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I'm going to try again this year to make a game and avoid the eternal hunger of the Wall of Shame. I would also like to encourage everyone to join in. If you have any interest in trying to make a game, this is a good opportunity! Lots of people like you will be making games; they will ask questions and learn things and laugh at each others terrible bugs. Horrible, awful bugs. Plus there may also be people who know how to make decent or good games participating, so you can ask them questions like "how the gently caress does this even happen?" or "why do all my game objects fall through the world". Similarly if you like playing bad games or watching other people play bad games, this thread and the Gong Show that follows will be your ticket to much amusement. There are often at least a few actually cool good games that show up too, like Let's Up or that one game with Llamas on the moon or that other game where you fly with a jet pack to rescue cats I think? Lastly, I will offer a Bounty: if you make the game I like the most I'll send you a key for a copy of a Humble Freedom Bundle (if you have a multi-person team, you all figure out how to split it I'm not your dad or anything): code:
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# ¿ Jun 5, 2017 03:56 |
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# ¿ Apr 28, 2024 12:56 |
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awesomeolion posted:Getting design input from a friend or the musician doesn't sound like a big deal to me. Spirit of the law not the letter sort of thing. More flesh for The Wall I say.
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# ¿ Jun 21, 2017 18:36 |
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Tube posted:Yeah, and I doubt it would be a problem, but it's not "my" art technically. I used to steal art from elsewhere like crazy, because I can't be bothered to do all my sprites by hand, but that was back when Shalinor had a hand in things, I think. Just wondering about the degree of permissibility under the current rules. Freely available assets are out there that are quite good, I think it's more about following the theme and spirit of the jam generally. Or hell just make a game where you throw perpetually growing tires at zombies.
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# ¿ Jul 4, 2017 18:41 |
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Dankey Kang is original content, developed by Wintendo. Gonna have to think about the theme a bit at work today.
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# ¿ Jul 7, 2017 13:08 |
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The Legendary Zorldo: Lunk's Rising Mo_Steel fucked around with this message at 23:30 on Jul 7, 2017 |
# ¿ Jul 7, 2017 23:28 |
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Boom shaka laka.
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# ¿ Jul 8, 2017 19:11 |
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Afal posted:Today's progress: Furious Flappers Day 2: I settled on an idea and spent a little time learning the game engine I'm going to work in (Defold) and making a sprite for the player: At the speed I'm currently making art assets I will have maybe two enemies ready by the end of the jam Still, I'm starting to get the hang of Marmoset Hexels. Mo_Steel fucked around with this message at 03:44 on Jul 11, 2017 |
# ¿ Jul 9, 2017 02:12 |
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EntranceJew posted:https://twitter.com/EntranceJew/status/884145374432301057 goal GOAL GOAL GOAL Supernorn posted:I've been working on some art assets while Awesomeolion and TheOrange do actual game dev coding magic. Dang this looks good.
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# ¿ Jul 10, 2017 04:04 |
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Day 3: Put my ship into the game and configured basic controls from just the tutorials up and down to more complicated 8-directional movement. Nice to have the ship flying around in their space placeholder: Tomorrows docket: hookup a game object for some projectile spawning from the player. Got a few basic projectile types ready: 1 orb and 3 colors of lasers. Mo_Steel fucked around with this message at 03:44 on Jul 11, 2017 |
# ¿ Jul 10, 2017 04:51 |
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Day 4: Got projectiles in my game and spawning when you press to fire. Forgot to arrange them ahead of background objects. Tomorrow I may focus on making art assets for an enemy ship to use.
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# ¿ Jul 11, 2017 03:47 |
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Day 6: In every great story, there must be a foe. My video game has one now too. Tomorrow I shall make it spawn, shoot, kill and die. I will be as a god to these poor objects.
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# ¿ Jul 13, 2017 04:19 |
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Day 7: Added my enemy to the game, rigged up the projectile script to change direction based on who is shooting. Then I got gutsy and decided to try and add some movement real quick before going to bed. Seems to be moving, good enough.
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# ¿ Jul 14, 2017 05:53 |
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Shinku ABOOKEN posted:I was using Haxe + OpenFl and ran into some performance issues w.r.t. physics. I understand box2d is quite fast but for some reason the Haxe port is slow . There is a box2d alternative for Haxe called Nape but the debug draw sometimes crash when objects are out of bound so I didn't bother. I love the creepy eyeball flower thing. Also how did the GoonCam overlay get carried into the capture?
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# ¿ Jul 14, 2017 23:13 |
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Day 8: Not much graphically to show, but I laid out more design information on various projectile interactions and types. Tomorrow I plan to get the basics up and running with a single projectile.
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# ¿ Jul 15, 2017 05:31 |
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Day 9: This is how lasers work. Trust me.
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# ¿ Jul 15, 2017 23:41 |
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Day 11: I have decided to change a core mechanic and as a result needed a new player model. The concept will be an alien eating projectiles to shoot back at spaceships, the more you eat the bigger you get. This is where I'm at. Why does a space alien have 4 eyes, 2 tentacles for thrusters and a lime green mouth? Going to try to spend less time tomorrow on art and more time on actual game logic, but we shall see.
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# ¿ Jul 18, 2017 04:42 |
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KRILLIN IN THE NAME posted:Tiny bit more progress... Flawless if you ask me. Hooked up some basic logic and updated my player sprite accordingly; going to have to devote serious time over this coming weekend to hammer out the basic gameplay instead of loving around with weird oddities if I want to have a finished product by jam end though. So far fairly impressed by the Defold game engine, for a basic 2D game engine it works fairly efficiently.
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# ¿ Jul 20, 2017 05:53 |
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I don't remember what day it is anymore since the start of the jam, but I have progressed? More objects seems like a sort of progress.
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# ¿ Jul 23, 2017 04:24 |
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Tube posted:Isn't this basically just the Defold tutorial with a few extras added? I'm sure you'll change out more of the graphics as you go, of course, but I'm curious as to where it's headed. The Defold Side Scroller template was the starting point this was based on and a few of the assets (background / planets and score counter at this point) remain as placeholders while I rig up the mechanics that aren't clearly visible yet. I was originally going to go with a concept like Gunstar Heroes or Kirby where you get different weapons in this case by eating the projectiles, but I've opted to change that to just absorbing projectiles and then firing them back. It's a bit hard to tell in the gif because I haven't set up an "absorbing" animation for the player or a display for the number of projectiles absorbed. though if you watch the player model near the end of the gif you can see it reduce in size as it empties out of bullets. I think I may end up making all enemy projectiles a shade of red and all player projectiles a shade of blue; I still want to add a couple different types like lasers / rockets as well. I feel like it doesn't fit the theme very well though, as the only thing "bootleg" about it is the absorption mechanic letting you steal projectiles.
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# ¿ Jul 23, 2017 14:32 |
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a cyberpunk goose posted:behind schedule, pray for mojo I'm following the truest schedule: Yep, everything's going fine.
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# ¿ Jul 24, 2017 00:46 |
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That's awesome.
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# ¿ Jul 25, 2017 03:06 |
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Going to throw in the towel this go round and feed the Wall; it was nice to try a new game engine and art tools out though. Looking forward to playing the other games, the Rocket League bootleg looks really good.
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# ¿ Jul 29, 2017 03:39 |
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# ¿ Apr 28, 2024 12:56 |
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I may have been consumed by the Wall of Shame this year, but there were a ton of great games out this go 'round. Kudos to anyone who completed a game, no matter how it turned out; landing the right mix of fun and challenge and art and theme can be difficult, but hopefully you enjoyed the experience. Now then, I offered up a Bounty... Mo_Steel posted:Lastly, I will offer a Bounty: if you make the game I like the most I'll send you a key for a copy of a Humble Freedom Bundle (if you have a multi-person team, you all figure out how to split it I'm not your dad or anything): My pick is Bootlegs by Team Poot n Toot This game is mechanically simple: you go right and avoid obstacles and see how far you get. For me though, it hit a real sweet spot between challenging and enjoyable. The jumping is forgiving enough that the obstacles never feel impassable, and you don't lose right away with a single mis-step like other harder but similar games (QWOP, Happy Wheels, etc.), but difficult enough that I wanted to replay it a number of times and see how far I could get. Add some objectives, daily challenges, leaderboards, different models and enemies / obstacles and I could easily see this as a fun mobile or indie game for sale. Stylistically, this game gave me a huge LocoRoco vibe. I caught myself almost immediately smiling at the character and the enemies. I've sent nolen a PM with the key link for the bundle. Definitely stick with it if this interested you: build on this game, or if you have another idea you want to try I'd love to see you go for it.
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# ¿ Aug 9, 2017 01:24 |