itch.iohttp://itch.iohttps://itch.io/t/934514/any-future-version-plansAny Future Version Plans?https://itch.io/t/934514/any-future-version-plansThu, 20 Aug 2020 05:58:29 GMTThu, 20 Aug 2020 05:58:29 GMTThu, 20 Aug 2020 05:58:29 GMTAre you going to make a Version 2 of your game? What features/Elements will you add? Are you sticking to the LowRezJam limitations or going ultimate edition? What platforms are you going to target?

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https://itch.io/t/938958/youtube-devlogYouTube Devlog!https://itch.io/t/938958/youtube-devlogSun, 23 Aug 2020 07:20:10 GMTSun, 23 Aug 2020 07:20:10 GMTSun, 23 Aug 2020 07:20:10 GMTHey all! I'd love if you could check out and share the devlog I made for this jam! Thank you so much! :D

https://www.youtube.com/watch?v=zonp_bzkEJg&feature=youtu.be

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https://itch.io/t/934251/bitcrush-blazing-fast-shoot-em-up-with-roguelike-elementsBITCRUSH - Blazing fast shoot-em-up with roguelike elementshttps://itch.io/t/934251/bitcrush-blazing-fast-shoot-em-up-with-roguelike-elementsWed, 19 Aug 2020 23:53:33 GMTWed, 19 Aug 2020 23:53:33 GMTWed, 19 Aug 2020 23:53:33 GMTHello everyone, hope you had a nice time during the jam :)

I made a bullet hell shooter where you travel into enemy space in order to buy lunch. There are a bunch of cool upgrades you can get along the way, and an angry general to deal with! Let me know what you think, any feedback is really appreciated. Thanks! 

https://hamezii.itch.io/bitcrush



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https://itch.io/t/933067/little-lethal-cookLittle Lethal Cookhttps://itch.io/t/933067/little-lethal-cookWed, 19 Aug 2020 00:05:41 GMTWed, 19 Aug 2020 00:05:41 GMTWed, 19 Aug 2020 00:05:41 GMTI would be glad if you'll play and rate our game! But please read little instruction in the description.

https://veksell.itch.io/little-lethal-cook


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https://itch.io/t/931635/40-weeks-jam-entry40 Weeks (Jam Entry)https://itch.io/t/931635/40-weeks-jam-entryMon, 17 Aug 2020 17:23:22 GMTMon, 17 Aug 2020 17:23:22 GMTMon, 17 Aug 2020 17:23:22 GMTPLAY IT NOW! https://josilver.itch.io/40-weeks-lowres-game-jam-2020 PLAY IT!

My entry for the Lowrez Jam, 40 Weeks. Everything  was made for and during the Jam by me. No reused code or art. Frankly I'm amaze I was able to get as much as I did done in these two weeks.

Unfortunately I Missed the Deadline by a few minutes because UE4 chose to break my game as I was packaging it due to a long persisting bug with DefualtEngine.ini. I really should have been doing daily builds just to make sure if packages with out issue. Made a post about it. https://itch.io/t/930847/help-ue4-a-jerk#post-1882386

I got kinda bummed and clock out after that, you don't work on something for two weeks straight only for one stupid thing to ruin everything. But I decided to clean up game page add a cover image and Let people play it.


Making the game was heck of a process. Early on I decided to make the game using UE4 partly because I wanted the game to be 3d and gosh darn it if UE4 aint just great for prototyping games.



The first major step was getting unreal to just trust be and have the game at a 64 by 64 resolution. I managed to accomplish it with a scene capture and post-process effect that just replace whats on screen with capture. Cruel but effective. Then I got enemies following me and chasing me and I could shot and kill them easily the easiest part of the whole thing.

The next big step was getting the game to build a city, first step was roads and buidling. I wanted the game to be procedural generated so this was the first big step in make the game even happen.

Next I needed HUD elements. Using widgets for this project thanks to 64 by 64-ness of it all was kind of a no go. Or at least I wasn't willing to waste time trying to make it work. So I make a UI Actor that just had hud elements and with another scene capture Boom, HUD. Last major step as far as HUD elements was Text. I thought at first I'd just have all text in the game be Bitmaps but then I'd need a new texture for every piece of text and that wasn't gonna happen. SOOO I ended up making my own text component, It one has one font and on size but I can space out characters in even fashion and even can have a drop shadow!

Next I need to Generate Indoor spaces. My First attempt was very rudimentary. Basically Generate Bunch of random boxes and try and connect them. The spaces it produced we random hodgepodges of Rooms and corridors, Spooky but I would have been able to give the spaces real purpose. I ended up scrapping that system in favor or a node based system that connected rooms to rooms. Allowing the space to be random also Logical.

Then I got started making art for the game. I started by making a quick generic human mesh that I'd build off of for the characters. I never got around to making a proper zombie model and I had something gnarly in mind for the zombies but I ran out of time as It was more important to me the have the player model. I also started making some simple animations for things. REALLY SIMPLE. Like one frame, except for the reload animation... that's the only real animation in the game at the moment.





i started to flush out the game building the inventory system deciding of weapons health and items work. I had to make alot of cuts to systems and mechanics because time was running out.



The last major step was populating the world with static meshes. BEHOLD! A TOILET! After that I just really bulked up the connective tissue of the game. Making it beatable and the like. I had alot of fun making this game and I'm really proud how it turned out. Let me know what you think guys.



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https://itch.io/t/931401/covid-fighter-released-now-html-versionCovid Fighter Released (Now HTML Version)https://itch.io/t/931401/covid-fighter-released-now-html-versionMon, 17 Aug 2020 13:55:13 GMTMon, 17 Aug 2020 13:55:13 GMTMon, 17 Aug 2020 13:55:13 GMTI submit to you my entry COVID FIGHTER. I think games that let you do what you cannot do in real life are some of the best. This one is no exception. Basically you shoot masks at people with a T-Shirt cannon. Well there is a lot more to it than that. This LOWREZJAM 2020 was very challenging and I learned a TON of stuff doing it. I had to scale way back from my original idea to get it ready in time. I will definitely being doing another version once the jam is complete to implement all of it. Heck I may even keep it 64x64!

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https://itch.io/t/931228/tamagocity-2029-released-dTamagoCity 2029 RELEASED! :Dhttps://itch.io/t/931228/tamagocity-2029-released-dMon, 17 Aug 2020 09:04:52 GMTMon, 17 Aug 2020 09:04:52 GMTMon, 17 Aug 2020 09:04:52 GMThttps://itch.io/jam/lowrezjam-2020/rate/732044

Play our 64x64 Citybuilder / tamagotchi here ^

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https://itch.io/t/908245/mouse-64Mouse 64https://itch.io/t/908245/mouse-64Sun, 02 Aug 2020 14:27:15 GMTSun, 02 Aug 2020 14:27:15 GMTSun, 02 Aug 2020 14:27:15 GMTSo, Mouse is a a top down 2D cyberpunk rpg I've been working on and off on forever and ever. When I saw this Jam, I got an idea to take the same world into a completely different game. Still not 100% settled on the gameplay, but the gist is an unforgiving, stealthy platform shooter. I'm not the best pixel artist, but hopefully can put something decent together.

I like the 15 day timeframe, hopefully things can be a little more relaxed than the usual jam franticness. I'm happy with the '64'ness working in Unity, along with the basic movement happening.



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https://itch.io/t/930853/eternal-horrorEternal Horrorhttps://itch.io/t/930853/eternal-horrorSun, 16 Aug 2020 23:44:24 GMTSun, 16 Aug 2020 23:44:24 GMTSun, 16 Aug 2020 23:44:24 GMTHere is my submission. There is room for improvement, but it was a fun process and I am happy with the results. The game is a survival horror shooter game.

https://anarkavre.itch.io/eternal-horror

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https://itch.io/t/930837/warp-runner-devlogWarp Runner devloghttps://itch.io/t/930837/warp-runner-devlogSun, 16 Aug 2020 23:28:20 GMTSun, 16 Aug 2020 23:28:20 GMTSun, 16 Aug 2020 23:28:20 GMTToday I finished my submission, I thought it would be nice to have a look at the progression of the first week.

Day 1 :

Day 2:

Day 3: (using gfycat because wieght is > 3MB) https://gfycat.com/obesegrandiosecrocodileskink

Day 4: (video) https://streamable.com/kkpfn6

Day 5:

And finally Day 6: (video) https://streamable.com/v6yxxo

After day 6, it was mostly polish tasks.

Anyways, this jam was very fun, you can find my game here : https://itch.io/jam/lowrezjam-2020/rate/732095. I hope you enjoy it!

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https://itch.io/t/906537/maybe-zombieMaybe Zombie?https://itch.io/t/906537/maybe-zombieSat, 01 Aug 2020 08:57:43 GMTSat, 01 Aug 2020 08:57:43 GMTSat, 01 Aug 2020 08:57:43 GMTEdit: *** And here it is! https://itch.io/jam/lowrezjam-2020/rate/732051 ***

Have fun!

========


LATEST PROGRESS GIF



Idea

- procedural generated zombie infested mazes

- everyone plays the exact same layouts (same random seed = level number)

- record what the player does and where they die

- send replay to server and download to clients

- play along with everyone else in the infinite zombie maze!!

Chances of pulling this off?

Pretty slim ;)


thanks! 

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https://itch.io/t/930469/slippery-flow-64x64-2-color-beat-em-upSlippery Flow - 64x64, 2 color, beat 'em uphttps://itch.io/t/930469/slippery-flow-64x64-2-color-beat-em-upSun, 16 Aug 2020 21:00:30 GMTSun, 16 Aug 2020 21:00:30 GMTSun, 16 Aug 2020 21:00:30 GMTHi all,

We just finished our participation in this LOWREZJAM 2020.

It's a simplified beat 'em up where a slippery man protects wet street floors from incomming gangs guys. I hope you like it!!
https://itch.io/jam/lowrezjam-2020/rate/729173



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https://itch.io/t/907194/stealth-action-game-ghost-between-worldsStealth Action Game "Ghost Between Worlds"https://itch.io/t/907194/stealth-action-game-ghost-between-worldsSat, 01 Aug 2020 20:12:09 GMTSat, 01 Aug 2020 20:12:09 GMTSat, 01 Aug 2020 20:12:09 GMTSo, for reasons that may or may not be me being a silly person, I feel like forcing myself to use all the optional themes. And by "all" I do mean "all". That said my first idea, playing as a sentient and very intimidating hotdog launcher in the hands of various parallel universe versions of an NPC that needs to stop the "player character" by making the floor slippery, is not an idea I feel like using. I'm not sure 64x64 is a good resolution for a silly physics tower defense game. If anyone needs an idea and disagrees, feel free to use that idea.

So instead, I came up with a less silly idea: a platformer about switching between 2 versions of a building that are very similar but not quite the same ("parallel universes"), in a stealth mercenary context ("infiltration"), carrying a big noisy science gun ("you are terrifying") that can also be used to do a mini-jump by shooting downward ("recoil"). The reason for it being a platformer is so the gun recoil matters more and cause it's easier to make wet floors matter that way ("slippery"). I'd also like to emphasize alertness among enemies, including whether they actually saw the player character and whether they saw the character disappear into the other world. I'll probably limit how much the enemies can do beyond shooting and running sideways though, so that I don't have to do complex pathing. However, when not alert, I'd like the enemies to appear to chat with each other and buy hotdogs ("hotdogs") from nearby futuristic vending machines ("life of an NPC"). I'm not sure yet, but I may also put in dodge rolls and simple executions ("you are the weapon"). I'm hoping that combined with enemies not being too far from each other will also encourage players not trying to ghost their way through to not stop too often ("always moving"). Lastly, and this is a bit of a stretch, but if I have enough time after all this complexity, I'll all some narrative bits that emphasize how it feels to be going back and forth between 2 worlds that can easily be confused ("it's not really there"), though I guess that theme could also be how the NPC's see the player character?

Regarding making the game, I'm going to use SDL2 with a bunch of modules I keep around as my preferred wrapping, while trying out Emscripten for the first time. I'd also like to put less emphasis on lower tech and what old games look like (as the examples of past jam games seems to do) and more on what freedoms low resolution graphics allow. As such, I'm thinking the game map should scrap the tiles and just be fully drawn as a single image. That would also make terrain destruction easier if that mechanic turns out to make sense.

So far, I've mainly coded some setup and typed up some technical plans, but I've also made these pics for just seeing how things could look:

  

(How the player character might look while shooting, a possible guard type being relaxed, and a possible way to show a hint of what's going on in the other world to help players play more quickly)


(what the back walls and sky could look like in the full map image)

With these ideas in mind there's several things I'm unsure of:

-- The thread on game rating mentions "sub-pixels". Is it going to get complaints if I use semi-opaque pixels to help imply details in pixel art, such as trying to show the player character's head being curved in the back?

-- Similarly, are smooth gradients going to make it feel less "authentic" when scaled upward? I'm thinking a good default would be 4x scaling, which I don't think would break the gradients enough to make them not look smooth.

-- If I have enough time to add in explicit narrative elements, would it be too disruptive to the immersion to use title cards so I have more room for text? (so reading a sign would cause the full window to just render text until the player presses a button)

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https://itch.io/t/907380/kurushi-devlogKURUSHI Devloghttps://itch.io/t/907380/kurushi-devlogSat, 01 Aug 2020 22:40:09 GMTSat, 01 Aug 2020 22:40:09 GMTSat, 01 Aug 2020 22:40:09 GMTHey,

Decided I would keep (or at least try to keep) a devlog of progress for this jam.

KURUSHI: DEVLOG

Day 1 entry.

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https://itch.io/t/929496/whammy-a-tiny-rpgWhammy - a tiny RPGhttps://itch.io/t/929496/whammy-a-tiny-rpgSun, 16 Aug 2020 05:09:18 GMTSun, 16 Aug 2020 05:09:18 GMTSun, 16 Aug 2020 05:09:18 GMTCreating this has been both a challenge and a whole lot of fun. So much so that I'm looking forward to revisiting my entry and seeing what I can do to expand on it. My inspiration for "Whammy" was Wizardry and the old rogue-likes.  

7 evenings, from about Midnight to 2AM, and waaaaay more coffee than I should be drinking at that hour. Whammy is as done as it's gonna get.... for now. :) 

Jam submission page:  https://itch.io/jam/lowrezjam-2020/rate/726991

Main Whammy game page: https://lynxjsa.itch.io/whammy  

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https://itch.io/t/923702/laser-looter-devlog"Laser Looter" - Devloghttps://itch.io/t/923702/laser-looter-devlogTue, 11 Aug 2020 01:27:02 GMTTue, 11 Aug 2020 01:27:02 GMTTue, 11 Aug 2020 01:27:02 GMT

I just submitted LASER LOOTER. It's a Twin-Stick ASCII Shooter.

Since each ASCII character is 8x8 pixels, the game could only use 8x8 ASCII characters. Tough.

I'm still hoping to add some title music and many more little details to the rooms.

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https://itch.io/t/910676/jumping-sht-devlogJumping Sh*t DEVLOGhttps://itch.io/t/910676/jumping-sht-devlogTue, 04 Aug 2020 09:44:55 GMTTue, 04 Aug 2020 09:44:55 GMTTue, 04 Aug 2020 09:44:55 GMTI'm creating a small platformer game for this jam. It's called Jumping Sh*t and I will write it's small devlog here. So far I created the first level and menu, credits, death, and level completed screens. Screenshot from first level:


I know I can't create good pixel art sprites, so this game is just a piece of sh*t.

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https://itch.io/t/928744/total-tank-turmoilTotal Tank Turmoilhttps://itch.io/t/928744/total-tank-turmoilSat, 15 Aug 2020 16:09:44 GMTSat, 15 Aug 2020 16:09:44 GMTSat, 15 Aug 2020 16:09:44 GMTHi All,

Total Tank Turmoil is the game I've developed over the past few days for the jam, I'd love it if anyone could find time to play it and give me some feedback :) 

The aim of the game is to survive as long as possible while killing as many possible of the enemy tanks that arrive in endless waves. To complete that task the player must move around the map collecting ammunition, shields and repair packs as well as shooting enemies all throughout... 

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https://itch.io/t/913654/fantasy-tactics-devlogFantasy Tactics Devloghttps://itch.io/t/913654/fantasy-tactics-devlogThu, 06 Aug 2020 18:54:31 GMTThu, 06 Aug 2020 18:54:31 GMTThu, 06 Aug 2020 18:54:31 GMTI’ve been working on this and it’s starting to look like something real… a resume of how it’s been until now:

DAY 1 Took me quite some time on the first day to decide… I had a few mock-ups of old projects for pico (at 128x128 resolutions) that I thought I could put into 64x64. I pick one of those… a Flipull clone and start working on a new gfx set and putting up a micro-prototype to check things out. Kind of works but the quarter tiles (4x4) are a massive pain to handle and my mind drops the idea. Back to the thinking chair for a while… then a very very old mockup on a potential Hero Quest game gets me started and I begin working on isometric art and a prototype engine.

DAY 2 Looks like I have a “working” (but terribly underperformant and hacky) isometric renderer for PICO-8 and the idea of moving into a “tactics” game crystalizes and I put up an initial prototype (fully random generated map and some units on it)

DAY 3 Getting the first heavy performance issues (mostly because the maps I test are still fully random) so it is time to get some fixes in place for that while continuing on art and implement a basic entity system for the units in the game.

DAY 4 Some work on the units but mostly still chasing performance tunning

DAY 5 Reaching the performance limit I am gonna be getting out of this “quick” engine… A clear decision to take, map size is gonna be extremely limiting, parituclarly the variance of height between tiles. New focus is putting together some map editor so I can progress with actual map and game mechanics

DAY 6 (TODAY) Editor progresses reasonably, fighting some issues with storing/retrieving the data but the goal is solve that today/tomorrow… To easy the tension I push on some style changes I started the previous night for the tiles.

I will keep you posted… I really hope to finish something playable out of this but I cannot put as much time I’d like to on completing the project. Comments appreciated!

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https://itch.io/t/908289/magelusion-new-devlogMagelusion - New Devloghttps://itch.io/t/908289/magelusion-new-devlogSun, 02 Aug 2020 14:52:50 GMTSun, 02 Aug 2020 14:52:50 GMTSun, 02 Aug 2020 14:52:50 GMTI’m working on a game called Magelusion for this LOWREZJAM and I have a little devlog going for the project. First entry is up for anyone interested. A free shader is in it for ya, lol!

Magelusion the Beginning

And, if your interested in checking out all posts for the devlog, when there ARE more, you can find them all here

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https://itch.io/t/911399/drillbit-devlogDrillBit - Devloghttps://itch.io/t/911399/drillbit-devlogTue, 04 Aug 2020 23:27:50 GMTTue, 04 Aug 2020 23:27:50 GMTTue, 04 Aug 2020 23:27:50 GMT        Devlog 1

This year for LOWREZJAM I decided to try and make a game similar to the flash classic "Motherload"
I really enjoyed this game growing up, and it still holds up really well. I figured trying to make a 64x64 demake of sorts would be challenging and fun. 

I've custom built an engine over the last few months, and this game jam will be my first test run actually making something in the engine. It is built on C# with a C# scripting API. The engine is agnostic to platform and rendering. So I am using MonoGame to generate Windows builds, and Blazor for Web builds. Expecting some challenges along the way as the engine is not mature, but excited to push it a bit. 

My main goals for Day  1 were generating a large mutable tile system, player movement, and a simple camera. I am happy with my progress so far, and excited to see where Day 2 takes me. 



Thanks for reading!

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https://itch.io/t/924630/without-ideaswithout ideashttps://itch.io/t/924630/without-ideasTue, 11 Aug 2020 22:22:29 GMTTue, 11 Aug 2020 22:22:29 GMTTue, 11 Aug 2020 22:22:29 GMT What do you think? tower defense or clash royale



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https://itch.io/t/921130/actual-gameplay-v008Actual Gameplay v0.08https://itch.io/t/921130/actual-gameplay-v008Sun, 09 Aug 2020 13:07:58 GMTSun, 09 Aug 2020 13:07:58 GMTSun, 09 Aug 2020 13:07:58 GMTI've added some subtle gameplay elements and a win state to my atmospheric horror walking simulator.

Actual Gameplay - Version 0.08 - Horror in the Museum https://schmidt-workshops.itch.io/the-horror-in-the-museum/devlog/168843/actual-...

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https://itch.io/t/921091/space-conquer-devlogSpace Conquer Devloghttps://itch.io/t/921091/space-conquer-devlogSun, 09 Aug 2020 12:24:24 GMTSun, 09 Aug 2020 12:24:24 GMTSun, 09 Aug 2020 12:24:24 GMTSo we finished the game last night. The game in HTML5, Android and Windows Pc format required a lot of testing.


We had a fast team. music, pictures and videos came just like from the factory. I was a coder, my friend Harri were graphician and Miika took care of sfx and vfx.


This was our team´s first multiplatform game. It took time and required compromises. We had to give up Hardware Acceleration Effects, Shaders, Lightning and 3D because we wanted to do very fast and light multiplatform game.


I was very pleased with the resolution of the project. It made things faster and simpler. -oneak

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https://itch.io/t/920516/fixed-the-resolution-in-my-gameFixed the resolution in my gamehttps://itch.io/t/920516/fixed-the-resolution-in-my-gameSun, 09 Aug 2020 01:03:17 GMTSun, 09 Aug 2020 01:03:17 GMTSun, 09 Aug 2020 01:03:17 GMTI posted a devlog entry about fixing the 64x64 resolution in my game by adding a small border.

Here is what it looks like now...
 
For the full story, click here...
https://schmidt-workshops.itch.io/the-horror-in-the-museum/devlog/168734/fixed-r...

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https://itch.io/t/908494/bitheads-a-blockheads-demakeBitheads - A blockheads demakehttps://itch.io/t/908494/bitheads-a-blockheads-demakeSun, 02 Aug 2020 17:41:06 GMTSun, 02 Aug 2020 17:41:06 GMTSun, 02 Aug 2020 18:27:36 GMTHello! Starting a devlog 3 days in because I'm starting a game 3 days in. Unfortunately I went camping this weekend and had to miss the start, but thankfully I created a fusion 2.5 project well in advance. Now that I'm home it's time to get started! On to the game, I'm working on a demake of blockheads since it has simple enough controls for a 64x64 version. I am not sure how far I get but I'd love to have procedural generation and world saving as a minimum.

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https://itch.io/t/910526/overstuffed-end-of-day-4Overstuffed - End of day 4https://itch.io/t/910526/overstuffed-end-of-day-4Tue, 04 Aug 2020 05:36:25 GMTTue, 04 Aug 2020 05:36:25 GMTTue, 04 Aug 2020 05:36:25 GMT

Overstuffed is a procedurally generated roguelike, except every time you attack with a weapon, it gets sucked into your bag and replaced with a random one that you own. At every sundown, the bag pulls you into a pocket dimension to attack you with all the weapons you've got. 

So far I've got enemies and attacks working. I'll be adding many more weapons and enemies in the days to come.

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https://itch.io/t/906421/caliber-mengsk-and-ryanavxs-game-better-name-coming-at-some-point-i-promiseCaliber Mengsk and RyanAvx's game (better name coming..... at some point... I promise)https://itch.io/t/906421/caliber-mengsk-and-ryanavxs-game-better-name-coming-at-some-point-i-promiseSat, 01 Aug 2020 06:07:33 GMTSat, 01 Aug 2020 06:07:33 GMTSat, 01 Aug 2020 06:07:33 GMTDevlog 1 - And so it begins (first night, August 1st)

Hello everyone. This is the first of many devlog posts. I had the idea coming into this jam that I would be doing a beatemup, akin to Double Dragon or Streets of Rage. Story? No, none so far. :P For the most part, I try not to have any intentions in art, story, and honestly normally even the game genre. I tend to a bit more on low rez jams as normally I work on them on my own. This year, I have RyanAvx helping me with audio, so I shouldn't have to use random tracks from random asset packs from random humble bundles this year, so that will be nice. Anyway, ONTO THE LOG!

Quick Note:

So it's the first night. I made a unitypackage before the jam to just drag a camera in and have it just work. I did find a problem though. I made a script to keep everything on pixel units. This works ok in some cases, like things that don't move, but on things like cameras or players, you have to move at a specific speed or higher, so I had to remove that script from all the prefabs and such before I could really move on.


The Start (Art)

I started with a smidgen of art just as a mockup on a 64x64 pixel canvas.


This took all of about a half hour. I do art, I am not an artist, and as such I don't do this all that often, so I can be a bit slow with it sometimes, and others I can be fast. After making the mockup, I made a very simple character placeholder. While I intended them to just be a placeholder, I am starting to like them more and more. I also made a trash can for sizing and testing reasons. May get modified to be a bit more fancy, like popping out pieces of trash when hit/destroyed.



Start of a world (basic code and art in the scene)

At this point I threw in some code and had walking and a basic camera movement.



A problem with trash

As you can see, there is a problem with the trash can. It kind of wobbles instead of staying in place. This took a fair amount of time to track down what had happened. In preparation for animating it to take damage, I had changed the pivot point. What you are seeing is the fault of bad subpixel alignment. This trashcan is not save in a multiple of 8, which is my pixels per unit. Since it was 18 pixels tall, I had just dragged the pivot up a little. Problem is, as shown in the gif, this means that it's off by a percentage of a pixel. What I ended up doing was making the image 24 pixels tall and just having the extra transparent pixels be above it. After that, I could do math to figure out the pivot point. I have to do this math, because Unity doesn't set it's pivot points by pixels. it does it by percentages. So I have math. (24 pixels tall / 8 pixels per unit = 3 units total, 1 unit / 8 pixels means a pixel i .125 units tall. To get the percentage for the pivot I just need to divide 1/3 to get the scale of a single pixel tall, and multiply that by how many pixels I want to move it in unit sizes. So, .33333 * .125 = 0.0416)

 So now I have the number and it's simple to move the pivot to the right pixel. Just multiply 0.0416 by the number of pixels I want to move the pivot. Anyway, that fixes the trash can and I now have this.


Break Time

At this point, I took an hour or so break. I had to work today, and I program as my day job, so I'm a bit worn out at this point. (time invested, about 2-2.5 hours) After watching a few videos and getting some food, it was time to return. I decided to start with a swipe animation and make attacking the trashcan possible. So I made a few generic scripts. "DamageDealer.cs", "SimpleWorldObject.cs", and "SendCall.cs". Damage dealer, as you can imagine is a script that deals damage. I try to make scripts as generic as possible. 


Damage Dealer (script)

The DamageDealer is put on an object with either a trigger or a collider (normally trigger) and has the option of dealing damage to either a player or enemy or both, and on trigger enter or collision enter. With this, things like the player's punch/swipe/anything can simply have this script thrown on it and it activated when attacking. This can also be put on things that are still, like spikes. It also works with animations, so you can have something like an explosion happen, and in doing so, you can change how much damage it does from the start to the end of the animation. Things close to it get hit by full damage, things further away get hit by low damage. It's all up to the animation system or just what you leave it at default. I probably won't be using ANYTHING but this damage dealer.


Dealing damage with Simple World Object and Send Call (scripts and animations)

A simple world object is going to be anything that's in the environment that doesn't do anything complex. I started by adding this simple world object script to the trash can, adding an animator, and making a simple animation to take damage. At the end of the animation, an animation event trigger was added to call a function that allows the object to take damage again. The problem is, I moved the position of the trash can in the animation editor, and it wasn't a child of another object. This means the animation moved the trash can to wherever it was when I animated it instead of using local space whenever it took damage. Not a big deal, right? Make a child object, copy the animator and sprite renderer components to the new child, delete them from the parent. Animation plays correct! BUT the take damage function is on the parent now... You can't call the function of a parent with an animation trigger event like that. THUS SEND CALL! Send call is an EXTREMELY simple script. I calls the command SendMessageUpwards and takes in a string. When the event is triggered it calls the function on any script going up the line of parenthood. This means it can call the ResetTakeDamage function, and better yet, doing it on any script means if I make an AI script and it handles the health, as long as I keep the same function naming convention, it will still work! Generic scripts are great, aren't they?


Swipe Right! (putting it all together)

After completing the code to deal the damage, and accept the damage, I had to make a little placeholder swipe animation.


Now the player instantiates a game object of the swipe, it animates, the animator calls the destroy function on it using the send call script. Everything is now good to go! 


The Day's Summary

This is now the ending point of the night and I have a basic character that moves, animates, and punches, a basic environment to walk around in, and something to hit (the trash can) and kill. This segment also took 2-2.5 hours, so the total time at the moment is around 4.5-5 hours of effort and an hour-ish to write this blog. Anyway here it is in action!


Yeah, it's not a game, but it's a GREAT start for the first day in a jam. Especially since I did the art and the code on my own. Comments or suggestions are appreciated. (I do these write ups and never know who reads them) Should I keep the little spirit as the main character? Does the speed look good? Etc. Anyway, thanks for reading if you did!

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https://itch.io/t/907943/dancramps-lowrezjam-2020-entry-game-name-in-progressdancramp's LOWREZJAM 2020 entry (game name in progress)https://itch.io/t/907943/dancramps-lowrezjam-2020-entry-game-name-in-progressSun, 02 Aug 2020 08:59:16 GMTSun, 02 Aug 2020 08:59:16 GMTSun, 02 Aug 2020 08:59:16 GMTHey y'all!

Hope the jam is going good for everyone! I've not done a Devlog before so have decided to start one for the jam.

https://itch.io/t/907941/dancramps-lowrezjam-2020-entry-game-name-in-progress

Good luck everyone!

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https://itch.io/t/907573/day-1-of-fireworksDay 1 of Fireworkshttps://itch.io/t/907573/day-1-of-fireworksSun, 02 Aug 2020 02:26:52 GMTSun, 02 Aug 2020 02:26:52 GMTSun, 02 Aug 2020 02:28:24 GMTThis was my first full day of the jam, and I'm pretty proud of what I have done so far. Most of the main game play and structure is there which includes: Controlling the firework, collisions with obstacles, a pretty background, cool sparks, sort of a first level, and the main gimmick, moving in a straight line for long enough gives you the ability to smash through obstacles temporarily.


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