camera is really interesting too, you can just press F and the camera becomes detached while the player can move around and you can see his creepy face and his creepy growing. It was tricky to get the orientations all right, it becomes rather confusing.
  • Last but not least a simple third person camera controlled by the HMD.

Another very cool thing I implemented is optional growing by HMD position (B), so when you lean forward you grow your arms based on how far you get forward. So you can grab something 5 meters away by just leaning forward, sounds like the future am I right? This gets really creepy when you get into a detached camera view look into your characters face and then lean forward, so you actually lean forward in the game while the character reaches towards you. The legs growing is controlled by the height of the HMD then , so you can just stand up to be 20 meters tall and crouch to be normal sized and everything in between works of course too.

You can download the new version with the optional VR here:

You find all the VR controls and the optional gamepad controls by pressing ESC ingame.


Developer Timelapse – The Mammoth: A Cave Painting

Posted by (twitter: @inbetweengames)
Wednesday, August 26th, 2015 5:32 pm



Want to watch 3 days of coding in 10 minutes? Here’s a timelapse video of inbetweengames’ Isaac Ashdown writing the gameplay and UI code for The Mammoth in Unreal Engine 4:


All of the team currently work at YAGER in their day jobs, where we’ve been using UE4 for several years on a AAA project that was recently cancelled. We thought it would be interesting to see what we could pull off in the engine in just 3 days, which for us is a pretty big change of pace compared to our normal way of working. We’re really happy with how it turned out!

We created the entire game, including the concept, in the 3 days of the jam. Beforehand we did some prep for some of the systems we knew we’d need for the game we wanted to create: a custom 2D flipbook material that allows us to animate sprites similar to Paper2D while giving us the full functionality of Unreal’s material editor; controls for a top-down or “isometric”-style game; and finally a basic framework for flocking/crowd AI. This last system was pretty heavily hacked up to create the AI for the hunters and mammoth babies.

We’ve been relaxing a little since the jam ended, but now we’re ready to start playing and rating some games! We aim to rate every video game that leaves us a comment on our page, so play and rate The Mammoth: A Cave Painting now:

Follow us on twitter: @inbetweengames

All done and submitted

Posted by (twitter: @keyle)
Sunday, August 23rd, 2015 8:21 pm

I’m really happy with my 3D work this time around.

Congrats to all the people that made it this far. LD is a gruesome mistress that will teach you many things…

I’m going to get some breakfast now…

Monster’s REVENGE! My entry for LD33 compo





Posted by (twitter: @keyle)
Sunday, August 23rd, 2015 8:57 am

My entry is uploaded, the twitch stream is off and I am going face down in the pillow.

Thanks to all who came watch the stream, I had fun doing it and I hope you enjoy it.

Follow me on @keyle for the latest goss.

My entry here



Status report – day 2

Posted by (twitter: @keyle)
Saturday, August 22nd, 2015 11:46 pm

Robbery in progress! Stop them!

I am on Twitch, drop by say hi… Live Stream

Got movements going, basic gameplay, and a basic health system. Next sound effects and more gamey stuff.

ld339 ld336

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