Play game
Temporal Light-Jem of Twilight demo's itch.io pageJam ROM filename
Type of submission
Open Source Repository URL
https://github.com/SpaceTimeWarrior/temporal-light-Jem-of-Twilight
Existing assets disclosure
some sprites and early version of the combat engine was made one month earlier for free rpg. day-may 23 (many of the reused sprites was modified. the whole game originated from a single line in that game and a paragraph in the series outline the link for the free rpg day game is:
https://timespacewarrior.itch.io/temporal-light-lights-adventure-updated
and the password is "Temporal Light2023"
anything after luna overworld was made after the gamejam start date as that was part of an expansion
most of what was used was in the demo above but the next few links are to cover anything I missed
the lore is from this sheet which is done for another game in which characters where brought (game still in development in GMS2 and took more than a year to make): https://docs.google.com/document/d/1mrOp_V3Qn2pIORxaA2rzZJ_cEp9Dcw-_/edit?usp=sharing&ouid=109753778702296601402&rtpof=true&sd=true
game data from GMS2 data extracted using undertale mod tool (errored on rooms labeled with !GMSCREANGRAB where a manual screengrab was used. The tool is the most common mod tool for GMS1 and 2) game:https://drive.google.com/file/d/1YQJbzgddrh3FD7cMovJTl5A2z4UIBfSN/view?usp=sharing
Only one map was taken from the gms2 game and a few characters where also taken
Below is methodology if an object was reused from either GMS2 or from light's adventure
Spritework wise they both follow similar steps
1. Remake the map using tiled(backgrounds only as i used tilesets in GMS2) and export as png
2. Individually replace the pixels with a gb color
2a. Simplify the sprite to get unique tiles down as much as possible
(Anything past this is sprite only)
3. If sprite has multiple colors(ie>4) split the object by color scheme (if necessary) then recombine them in gb studio
4. Break the sprite up if mirrored to save on unique tiles then recombine in gb studio
Sfx was reused but resampled to 8bit pcm
Music conversion practices
1.Convert/recompile to .mid
2.open .mid in openmpt
3. Apply Amiga conversion for .mod(this highlights any out of range)
4. Merge down to 4 channels (a good many songs had to do this step) or removing excess channels
5. Insert template.mod instruments and overwrite the original instruments
6. Manually by ear change any instruments such that it conforms with gb instruments and sound close to the original. (Some distortion did happen)
items reused from the free rpg day demo if edited will be in parenthesis and notes in brackets
if they have the note [made after game jam] was made during the expanded demo which was after the game jam start(the note can be in either section in the formatting below)
It will be using the following format:
asset name in jem_of_twilight (edits made)[notes] <= asset name in light's adventure[notes]
mechanics(refined)<= mechanics
system rooms
start menu (added settings overhauled the look changed light to jem) <= start_screen_ov
logo2 <= logo
load game <=load game
inventory <=inventory
jem page1(changed light with jem and refined layout) <=light
jem page2(changed light with jem and refined layout) <=light 2
game over <= game over
non system rooms
eather courtyard 1 <= luna courtyard 1
eather courtyard 2 (added eather cooling system) <= lunar courtyard 2
luna overworld 0C[unreachable in gamejam demo] <= luna courtyard 1
luna overworld 0C2[unreachable in gamejam demo] <= luna courtyard 2
[school of magic was based on light's library but was separately made using the same tilesets]
avatars
flare <= flare [made after the game jam]
ember <= peryil [made after the game jam]
jem <= light
music [they both have the same name
adventure_music
light of life
lunabound2
all sound effects[although most are used by the system for attacks]
sprites
system sprites
bullet [made after game jam] <= bullet
healing_potion<=healing_potion
hp <= hp
number UI (edited for better performance) <= number UI
potion_plant <=potion_plant
save<=save
transparent[literally a tranparent image]<=transparent
swordattack(added an extra frame)<=sword attack
environment sprites
breakable walls <= breakable walls
metal_wall <= unbreakable_walls
unbreakable_walls <= unbreakable_walls
animated sprites
flare_animated (edited for better performance)[made after game jam]<= flare_animated
flare_static (edited for better performance)[made after game jam]<=flare_static
jem_animated (edited for better performance + brier and pearlite compatability) <=light_animated
fighter_ship[added sprites for moving up and down and was made after game jame start] <=fighter_ship
unused sprites in jem of twilight but in files
book <=book
orb (edited for better detail was replace with bullet) <=orb
teleporter <=teleporter[made after game jam]
light_key <=light_key
UI
frame<=frame
palettes
light outfit
light pallette
light eyes
%used
maps
11/107 12/107 if you count the library 10-11.3%
sprite breakdown
system sprites
8/13 65%
total sprites counting unused
20/51 39.216%
total sprites not counting unused or gbstudio default
16/44 = 36%
total sprites not counting unused or gbstudio default or system
8/31 = 25%
total sprites not counting unused or gbstudio default or system with post game jam start removed
5/31 = 16.129%
avatars
3/5 =60%
post game jam start removed
1/5 = 20%
UI
1/2 = 50%
pallettes
3/28 =10%
gbstudio pallets removed
3/20 = 15%
music
3/9 =33.333%
sfx though not used outside of system functions like attacking
100%
Tags
Your social links
https://github.com/SpaceTimeWarrior
discord - timespacewarrior
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