Not everyone will find this fun! Yes there’s only one ending
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Hey I'm not the best at game jams, but here are tips I've found helpful from participating in ~10 of them:
- Keep your scope small. Really small. So small the game you want to make almost feels beneath you. This is the best way to ensure you will actually complete a game. You can always expand your game later if you have time.
- When coming up with designs for your game, come up with as many as possible at first and then evaluate them. Try not to jump at the first one that sounds good, but actually assess all of them as a whole. I've found this to be a really great way for determining what to work on and often I spend 1-2 hours during this phase.
- Try to get a playable version of your game as soon as possible. This also helps with coming up with new ideas that emerge once you start playing your own demo.
- Generally, try and make your artwork consistent. If you're making all your sprites 32 x 32 with a black border, try and stick to that. Throwing in a premade high quality pixel art asset you found on a store will look out of place. Also, I have found it helpful to stick to a limited color palette so you don't get bogged down with colors.
- Leave time at the end for creating screenshots, gifs, and for exporting your project. You never know what issues might come up when exporting so try and finish up the project with a good hour before the deadline (ideally more).
Last thing I wanted to mention is going in with the mindset of wanting to learn and have fun. Focusing on just learning and participating with others as opposed to trying to win the jam has been a great way to feel good about the result, regardless of the result. As long as you learn something, it was a jam worth doing!
This is great! I have to ask.. how did you do the auto dithering and stuff? I've been looking for something exactly like this which will make my sprites obey a certain pixel resolution without having to manually create each sprite a certain size up front
I played through 20 waves and thoroughly enjoyed this game. I think the waves could be a bit longer and it would be nice to spend the cash on something (maybe upgraded weapons?) but overall nice job!
> To be judged by initially by The Public then narrowed down to finalists and Grand Prize winner by host American McGee.
Just wanted to mention I’m glad you’re hand picking the finalists since this is going to be open to the public which means people can crowdsource fake votes to the top. I believe this happened with the GMTK jam in 2018 where a creator asked their family and friends to vote for the submission which had a 5.0/5.0 score at the end of the voting period (https://castlemark.itch.io/grand-snail-prix)
With that said, since the public votes don’t necessarily correlate to your picks, do you have a certain criteria or preference for what kinds of game might be selected for finalists? To that end, have the voting criteria been decided yet (ie: graphics, gameplay, innovation, etc) and will that criteria correlate to your preference for a potential winner?
Thanks and really glad this opportunity exists and looking forward to participating
Would placing well in this jam help contribute to a higher likelihood chance of getting selected for pirate jam 2020? Or even better, would you consider letting a few finalists get guaranteed pirate jam admission (on their own dime) as an additional prize?
Hi - looks like there is a way to draw primitives in gamemaker: https://docs2.yoyogames.com/source/_build/3_scripting/4_gml_reference/drawing/primitives/draw_primitive_begin.html
You can try and translate my godot code to gamemaker code
An alternative to the drawing primitive approach altogether would be using sprites + scaling the sprite x/y values to stretch the circle upward and sideways
Let me know if you have any questions about these approaches
I appreciate the feedback. I agree with you, the platforming was not ideal. The collider on the rabbit does not sit well on circular objects, making the jumps sometimes miss. I went ahead and updated the game so that the platforming section is now strictly horizontal logs. It's still not perfect, but hopefully it's more predictable
I really appreciate the cute, derpy graphics of this game. I think the wall jumping could be smoothed out a bit better, as a lot of times I wall jumped by accident or I couldn't wall jump when I was trying to. Overall, nice work!
This game has so much potential and I love the octopus and alien characters but I found it a bit frustrating to control them both, especially the octopus who could not jump sideways. I think if the controls got reworked slightly this could be really, really good
Found this to be a very charming entry! I never quite understood how the potential energy stuff worked but I like the concept of floating up and then falling down ^_^ Also maybe it would be nice if you could slide to the right/left as you fall
Wow that fish-skeleton thing was pretty freaking scary! Nice job whoever did the art for that.
I enjoyed the platforming and music a lot. I only wish there was some kind of noise when the fish skeleton got to you but other than that nice job!
Very interesting mechanic! I didn't realize I could use the camera as a floor until I read about using the bounds in the description. I think with some refinement this could be a pretty decent puzzle game with multiple levels. Kudos for the nice art style as well
Thanks. It's not a very complicated algorithm to be honest.
When you paint, you're actually drawing squares onto a 2 dimensional grid which register what color is being painted. When your painting is ready to be sold, the grid is iterated on and various metrics are recorded and averaged out - things like canvas coverage percent, average RGB values, HSV values, etc: https://github.com/pyrecraft/starving-artist/blob/master/SaleLogic.gd#L156
And then based on the "criteria" (which is determined from the news stories), the final payout / score is calculated: https://github.com/pyrecraft/starving-artist/blob/master/SaleLogic.gd#L46
Holy cow that game is really similar to this game.. from the similar style of painting to the newspaper references to even the name! But I actually never heard of that game before so maybe similar art game developers think alike?
I'm glad you brought up the audio glitches because I do agree with you that it makes the game really unpleasant. I looked for ways to optimize my game but the root cause of the issue is that the game makes a significant number of draw calls per second to render the art. This approach doesn't scale very well when there is a lot drawn onto the screen. I tried changing my render engine from GLES2 -> GLES3 but it didn't help. I started to reduce other objects drawn onto the screen, such as the background bricks, by making them more primitive to help alleviate some of the GPU load, which helped a little bit.
My band-aid fix for this issue is adding a mute button. While not the best solution, at least the glitches go away. I should add that when downloaded, the game doesn't seem to glitch as often, which leads me to think the frequent draw calls is a little too heavy for browsers anyway
THANK YOU SO MUCH! I couldn't believe my eyes when I saw a donation. I didn't even know what a donation looked like - you are the first person to donate to one of my games!
If there is anything in particular that you really liked (or anything you'd change), I'd be curious to know so I can include that feedback in my future games!
Thanks again. I definitely feel a lot more motivated now to keep working on games. Cheers!