This jam is now over. It ran from 2023-05-26 06:00:00 to 2023-06-08 07:59:59. View results

What is the Dual Screen Jam?

Dual Screen Jam is about making games inspired by DS and 3DS games. It lasts 10 days and there are 6 days of rating once it's finished.

DS example


Because you love the DS and 3DS and want to have fun making games in that style.

Theme

Cardboard - interpret this however you'd like

Rules

  • You must pick if you're doing a DS or 3DS style game
  • Your game must be in the style of DS or 3DS game:
    • That means using the DS/3DS control scheme (D-Pad, X, A, Y, B, select, start, right and left bumpers, touch screen, circle pad(s) for 3D)
    • Have 2 different viewports (screen)
      • For the DS the viewport should be 256 x 192 pixels (or scaled)
      • For the 3DS the top viewport should be 400 x 240 pixels with the bottom being 320 x 240 pixels (or scaled)
      • These can be flipped on their side
  • You can use any game engine or tools you want
  • Teams of any size are allowed
  • Submissions that are not SFW (safe for work) must be marked as so
  • The theme must be incorporated
  • Premade assets can be used but need to be credited
  • Your game just has to be in the style of a 3DS/DS game it doesn't actually need to run on either of them :)

Rating

  • Style - Does the game feel like a DS or 3DS game?
  • Art - How does the game look visually?
  • Gameplay - How fun/enjoyable is the game?
  • Audio - Is the audio good/does it work with the game?
  • Theme - How well does the game incorporate the theme?

Additional Resources for Style

  • https://www.copetti.org/writings/consoles/nintendo-ds/#graphics
  • 3D DS graphics are similar to N64 and PS1 graphics but 3D models are more refined (due to 3D modelers getting better). A good example is Mario in Super Mario 64 vs Mario in Super Mario 64 DS.
  • The DS had cell shading for 3D rendering and only had enough memory for roughly 2048 triangles 
  • The DS could only do 30 FPS if 3D was on both screens
  • The 3DS is similar to PS2/Gamecube/Wii graphics in terms of power and uses
  • For creating a optional 3d rendering effect (if you're doing a 3DS style game) see if your game engine/tool of choice has a Anaglyph 3D post process (Here's an example of how to program it anaglyph-3d-shaders)
  • Each screen on the DS was 256 x 192 pixels
  • The 3DS's bottom screen was 320 x 240 pixels with the top being 800 x 240 pixels but was effectively 400 x 240 pixels
  • If you know any other resources please post them in community tab!

Most Importantly!

Have fun!

Also if you have any questions feel free to ask!

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