Hi, I had a question about the splash screens. Would it be okay to have a short (2 to 3 seconds) animation of the sprite as one of the splash screens?
I was thinking of my main character sitting at a table in the main menu and leaving the table and the screen once the player clicks on start. Then the game would begin.The main menu and the game scene would be different! I hope this made sense!
And if this isn’t possible I was also planning on animating the title of the game a bit.
Hey,
This is not what we would consider a splash screen. A splash screen generally comes before the main menu (showing a logo for the creator/jam/engine), and as this animation plays only after clicking the start button, so what you are proposing would be considered to be part of the game itself. Therefore, this would not be allowed.
I wanted to write the game in english and then translate it in french, do I have to make sure it's 1000 words in french too and in other languages ? I can't really predict it unfortunately and was wondering if it was okay.
Also, can we modify the game after the deadline ? Add more languages, fix misspellings, polish the itch.io page and UI ? As long as the one asset rule is applied of course.
Hey!
From the jam front page:
you're free to write your game in a language other than English as long as it's equivalent to one thousand words
You can do whatever you want to your game after the deadline. It's yours! (And we can't stop you even if we wanted to LOL) However, it's always nice practice to leave the original jam version as a download option to leave it as a "record" of sorts.
Taking that into account, I'd suggest you focus on the English version and once the jam is over you add French and whatever other languages you want :)
I'd like some clarification on panning across backgrounds/CGs:
- I'm assuming panning/zooming across a CG is allowed to the same extent as with a background. Is that correct?
- If my CG features e.g. a character sitting on a picnic blanket in a forest clearing and I start out focusing only on the clearing first and then pan to the character, is that allowed or would that effectively be considered changing scenes since it's making a character "appear"?
Question... given the strict limitations set on assets here, would 3D be viable under any circumstances?
To give an example, even a simple background rendered from a single static camera angle is going to incur a number of runtime-loaded assets: separate objects/props, multiple textures and different materials, etc., all things that could be drawn reasonably into a single background image if it were instead 2D. If a reasonable attempt was made to emulate what is presently allowed with drawn 2D assets--single camera angle limited to zooming/panning, mostly static background elements or a simple looped animation (nothing dramatic like time-of-day relighting, etc), and a sole character comprised of a single mesh with a looping idle animation and one gesture-- would this be acceptable?
I ask because 3D modeling and texturing is within my present range of abilities, but not drawing, and I would be working solo for this.
Additionally there is the smaller matter of simple sound effects associated with on screen text being rendered to the screen, aka "babbling", and whether or not these would count as GUI sounds or take up the single SFX slot. Thanks!
Hi!
I'll start with the simplest question: the babbling would count as the 1 voice actor.
Regarding whether 3D would be viable: yes, but using the 3D modeling as a tool to achieve a "flat" result.
For the background, what you'd have to do is build your models and set up the scene in whatever software you'd use (Blender, etc.), and then export it as a single 2D render. Many VN devs actually use this process as part of their workflow (here's an example) so as long as the 3D scene is actually not in the game, that'd be okay!
Same thing with the character sprite: model them and then export as a .png or whatever.
Hope that helps!
Hi, I have a question! I plan to have a single sprite facing backwards, where you'll never see their face and they'll never move their body parts. I was wondering if I could draw frame-by-frame animations of the back of their coat billowing or waving. I hope to find a way to do this without animating, but if that's not possible, would animating it be acceptable? No other element of the sprite would be animated or would change at all, and the coat's movement doesn't serve any narrative purpose.
Hi! Can I add the “Director’s cut” separately? (I plan to release some “extra content” for a donation, kind of a small “art book” accompanying the game, so can I add to the same archive a version of the game with the uncut-more-than-1000-words-script? the free to play “main” version will of course comply with the rules)
Hello, was wondering about how we should change expressions? The rules says that we're allowed to have many facial expressions by eyes/nose/eyebrows/mouth but also states that we can't have separate layers that overlap with non-transparent parts. Are the face features exempted from the 2nd rule?
We have a sprite that has a hair accessory going through one of the eyebrows and eyes, how would we go about with changing expressions because of the 2nd mentioned rule? Thank you!
Sorry for asking kinda late, but what if the narrator sings a song? I could leave out other music so there’s just that song and no instruments or ambient sounds, and I would count the sung words as words too, but if the song is longer than one “line of dialogue”, it would probably have to pause after each line until the player clicks or presses a key to play the next line. Would that still count as one piece of music? (And if not, can I leave the text as poetry so I don’t have to rewrite it in prose?)
So in our game about self-discovery, we have an MC talk to an alternate version of themselves in their mind. We did this by having the same sprite for both but making one red using Unity's option to tint.
I also made an object that shakes with a Trail Renderer to put over the alt MC's face, so instead of seeing her face, we just see scratches happening in real-time. This is also done fully with code/Unity's capabilities. But we are unsure if it is completely legal...