Nice work! The start screen is really impressive and the audio a good too but pretty hard to play with WASD when you don't have a qwerty keyboard.
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Amazing work! I really like the idea of using Batch x) I've done almost all levels and the questions (trivia level) were also great! (especially the question about the dirt hole, you got me)
Nice work, I couldn't play because I don't have Java on my computer BUT I watched your video that's why I can tell this is a great work. I like the effort for the tutorial and it seems there is a lot of playable content.
You're motivated! It's a good practice to add the documentation but my code is divided into more than 200 files and none are documented (not the time during the jam) xD It will be such a pain to do it now.. But I think that the majority of the code is clear/clean enough to be read and understood.
Ahah the same happened to me, I started working on the game 2 days before the dead line... Don't hesitate to share your source code imo, people are often interested by the "behind the scene". If you look at my entry, I uploaded a zip with the source code of the engine and some runnable demo scenes
Impressive. I know what it is to program in assembly and the result is not bad at all! I downloaded a small NES emulator and the final size (game + emulator) is under the 1.44MB, which is nice, great job
Hey! I played your game, as promised.I just got small issue with the music (See the screen below). Great job, I can see that there is a lot of work here and it was your first game engine, impressive! I will play it again if you fix the music, keep it up!
Pretty cool experience, I played twice because the game crashed the first time (See the screenshot below if it can help you). The first two dialogues are really fun and the atmosphere at the end of the game is really oppressive! I even played pong. The menu to remap keys was a good idea because I used it. Two more questions, is there an another possible ending ? Where can I download your project ? I can see the download section with the .zip
Ahah and you can't imagine the face of our sound designer when we told him he had 300 KB too (for 16 bit mono ogg sound only) !
Yes... Audio libraries are heavy and most of them relies on OpenAL under the hood (sometimes DirectX)
Hey! Thanks!! Yeahh, There are a lot of old school things and we told our 3D artist he only had 300 KB for textures and 3D models x) I think this is the reason why it looks like N64 games ^^
Le gameplay est plutôt simple et classique mais on ne change pas une équipe qui gagne, j'y ai joué pendant un peu moins de 10 minutes le temps de faire un score qui me convienne mais voici quelques conseils :
- Le premier d'ordre ergonomique, dans un jeu avec un côté "Die & Retry" et où les parties sont très courtes , il faut raccourcir au maximum les passages dans les menus. Actuellement pour recommencer faut appuyer sur entrée pour revenir au menu puis appuyer sur entrée pour lancer une nouvelle partie. Un bouton "Rejouer" aurait suffit. C'est un problème qui réduit la durée de vie d'un jeu car les joueurs sont plus vite ennuyés.
- Mineur mais tu devrais mettre les fichiers du jeu dans un dossier qui en porte le nom PUIS en faire une archive. Là en ayant extrait ton .zip, mon bureau s'est fait inonder de fichier en tout genre, pas très agréable ^^
Voilà, continue dans cette voie, je suis arrivé ici par hasard et je sais qu'un commentaire ça fait toujours plaisir.
I had time to work intensively during these 10 days... to create a game engine from scratch. Custom made for the jam.
The engine is for now called "OOM Engine" (OOM stands for "Out Of Memory" ). This is a 3D game engine made in C++17 with DirectX 9 and OpenGL 3 (not really a cutting edge DX12/Vulkan engine) holding in exactly 350 KB, with all dependencies and without any kind of compression. You can check the sources here.
Implemented features :
- Import of 3D models from .obj files (OBJ are really easy to read !)
- JPEG, PNG textures (Supporting both is good because there some cases where one performs better than the other etc.)
- 3D audio (stereo panning) .wav and .ogg - ogg is a very good compromise, but libvorbis and libogg have a cost. +100 KB
- Basic forward rendering pipeline with post-processing (Fog, AA etc.)
- Working game objects and components
- Old school GUI texts using textures instead of font files
- 3D physics thanks to a really well made and handy physics library
- Gizmos to debug the engine/game
- The whole engine is inspired from Unity.
What is not required to run the engine : a virtual machine, an emulator, downloading dependencies when the game starts (that's the case of almost all web browser games)
What is required to run the engine : Windows
Some issues I had :
- Audio... a real challenge because there are two challenges. How can I play sounds ? Which format for audio files ? The first was the most complicated.
- I tried with OpenAL -> No, OpenAL is DLL only. That means there is no possible optimization (in size) for the DLL. If we strip the DLL, the linker will yell for missing symbols, so ...
- High level libraries -> No. SDL, SFML etc. have many dependencies (including OpenAL). The problem is still the same.
- The solution : Using DirectX 9. This dependency (dsound.dll) is Installed on all Windows.
- For the file format, wav are a way to large.
- Ogg files. The best compromise but I had some difficulties to compile libvorbis with libogg.
Some screenshots (placeholders) :
First 3D model import
Grid, Point light and axis gizmos :
Lighting and post processing :
Always better with animations :
3D Sound test :
With sound, better ;) :
And voilà, 5 days and 1 MB available for the game !
Thanks for the tips ! After a lot of research, after having compiled a bunch of libraries, the best solution I found is to directly use the windows API (Direct sound) that is installed on all windows in system 32 (dsound.dll). Kinda old and obscure, but it works... I tried OpenAL and other audio libraries based on OpenAL but they are too large, DLL only (no stripping possible) and I don't want to use any exe compressor. So the win32 api was for me the only solution (#include <dsound.h>)