vitaliadev
vitaliadev
DevLog
115 posts
keeping track of the stuffs my.bio/vitalia
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vitaliadev · 6 days ago
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random stream, currently can be watched here:
twitch
haven't done art properly in a long time 5h wip
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vitaliadev · 17 days ago
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itch.io organising
For itch.io pages (profile & games) you can ask custom CSS from mods. main info here and here and also here and here and here
But what I wanted can be done easier. Andwhat I wanted is to group my projects in a way, that certain projects were separate from others. Why:
you have a game series
you participate in a regular jam and want all the entries grouped separately from your non-jam games
you have different projects on your page (game, assets, soundtrack, tools, books etc)
you want to highlight a project's development, if it had a remake, was redone in different genre or some other update tha is too significant to keep as a file addition on the same page (think 2d platformer turned into 3d shooter like Resident evil 2versus its remake)
So, add your own game to collections:
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Create new collection for each category/folder /group you want on your page. Order of games, deleting and editing titles etc of collections can be done here:
https://itch.io/my-collections
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Next, go to your own profile:
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Here you can see how I organised my stuff:
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First list is my projects, 2nd is collections (which include games i wishlisted etc, not my games).
I hid all my projects from first list, because I grouped them the way I want on collections, than are now shown one after another (you can change order by using 3 horizontal line button on the left of each title)
I unhid 1project to show in the right (sidebar), to showcase my active project.
my own projects grouped in collections are shown, the collections with games in wishlists are hidden.
You can also see custom CSS part before button save, if you will wanna useit. Don't forget to click Save, that's it.
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vitaliadev · 17 days ago
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gd.tv 2025 postmortem
https://itch.io/jam/gamedevtv-jam-2025
So, I already participated in this jam last year. In both times, it was because I wanted a course, tohugh today I see it probably won't be my goal next year because I have enough courses that cover every other course I do not have. It is likely I won't participate in next jam, or at least not for the course (but for flex....lol)
My game:
https://vitaliadev.itch.io/so-about-chrystal
The bad:
Due to perfectly foreseen circumstances, I messed up my project I of course broke my project and didn't have the recent working copy because I wanted to play around with plugins I didn't play before.
I have been in quite bad health recently, so I spent 2 days sleeping and resting, after what I half-forgot what I was doing, so I lost my concentration and didn't follow the plan (which led to issue above ^)
Because I had a broken file, I ended up doing a text version of my game in last 2 days, but I forgot music (in 3d project i had it hanks to using template that allowed me to quickly replace stuff).
I may have wasted a lot of time interacting with the jam community, as well as other jams I planned to be a part of later. It can be fun and all, but it also got an anon hater & wasted time by random chit-chat as a procrastination form voting on games and dealing with my personal stuff irl. So, this point is kinda about me procrastinating in general and using seemingly productive means for it like chatting with the community.
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The good:
had HTML5 version compared to last year (if i had a truly good game it would be irrelevant tho)
kinda unrelated, but this game helped me to understand what i want on my itch.io and why i need custom css that now i got granted
Used my original project, so I didn't make a fully new idea that would grow like new type of mold as it always happens
I wrote a good script very quickly because I planned well, and i got massive update on my main idea for the project's universe.
The game is relatively simple by design, so I can actually finish it right now, If i commit to this project.
Doing a jam again made me spend recent few weeks very productively and I helped me to get back into creative flow, and gamedev in general.
I got a course as a prize that fits to my cat game idea.
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revamped my youtube and added some videos on the game
got my game advertisement tagline (God, I'm funny):
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Results of the jam :
page 23/52; place 457/1023
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versus old entry 51/54; 1030/1082 This jam was a year apart, 573places & 2scores up.
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Comparison to the previous year:
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And for further progress analysis, here's results form another jam i did twice (48hours, not 10 days):
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There the time was roughly half a year in between, raised myself 1 point and 4 places position 49/53 in 2024, 45/55 in 2025.
To sum up: half a year I upgrade my rating in 1 point and climb up the ladder. Though, i recalled it wrong, i only participated irl in 1 jam, first one with Out of Control game. So perhaps I could finish because I wasn't on location and had more smooth process this way (again, time was wasted on chit chat irl).
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Things to do in jams:
Always check if I have music and sounds
consider how to deal with HTML5 (either i don't work in UE5 at all or I work in UE4.23, which needs new templates and learning)
prep meals etc beforehand
Things to do in general:
do postmortem for year of jams (8 total) + video
play some jam games i had no time for
test UE 5.6
clean up the file mess after broken projects
organize my desktop, i have a lot of jams' related stuff dumped all over folders
update all my Twine games with pics and music
check out UE templates
UE new course - for cat game
get screen etc for home
ue template - combat for Jack's game likely
sort my tag system tumlbr posts
Some other thing to do in general:
deal asap with my docs
figure out wth is my health situation now because it hasn't been normal
There were many things more in my head but whatevers
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vitaliadev · 24 days ago
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Unreal Engine HTML5 gamedev.
TL;DR: UE 4.23.1 for native, 4.27 with github; possibly 5.4 with UE from source but need to test if it is true. (i'm not interested in pixel tracing option)
My tests will be here:
ok, im tired with build issues when im jamming, so i'll try to play around with old UE version at natively allows HTML5. there's a way to do it with 4.27 as well, but (4.23.1), but i want native UE support, not extra steps for now. ther4's also seemingly 5.4 support with UE source on github, but i'll need to test it. 4.23 compared to 4.27 (and surely 5) has more templates to play around with.
Because UE5 is wastly different in some aspects, i will stick with 2d and sidescrollers for now:
classic sega etc games (contra, mario bros, charlie the circus, little mermaid, chip n dale, ninja, motobike etc)
fighting games from side, not necessarily 2d.
will use Paragon assets for some ideas
animal assets like cats, horse and wild animals work (except wolf) from freebies
maybe fixed camera /demake horror games.
V is also supported, but i'm still not getting into Vr i guess? dunno
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so yea, 4.23.1 is the LAST version that supports natively HTML5:
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How to package is actually here, other buttons don't allow saving the project as HTML5, they just build:
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518mb packed, 240mb zip. too big for itch??
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2. maps only: 81m very quick packaging; 24.6mb zip YOYOYO IT WORKED the key is to find .html file in the packed by UE folder, change name to index.html Thenturn it into .zip and upload to itch.io
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vitaliadev · 26 days ago
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6-7 day i was sick again, on 8th i broke my game because I didn't save a stable version and was adding some plugins and sh!t and now the game kunda works, but light is completely off, metahuman skeletons have errors and the file despite playing doesn't pack, UE crashes. I even reinstalled engine. Gladly it seems to affect only this project, but migrating metahumans from other project crashes both. Also i have no bridge/fab in my UE now? I swear, it's those plugins that seemingly offer a simplified feature and end up wrecking havoc on the whole system, again, it happened again aaaa
I also installed 5.6 preview because i keep ignoring the idea of sticking to one UE version until i finish a project...
9-10th days of the jam: im making a Twine version that plays out the script of the game i had in mind. Perhaps it is for the best. I added now pics to Twine, so I'll also update my other games and maybe try to finish at least one project fully in a game script version like that.
Chrystal will probably be the first chapter for the bigger project it is related to, I'm not sure if I should seriously try to make it in U real or get a freebie and spend half a year just learning stuff before trying to build anything for more than 5 days, it is clearly my breaking point lol.
Thinking of the plot for Chrystal, since i decided it can be a quick prequel to another project, i ended up expanding lore and making both projects kinda mandatory for one another. The story is quite good, complexity vise same as what I have ended up with after doing game jam with Carry On (npt online anywhere, the itch version is a very small preview).
Maybe I'll try to make a visual novel first for Steam instead of all those ambitions unfitting for my skill level, and patience, clearly.
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vitaliadev · 26 days ago
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images for my browser game, don't look it's spoilers art by me.
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vitaliadev · 1 month ago
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day 5
EnemyAI: replace manny with random model for side characters
to stop enemies from coming too close (cannot do more than 90):
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one character has idle animnation as reading, this video is useful:
youtube
(copy apb_manny, change idle animation:
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for all the animations to show up tick as in 2. 3.search animation by name
4. pick animation you intended
Loop animation:
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vitaliadev · 1 month ago
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day 3 of gamedev.tv jam 2025
So, ^this is the result of 2nd day's rough blockout.
I won't have much time for the jam as I hoped for, because I have 2 ongoing personal thing that will eat up a lot of free time I have :\ Partially due to my poor planning & getting sick all the time recently, but that's no me.
17.05/1 day.
due to time difference & my work schedule, I didn't do much, except brainstorming once the theme was announced. There were many ideas, but I decided to go with a project from my drafts. The project itself is just notes on a story between different characters, and the character in the game is basically the intro to the whole story. It is a very short mental visual, fits for a quick game for the jam and presents some unique challenges.
18.05/2 day.
I used a template I recently made for Unreal that has some basic things I've done for my other games. It has a placeholder menu, sounds, enemy interaction and level progression. Basically, it's nothing and at the same time everything I've figured out how to do so fur in Unreal.
A very rough map of the events was done, and I tried multiple things (crouch animation to add, camera switch for the story). Also added mirror to the game from other project. Somehow all my ideas operate on similar themes, so character meeting a mirror self is sorta common and useful for the story-telling.
19.05/3 day, ongoing notes:
Crouch animation is implemented in UE's recent animation sample, but only in 5.5. version. So Perhaps i will jsut merge it with my current blueprint for the character, and it will be neough. It isn't absolutely necessary for the game jam level, but it can be very useful, if I have time to figure out camera/cutscenes.
recorded a rough scene (using Metahuman sample) that is crucial to storytelling and will compensate for my inability to show it in-game for now. So now I have to edit the video and figure out how to put it into the level (there's only one, no need for more).
Currently, the main issue is collission. In other games it wasn't important because character doesn't interact with space as closely. Here the character crawls through the tunnel, and it is crucial to fix it.
Probably i will need to make sublevels, or figureo ut how to "perma-close door" in the environment to cut off way back after a certain plot point of the character.
Likely need a cutscene or a lot of world building at first location, to set the story properly.
Voice over owuld be also useful, but at least addign osme spooky sounds is enoguh for the jam.
Script needs more time, right now it super rough because when i made it up i was trying to sleep and i didn't get up to write it down (big mistake ugh)
I really don't have much time.
Overall, I think this idea is a good start(i told it before with other projects i know) for my steam store. In the perfect version of the game, it is a very short cinematic experience, that by itself is very strong plot-wise (same as my Twine game Carry On, which is as well a premise to a bigger game idea).
Surprisingly this project has A LOT to work on, compared to Control game that can handle a lot of cut corners. It is also not unique enoguh to be a full paid experience on steam in the current form, compared to this jam project. It can be basically 5 minutes walking sim game and it can be enough to sell it, because the whole package is just "enough". yea. So perhaps I'm sticking with this game for upcoming "sometime".
Game jam wise, would be cool to get another free tutorial, but it is also okay if I don't there are couple tutorials I'm interested in, but I have still a lot tutorials I didn't use form the platform. The courses I'd go with is survival or 2d games. Survival is last blueprints course I don't have, and 2D is something that lacks info on Unreal but I didn't wanna to dive deep into C++ just yet (but already soon, I'm thinking about it). There are few more courses, but they are all C++ and I don't feel a crucial need to do everything in there, just wanted to try bits here and there. So I'll probably go with survival, because it fits at least half of my game ideas. There's always next year and salary
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vitaliadev · 1 month ago
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level finish sound
quick note on sound once you reach the finish line:
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"do once" related to the trigger box for the area that teleports to new level should be before the sound, like this:
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Othervise the level end sound is triggered again by the enemy. Didn't notice it on the other projects because enemies couldn't go along with the main character to the trigger area.
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vitaliadev · 1 month ago
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dummy/placeholder
To simplify a process of making new jam entry/ small game, it is useful to have own templates/dummies/placeholders. Same should be done for youtube videos and template for video etc etc.
Because in practice, doing all the basic stuff like itch.io page, editing the video etc takes time off working on the game. It isn't crucial in longer jams, but in 48h jam it can be surprisingly costly. Plus you're just doing something over and over again that should be automated anyway.
Itch.io doesn't have a project/page cloning option, compared to UE, so I made a draft with all the info that doesn't change with settings I prefer as default.
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For UE, the template keeps updating with new features I learn, so it is easier to derive it from the last project I worked on or similar. It isn't the best practice, but it is easier to keep track of all the updates compared to adding stuff into template from the newer projects.
Same as with alien game, my main go=to for now is OutOfControl, I keep using it for new features I am not afraid to add that won't break anything.
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Dummies will be perma-drafts, and when needed to work on a new project, you either use them as reference or clone for a new project. Same applies for stuff like youtube video descriptions or when you work on presenting illustration (have a jpg pic, have a step-by-step .psd, make a gif, make a video etc).
Well, it makes sense only for people that do the same stuff on a regular (people with youtube channels/patreon etc) or if you like organizing your workflows.
P.S.: you can make your own template for unreal to show up here:
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based on this tutorial:
https://dev.epicgames.com/documentation/en-us/unreal-engine/converting-a-project-to-an-unreal-engine-template
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This kind of improves manual source control, tho it will be a hassle to update it each time i solidify some mechanics. Plus i forgot to clean up some stuff and change sounds to more neutral.
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vitaliadev · 1 month ago
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Connecting custom domain to github pages.
honestly fuck that shit
I use namesilo for my domain, which is .dev, which by default requires https aka SSL sertificate.
Github Pages provides SSL by default, no need to get new sertificate
Namesilo provides template for github DNS, just click "add Github Template". looks like this depending on where in namesilo you opened DNS:
a. new version:
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b. old version:
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c. Once button "use template" pressed, the DNS table will update with these lines:
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No need to edit anything in them.
4. THE ONLY EXTRA STEP YOU NEED is adding one more line:
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Now DNS should look like this, you're done with namesilo part:
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5. For github there are plenty of tutorials online, their wiki is enough:
https://docs.github.com/en/pages/getting-started-with-github-pages/securing-your-github-pages-site-with-https
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6. "my site doesn't work" part:
All the errors are related to Github not timely checking shit in order. You just press check again and again and again. delete custom domain and insert again, check "Enforce HTTPS" when it is allowed. "it's not eligible at this time" message is SSL not ready, nothing to do, just wait and check again. Eventually you'll get "the certificate is already created" message on top of the page, so SSL added.
Then it will be "primary DNS is added" in green under custom domain or smth and "www improperly configured" as an error in orange. Still nothing to do, just check again.
Even if "DNS check successful" and you still don't see your site, it is just a matter of doing the same check again, remove, add again. THere's no extra hidden step anywhere. So, the issue in either :
you lack this one line in DNS
you have to delete and add domain again on github (if sll created, you can move from this step imo)
you have to keep "check again"
AND NOT A SINGLE FUCKING ANSWER all over the web with this issue gave a clear visual representation of how it is supposed to look in the DNS table, namesilo or not. Someone just said "add this" and it's description of the last line that has been already added?? JFC
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anyways, my custom domain works and I'll eventually update my website using github. right now it is an old site I've done for my CV showcasing what I know from programming (isn't much, hence the post lol)
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vitaliadev · 1 month ago
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Cleaning up unreal engine projects and fixing minor stuff. Freed up 100+gb (which now taken by some RE titles i wanted to check out).
I ran into multiple errors related to levels with quality assets like foliage, megascans textures etc. The easiest solutions was to delete all that, because i cannot figure out the fixes and i cannot package those projects. I'll try those aspects in smaller projects later. For now I'll just do barebones with basic assets/textures except characters.
Added intro video that includes UE logo and my plaseholder for "company name", that adds a neat touch to game jam projects.
yellow error with metahuman/manny animations/poses:
https://forums.unrealengine.com/t/warning-poseasset-xxx-is-out-of-date-with-its-source-animation/594063/8
My current main project is OutOfControl:
Added into menu background from a real level, niagara doesn't work in package
intro logos (done with Capcut) -1 skippable video. ideally should be unskippable, or 2 separate videos for each logo.
resolution menu fixed a bit - size seems off, but maybe due to 125% settings for my screens
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vitaliadev · 2 months ago
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logo intro note
(if you want to have an intro logo of your game and Unreal Engine)
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The key to making the video work is to have folder Movies not in UE menu, like here:
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but right in the Unreal Projects folder:
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I tried different things, including changing the format, the key was just to haver a file in Windows Explorer folder. Whatever you import to UE seems to not have any reaction, even if you do add Movies folder as instructed in tutorials.
The intro will not work when running in Selected Viewport btw, only when you load as standalone game:
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Tested with packaged for shipping game: works as intended. BUT resizing game doesn't work (despite it working in Standalone game mode in UE), game opens on full screen, no window, and no reaction aside sound to resizing.
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vitaliadev · 3 months ago
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Ludum dare day 2
I decided I don't wanna do it. I figured a project, but I'm just not too into it, feels like a drag. Especially because i lack new skills after my last jam that happened just couple days ago.
So the advice of a day, know where to bail.
Also my jam entry would've been my 8th jam, which is a meaningful date for me, I'd rather do something more substantial [:
For now I'm gonna brush off the dust from gamedev.tv courses I have in my possession..
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vitaliadev · 3 months ago
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Ludum dare 57. day 1
I tried to use Async Loading Screen plugin to add loading screens between levels, but it ends up crashing UE. Uninstalling the plugin fixes it, no need for whole reinstallation. Shows as this error:
Unreal Zen Storage Server Failed to auto launch, failed to shut down currently running service using port '8558' site:forums.unrealengine.com
The tutorial for this video starts with intro adding, so I sidetracked and made an intro using a video footage i made in travel and Capcut.
The chosen theme for the jam is Depths. I have a rough project idea from old jam that fits. I didn't make the game, it was a soundtrack making jam for non-existing game based on the topic. I was considering making a game at some point, I will try this time.
But again, i tried to implement this loading thing and wasted time again, just like in previous jams. So I'll try to skip everything I "may figure out" and do only what i already know without tutorials.
What i did prep is so that menu showed some real level instead of a picture. using this tutorial (which also shows how to do menu briefly, but I already have it):
youtube
I already did it with UE 4 i think, but seems like video stuff changed a lot. so for now i'll add this video as Credits using a new level (how menu usually done in newbie tutorials). Because i keep sidetracking and should concentrate on actual game jam idea.
One of the advices to show intro is to import it in 60fps 720. given that 30fps re4 doesn't start without modding, it could be a solution. but it also means won' work for 30fps.
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vitaliadev · 3 months ago
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Jams post-mortem (sorta)
So, recently I did another 48h jam project. this time remotely, same as the one last year but on site. My setbacks were kinda similar.
The jam is broken down into 3 days from 12pm to 12pm.
1 day:
theme announced
branstorming
taking template/old project and trying to adjust it - i always run into some issues there because i was trying to implement a new feature that works for the theme, but that i didn't try before. or I spent time cleaning up pc space, or editing the template, or seeking old projects for the bits i can use etc. and i basically ended both times with wasting time and realising i need to shrink the scope of the project.
2 day:
the idea is chosen (but the scope is big anyway)
somehow this day i work thorugh the parts i know, but sidetrack into environment design and completely forget aobut other aspects=no urgency.
on 2nd jam i wasted time figuring out how to use twinmotion for landscape. it didn't work properly and i had to fully delete it=waste of time
depending on my schedule outside the jam, this day turns into an all-nighter from the last day.
1st jam i wasted a lot of time setting up itch.io page that wasn't needed for that jam, editing video gameplay etc. this jam it was needed and video was desirable but i could post it after deadline. so at least i could prioritize here & also set up the page as i was going, which helped me to see the ongoing scope.
2nd jam tried to use foliage for landscape. it ended up causing issues with packaging, so i had to delete it. i probably wasted at least an hour on just messing with foliage and multiple hours on packaging over and over with different settings.
= i shrunk time in a way, but also got too confident adding up. in 1st jam i added up new features because i lacked experience how long/fast 48h jam would go. On site time was wasted on socializing, setting up space, travel etc. Remotely time was spent on work because it wasn't my days off, trying to figure out the theme and researching & i just woke up later than the jam started on both days due to work schedule.
core difference in setup: I could utilize multiple screens at 2nd time & workplace was comfortable and warm. I still ended up with a lot of neck pain etc due to locked-in posture i get when i over-concentrate lol.
Perhaps the amount of actually working was the same.
I have some templates and projects i can adapt, but i have no version changes documented properly, so i end up adding stuff that's fixed in some other project and not template.
Things to improve on:
version control something, git or i dunno. my projects folder is a mess and it takes up space.
prep/review ahead og jam fully template
disc space +hardware updates
Jam results comparison:
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vitaliadev · 3 months ago
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another jam project error notes
when packaging, issue because project derived from another project
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fix: !Navigate to your project folder, then Intermediate/Source folder and delete all files referencing the wrong project title.
2. packaging size test & fixnig errors for packing. packaged as debug, click play reloads to main menu
fix: looks like a result of setting edits for smaller size. dunno why it doesn't play this time compared to old project. ticked cook all maps:
https://www.reddit.com/r/unrealengine/comments/pjsr3o/cant_switch_between_levels_anymore_from_a/
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!change open level by name to open level by object reference
^ something about packaging made me lose 2nd level until i put it into menu. investigate later
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