Nice! :D
eggnog
Creator of
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:O
I'm completely astounded that this fits into a TweetTweetJam entry. I made it to level 11 before losing all my lives to a particularly nasty enemy, and honestly, if you hadn't told me that these levels were procedurally generated, I would have thought that they were hand-made, from how balanced it is. Bravo, Paul!
Not really! I've only used YouTube for my games once, when I did a trailer for Super Star Duck. But I haven't really explored video content much, since I honestly LOATHE video editing. One of my least favourite things to do. Why do you ask?
If you're using Godot, you can apply the engine's basic shapes to your kinematicbody, such as a circle or rectangle (or sphere / cube if you're working in 3d), and apply flat colors to them accordingly. You can use the GUI for your development, but the code in your scripts cannot be longer than 500 characters, and you're not permitted to import sprite sheets or assets. Does that all make sense?
Basically anything Chat GPT spits up can be found through extensive Google searching, right? If it gets you where you're going, saves you a bunch of time, and doesn't make you feel like your own creative work has been negated, then I don't see why it should be disallowed!
Winning or losing TweetTweetJam is subjective, and how you get over the finish line is up to you. If you feel that using Chat GPT doesn't break the boundaries you've set for yourself, then go ahead! It's on you to decide. :)
Go ahead and use any built-in Unity shapes! Sound and music are a no-go, unless they're generated by code.
I agree that soundless games can be a bit boring; that's why I usually build on my entry after TweetTweetJam is done! So get the core game done within the constraints, then revisit it after the jam and add any bells and whistles you like!