Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

!READ THIS! Rules, Interpretations, & FAQ Sticky

A topic by PRINCESS INTERNET CAFé created Mar 04, 2023 Views: 2,638 Replies: 104
Viewing posts 21 to 35 of 35 · Previous page · First page
Submitted

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?

Jam HostSubmitted

Hi!

As long as it’d still be a splash screen (and not considered a scene of the game) and function as such that should be okay. 

What were you thinking of?

Submitted

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.

Jam HostSubmitted

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.

Submitted(+1)

Aww alright, thanks for the clarification!

Submitted

On the rule about how an illustration cannot feature a silhouette of another person right next to a fully shown character, does that mean an illustration of someone holding hands with someone offscreen (just showing the arm) is not allowed?

Jam HostSubmitted

Hi! That’d be correct!

However, use this limitation as inspiration: you could frame the scene differently. Alternatively (if you’re using sprite + BG), you can technically use the same sprite twice, so if you get creative you could do something with that!

Submitted(+1)

Thank you so much for the hint!

Submitted

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.

Jam HostSubmitted

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 :)

Submitted

So for clarification, if we offer the game in two languages and each version is 1000 words each, that wouldn't be allowed because it's 2000 words total? Or are multiple languages allowed as long as each translation is under 1000 words?

Jam HostSubmitted

The ruling about the 1k words is about crafting a "short but whole" story. So in that vein it does make sense that  if a game is translated into several languages, each of those are 1k words (or less) each.

Submitted

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"?

Jam HostSubmitted

Hey,

Both things would be fine :)

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!

Jam HostSubmitted

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!

Submitted

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.

Jam HostSubmitted

Hi!

This is a really cool idea, but I need to discuss with BaiYu before we make a ruling. We may need to discuss it for a bit, so please continue as if we had said no. We'll get back to you with a more definitive answer later.

Jam HostSubmitted

Hey! This might not be exactly what you were hoping to hear, but we’re going to rule that the coat movement could be classified as a moving body part. So you could have metaphorically speaking “2 frames” of the coat billowing - if you wish to do so, of course.

Hope that sounds reasonable!

Submitted

That sounds perfectly reasonable! Thanks!

Hi! My story is set in a crowded festival alley, and I was planning on zooming to different parts of the BG to simulate as if the character is moving. It would focus onto parts of the crowd and the different stands of that same alley. Is that okay or would that count as changing scenes? 

Jam HostSubmitted

Hey,

No, this would be fine. Same alley, same scene. Just focused on different things :)

Submitted

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)

Jam HostSubmitted

Hey! I started writing back to you yesterday but apparently never sent the message, sorry!!!

I love the idea of the extra content version with an art book. I’m not 100% sure about the “uncut” version though. If you can let us discuss for a bit and get back to you, that’d be great!

Submitted

Sure, take your time, and thanks for the reply! 
(if it helps you contextualize, the "additional" words don't really matter much to the story, there are just a few metaphors I had to get rid of but they really don't alter neither the events nor the message of the game, they just... sound nice :D)

Submitted

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!

Jam HostSubmitted

Hi!

That rule was in place to circumvent people trying to remove layers to show significant changes, if that makes sense! Like, reveals.

So you should be fine! Apologies for the confusion!

Hi! Sorry if this is a stupid question but are we allowed to alternate between nvl and adv mode in the game? Thank you!

Jam HostSubmitted

Hi! I think that's a fair question!

I'm assuming this is for Ren'Py and you want to use the NVL mode for internal dialogue and ADV for the actual spoken out loud one, right? I can't see why not!  

Yep for Ren'Py! Basically the main story would use ADV but I am thinking of showing letters via NVL mode so I don't have to have the main character read out each line. I was worried it might count as non-gui asset for this reason. Is that still alright?

Jam HostSubmitted

That’d count as a GUI asset so you’re good!

Deleted 1 year ago
Jam HostSubmitted

Hey! You'll be doing two different jobs, so that's okay! However, please don't overwork yourself!

Submitted

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?)

Host

Unless I'm misinterpreting the context, I believe this will count as your voice acting.

Submitted

Thanks!

Submitted

Hi! Quick question. Hopefully there's still time to get an answer.

If the characters in the story talk about a person who recently passed away (a fictional person), would that require a content warning?

Jam HostSubmitted(+1)

Hey! Content warnings are totally up to you and your best judgement.


I personally add my CW in the projects page if they are “advisory” (certain topics that can be sensitive to some people) and in the game in they are more serious (flashing lights, jumpscares).


Hope that helps!

Submitted

Thanks!

Submitted

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...


Jam HostSubmitted(+1)

I think this is a really good use of the limitation of the only one sprite :)

If the object with the Trail Renderer doesn't use a texture (so it's fully code) OR uses a texture that comes bundled with Unity by default this is fully legal.

Submitted

It uses Unity default materials only. So we're good.

Viewing posts 21 to 35 of 35 · Previous page · First page