Share your game dev progress with us! Assets, hurdles you're facing, challenges you've overcome, anything you like!
I'm not technically working on a game (I'm stuck in 2025 so naturally I was trying to port my last DOS game (and more importantly, the underlying game engine) to the web (a miserable experience, at least DOS makes sense and doesn't change their audio API every two weeks),
Aaaanyways I've got a tip:
Do you think Aseprite doesn't support 320x200 or 640x200 at 4:3 or 16:10 or god knows what weird aspect ratio you've ended up with?
It does! And it's one line! And I've been using it for months and it's almost perfect!
And someone made an extension that adds a user interface to that one line: https://heyitslollie.itch.io/aseprite-set-pixel-aspect-ratio
Currently porting my game Jurl across to DOS, quite a bit of progress (unsurprisingly, i've ported it to 30 odd platforms already so the logic is pretty portable), probably around 60% done, next steps:

working on a rhythm game similar to vivid/stasis for pc xt (cga/mda, pc speaker). not much game code is actually written yet but i have the engine mostly planned out and i have the graphics for the game screen displaying

so far most of the time i spent on this has been tracking down documentation, figuring out what i can do on the platform, putting together related tools and assets. just getting a readable font in this video mode took a very long time.
Hellos. I'm not sure I'll end up creating anything in the end but I saw the game jam and it inspired me to learn how one would even make anything for the MS-DOS. A couple of late nights later I've put together C code that's able to read keyboard input and do double buffering to draw into that glorious 320x200 VGA display on 16-bit architecture with only Watcom as a dependency.
Thank goodness for the Wayback Machine to provide me with old websites holding documentation and tutorials.
Honestly just having fun with this. I hope I figure out what kind of a project I'd like to make.
Nearly there... I just have to finish the manual cover image, then reduce it to a 4 colour CGA title screen. Then the game will be ready to send out to the beta testers. Here's progress on that image, it just needs some sci-fi buildings inserting between this little base in the foreground and those mountains in the background. I'm learning a lot about 3D rendering in povray here.

Hi!
I've been pre-Jamming trying to figure out an art style for backgrounds! Both for myself and for potential use by others in conjunction with the character assets I've contributed to the Asset Pack. With that in mind, I want something simple, evocative and hopefully easy to reproduce/modify by non-artists. Low detail and flat colours, because it's quick and lets one add details in later if need be. Heavily shape based, to help the backgrounds feel simpler to "assemble" and as a way to *cheat* perspective. But I shouldn't ramble as I could go on forever, and this is a progress thread, so here's the progress:


These are very preliminary, lots to figure out, like scale and how much I want to stick to representational vs. abstract colours.
Wishing you all a Good Jam and Have Fun!