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What new things did you learn in this jam?

A topic by BAM Studio created Sep 25, 2020 Views: 657 Replies: 47
Viewing posts 1 to 20 of 23 · Next page · Last page
Submitted (1 edit)

Even if you haven't finished your game, I would like to read what you guys have learned in this last week. 

- It was my first time making a 2d game, working with 2D lights, and first time making a procedural level generation for my game I made some pixel art, and the textures that I used in my game.

- Also if you want me to play your game  just post your link down here, I'll try to play, rate and give feedback to everyone of your games.

- If you want -> play my game too: https://itch.io/jam/vimjam/rate/768072, I liked how it ended and I'ld love to have some feedback from you guys!

Submitted

https://flippydolphin.itch.io/frost-and-found


Works on mobile too!

Submitted

Nice game, I liked it a lot!

Submitted

Honestly, for my first ever game and jam this was a big learning experience. From art to sounds to code and music, it all had to work together. Don't forget the late nights where you just could not find why your game wasnt displaying correctly only to find out you did not hook up you UI. Tough times haha. I really enjoyed it though and I look forward to seeing as many entries as I can this week!

Check out my game: https://cursedsoldier.itch.io/two-forms-vim

Submitted

Congratulations! 

I'm happy to hear that you learned a lot too!

I wont forget those nights, I feel you.

 I'll check your game now!

Submitted

Well, I learned a lot about global variables, respawn systems, and moving platforms. If you want to play it my game is: https://itch.io/jam/vimjam/rate/765176

Submitted

Nice Job! Congratulations.

I think the best thing of gamejams It's that you learn a lot of new things. 

I'll play your game now!

Submitted

Awesome! Let me know what you think.

Submitted

I posted in the game page :)

Submitted

I learnt a lot during the Jam, but the one i should highlight is planning.

i realized after like half the Jam,that i wasn't truly happy with where it was going.. so i decided to delete half of the game. 


but considering the time crunch and that it is my first game, i am pretty happy with the results.

Here's the game if you'd like to check it out: https://markuscpersson.itch.io/dream-hunted

Submitted(+1)

Congratulations!

That's why It's nice to do a brainstorm to get ideas before getting started. I changed some things on the road, but the main idea was still intact.  

I'm going to check your game now

Submitted

I learned how to use raycasts this jam (unity), and this is my first puzzle games and my game is here https://pvplayz27.itch.io/diggyrescue

Submitted

Congratulations! I'm playing your game right now.

fking playtesting ):

Submitted

Hahahhaha, I know xD, put the link of your game if you want me to play it :)

https://kisk.itch.io/back-forth

Submitted

Page not found :c

Submitted

You need to playtest, playtest, playtest. That’s all that matters. (I didn’t playtest it enough so as a result it became kind of difficult.)

Here’s my game if you wanna play it by the way:

https://itch.io/jam/vimjam/rate/767859

Submitted

Yeah, playtest It's everything, or something could go off without you noticing it. I'll play your game now :) 

Submitted (1 edit)

I learned that I suck at organizing code, especially when the deadline is near.

Submitted(+1)

Just practice man!, You'll be good at it in no time! 

Submitted

Ha what is organization. By the end, I see an open space, I type.

Submitted

1) I think I improved my audio creation process. Usually audio eats up a huge chunk of my time or I just don't get it done. This time it went pretty smoothly.
2) I now have a far more solid understanding of the ins & outs of the Godot engine.
3) I decided to tinker with 2D lighting effects.

If you'd like to play my game, it is here: https://itch.io/jam/vimjam/rate/768153

Submitted

Congratulations! 

Yeah, you make improvements everytime (In Brackeys GameJam I almost couldn't finish my game, and didn't have enough time to use lights in the game, and apply post processing, now I did work a lot faster, and had a lot of time to polish and work on some other things)

- I'll check your game right now

Submitted (1 edit)

This was my first game jam, but no my first game. It actually was stressfull to me, because my game had some bugs at the end and I had to solve them really quick few hours before deadline. The deadline really pushed me to finish the game, so I'm grateful and proud of my work and overall the experience building my game for this gamejam. https://treemolo.itch.io/lights-out

Submitted (1 edit)

But if you had fun and learned new things, It can be an incredible experience .

I'll check your game!

Submitted

It was my second jam and so I learned that I improved a lot even after one jam.

It was my first solo jam, so I had to organize a lot more.

Game specific, I used raycasts for the first time and the whole unit placingand rescource rts part was totally new.

Submitted

It was my second jam too, and I felt exactly the same as you bro

Submitted (1 edit)

This was my second jam i think i improved alot.Also learned that you really need to test your games on other computers, learned it hard way :(

This time i learned delegates,particle systems,actions and pixel art :D Also wrote songs for my game!!

Here is my game:https://pedifi.itch.io/fluxandreflux

There is a massive bug in the game that couses data to not load! To solve this

open the game press play and press the invisible button under the[MONEY : 00] text and hit esc to close the game. 

Now you can play the game. 

I am working to solve this bug will update after the jam. 

Submitted

Congrats! I'll test your game now. 

- Nice job with the learning :D

I'll check your game now!

Submitted (1 edit)

I used Godot and am rather new to the engine. I learned a ton: tweens, scene-changes, simple shader animations, tilemaps etc. :)  ... ah yeah, and how to do a platformer in that engine.
Just a bit bummed out I didn't manage to submit, since the game-submission flow at itch confused me and this was my first jam.

If anyone wants to check it out anyway, here is the link: https://devdave.itch.io/there-and-back-viking-edition

Submitted

Nice job with the learning! If you keep practicing next time you will end in time for sure! I'll check your game :)

Submitted

It was my first jam, and I've messed around a lot with tests and prototypes but I've never made a full, completed game. I learned how to do audio and ui, and I also tried making a song for the first time!

Here's the link if anybody wants to try it out: https://skrank-gangster.itch.io/meltdown

Submitted

Congrats on completing the jam! Looking forward to play your game. I understand you, this is my second Jam and I was like you on my first one too.

Submitted (1 edit)

The biggest thing i learned from this jam, is to test out the core of my game (for example: character controller) with big numbers before you make anything else.

I made the mistake (ofc), and so i had to start everything again (except for the art)... i really hope I will remember this in my next jam!

Also here is the game (sent the link bc everyone else does lol): https://pampogokiraly.itch.io/switching-there

Submitted

I made a mistake at the beggining too, I did a procedural generation method that didn't work for me and I had to restart everything. I'll check your game :)

Submitted

I taught myself how to make a dialogue system that's interesting, with characters interrupting eachother. Also I played around alot with post-processing and changing post-processing values in code :)


Here's my game if you're interested :)

Submitted (1 edit)

That's so nice! I want to learn that too, probably It'll be on a future gamejam. I'll check your game :)

Submitted

Honestly I learned an insane amount in a very short time for this jam. Stuff a lot of you probably consider basic programming knowledge by now. But let me tell you. My game is built on a foundation of coroutines and invokes haha. Both of which were new to me. 

Submitted

I'm learning too, and I think all I did was pretty basic really, I wanted to learn UnityEvents too, but didn't have enough time to implement them. 

Submitted

I learned a lot when it came to working with 3d games: mainly rigging 3d models and creating animation controllers. It was good practice for 3D graphics in general. I also learned more about particle systems and creating a third person camera.

Here's the link to my game if anyone's interested in trying it out :)

https://ml-5600.itch.io/polyhedrons

Submitted

Nice, in my first jam I did a 3d game, and I learned a lot there too, haven't worked with humanoid rigging though, keep the learning!.

Gonna check your game :)

I learned a lot from this jam, which was a first in making a game, using an engine, and joining a jam. I learned a ton about the Godot engine ( and I guess kinda how game engines work in general lol) and how the node system worked, and about how to make amatuer music, and how to work with a team, and that's just the half of it. Basically everything I know about making games and game engines was learned in the last week :D. But in general, 2 big things stuck out to me.

1) Time management is key. It's great and all if you can make a dialogue system with the ability to have different animations/sounds played for each character and line, and have skippable and non-skippable dialogue, and with conversations that can be easily changed by outside events, but if that takes up half of your development time, so much so that you can use none of these features and the quality of the whole game suffers, it's probably not a good idea to implement all that. (And yes, that's abstractly specific, definitely isn't what happened to me and my team...okay, fine, it's exactly what happened).

2) A little less serious, but still important...If it's your first time using a certain game engine (or any game engine in general) and you think "Hey, I'll work on my game until 9:55 and submit it in the 5 minutes before 10 AM! What an amazing idea!", DO NOT LISTEN TO YOUR BRAIN, SUBMIT EARLIER BECAUSE YOU CAN'T LEARN HOW TO EXPORT A GAME IN LESS THAN FIVE MINUTES WITH ZERO EXPERIENCE/FORETHOUGHT. So yeah, my team missed the deadline because of me. That was a big learning experience, a mistake I will definitely never make again lol.

Overall, it was a super fun experience and I'm really glad I participated. Here is the link to my game, which is not in the jam but I'd still really appreciate feedback: https://trinitygamesdev.itch.io/buffcat.

Submitted

Oh my goodness... your points 1 & 2 struck so close to home!! 

I knew I needed a dialogue system so I started from scratch with Brackeys tutorial on a basic dialogue. That got me about 10% of what I wanted to accomplish so I spent 2-3 more days building on it to work for my team's game. That was 2-3 days I didn't have to spent on such a small part of the overall project. I'm happy I had Josh stream my game though where I learned about the Unity asset called Fungus to make dialogue systems easier. Looking at overhauling my game with Fungus now (gross name lol.)

I learned the day before deadline how to export my project to game, but I was stressing until the last minute getting a working webGL build which sadly I never fixed in time. 

And here's the link to Fungus if you're still interested in learning it for dialogue system implementation:
https://assetstore.unity.com/packages/templates/systems/fungus-34184

Glad to know I'm not the only one! You were smart and had the forethought to look at how to export your game beforehand. I kid you not, my literal thought process began and ended with "Yeah, I'll just submit it at 9:50 day of" for the entirety of the project. At no point until the final 2 minutes before the submission deadline did it cross my mind that "I have absolutely no idea how to do this", and thus my next though was "I am completely and utterly screwed".  I also need to get way better at utilizing third party public assets (code snippets or plugins like Fungus) instead of building it all out myself; even though doing it ourselves is more fun for me and my team, jams are probably the worst environment to DIY because of the time crunch. On the bright side, it was better to learn all this my first time and build good habits for Vimjam 2021 than to build bad ones, so it all turned out well in the end.

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