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lysander

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does this help you out?

ooh, I haven't heard of this engine! you're making me interested in trying it out! also nice work so far, keep it up!

Posted in Help !* urgent*

twine games need to be in a zip in order to work iirc. it might be different in twine 2 but in the previous version, you needed to stick the index.html into a zip and upload that. 

did you also check the "make this playable in the browser" box? can you tell us what exactly you tried doing?

hey!! i love this concept you've got going here! i can't wait to see more! psychological themes are always fun! >:3c

hey! thanks for joining! looks like you've got the logic figured out, so good luck with the rest of the jam! interesting concept you have so far. O:

welcome to the jam! it's cool to see more non-americans in here, since most of our userbase is based in the US. i totally relate to that last statement — i can only get things done on a deadline. hopefully this will work for you too! good luck!

hotline miami is so aesthetic. i'm excited to see what you end up doing ( will it be 80s inspired? O:) good luck!

oh man, i'd love to see some of those vg music covers. music is probably one of my biggest passions and vg music is responsible for some of the most memorable moments i remember from games. good luck with the jam!

thanks for joining the jam! i also started dabbling a little in music thanks to vg music — particularly cavestory. moonsong is the song that started it all for me. good luck with your game and nice pointers you've got there! an overzealous scope is probably the biggest issue most people run into.

hey devone! nice to see you in the jam and thank you for your service! this game jam is a great way to meet other like-minded people and network, so i hope that aspect of the jam pans out for you!

good luck with twine! i believe the documentation for twine 2 is finally starting to come together, so hopefully you'll be able to find what you need! thanks for joining the jam!

don't worry about making a good game! just have fun! also, neat concept you have! i can't wait to see more later on!

hey! welcome to the jam! hope you can get somewhere with your project! i understand not being able to finish things all too well, haha! liking this concept so far.

NICE! this looks great so far! i really like the premise of the game too!

Posted in Rules

Please refer to our code of conduct and FAQ! If you have any more questions, send us an ask.

team found! locking thread!

(Edited 2 times)

Getting Started

Hello everyone and welcome to our Summer 2017 edition of My First Game Jam! For the uninitiated, this game jam is designed for beginner game developers to try their hand at making something new, or for experienced developers to practice new skills and experiment. If you'd like to take a look at past jams, check out our firstsecond, and third jams held.

Here's a few tips and links to get the most out of the jam. If we didn't cover something in this guide, try our FAQ or message us on tumblr or twitterWe highly suggest you go over this post thoroughly.

Check out our resources!

We've compiled tons and tons of lists and threads for you guys in order to help you out on your jam journey.

Wondering what engine to use? We've got a thread for that.  Still stuck on your concept? Try some of these idea generators.  Completely clueless as to where to start? Try this thread. Need a team for the jam? Check the teamfinding channel on our Discord. Looking for gamedev resources? We got you covered.  Looking for free assets? Guess what— we've got a list for that too.

Still need some help? Shoot us a question and we'll see what we can do.

Make a dev log on the community!

A development blog is a blog in which a game developer or team talks about the process they've made over the course of the game's creation. Maintaining a devblog keeps your audience in the know and helps facilitate productivity so you'll have something to blog about. It also serves as a record of problems you encounter as well as the solutions you find for those problems.

Development logs are essentially the same thing, except we'll be using the jam forums rather than a blog. However, you are free to use both the forums and your own blog as you develop your game.

Doing so is not necessary at all, but check out all the logs from our first jamIn order to get the most out of your jam experience, it is vital that you interact with your fellow jammers and the community surrounding it. They'll provide valuable feedback and support to help you along the way. So please, we encourage you to mingle, post in other logs, and of course post your own!

In addition, you are encouraged to add images and gifs. Here's some programs to help facilitate that:

Post daily updates!

Post screenshots or fun mishaps to your dev log, twitter, tumblr, or your own blog to track your progress and get feedback. Tag your posts as #MyFirstGameJam so other jammers can find your work! To get the most exposure you can also tag #gamedev or #ScreenshotSaturday for Saturdays! Share your work and link back to your devlog to get feedback.

Manage your time and tasks

We compiled a list here of useful time and task management tools. Set goals early and keep track of how fast it takes you to reach them!

Join the jam chat!

You can go to the discord chat here! Not only is it a great place to interact with other jammers, but it's also a great place to get instant advice, help, and feedback on your progress. You can also get in touch with your jam hosts this way if you have any questions, or are looking for a team.

Be nice!

No one likes being told their game sucks. That's just how it is. And while it's true that in the real world one must face harsh criticize, here at My First Game Jam we aim to create a constructive atmosphere and encourage rather than discourage. Don't be a jerk, and don't give unsolicited critique unless you've been asked to. Always remember to highlight strong points as well as weak points. And, please remember, no one here is trying to put you down. Before you react, ask for clarification. Chances are that no one meant any harm.

Aaaand good luck!

Game dev can be exciting, frustrating, and extremely rewarding. We hope to give you the tools to help you succeed in your goals in the next two weeks! Remember, if you have any questions please feel free to contact one of your jam hosts. You can message one of us in the discord chat, post on our FAQ thread, or tweet/send an ask to our twitter or tumblr.

Some last minute tips:

  • Don't overestimate your skills. Gamedev is a hard and often rocky road and is the culmination of skills that often take years to master. You're going to find yourself getting frustrated, so it's okay to scale back your game.
  • Communicate with your team. It's unwise to let salt build up and be passive-aggressive— this will only take away from your work. Be honest, be clear, and be understanding.
  • 2 weeks isn't enough time to make your magnum opus. You'll set yourself up for disappointment that way. Instead, try to set realistic goals for yourself for your schedule and your allotted work time.
  • Interact with other developers! This will vastly improve your game jam experience, and you'll get to share content, meet new people, and hopefully make friends along the way!
  • Google is your friend. A lot of programming and coding is... essentially knowing how to google things. Don't be afraid to google the shit out of your questions, because it's extremely likely that someone's had the same issue as you at some point.
  • Check out game engine forums. Usually these come attached to the sites you download the engine from, and they're usually stuffed full of information on how to use your engine of choice. We've linked a few resources on our resource list, but this will save you (and us) a lot of time.
  • Remember to take breaks and hydrate! You're gonna be sitting at your PC for hours at a time— so don't forget to stretch your legs every so often.
  • Can't finish your game? Submit it anyway! Be proud of whatever you did, even if you only got through one stage of your platformer or only the first route of your VN.
  • Lys, my game sucks! Hey! Don't be hard on yourself— remember that we're here to learn and as long as you learned something, you'll be another step closer to success! Two weeks is not a lot of time to work in. Sacrifices may be necessary. Your game may not be as great as you hoped. But as long as you take something away from this experience, you've accomplished what we hope for for all jammers! 
  • And most importantly, have fun! Remember— the goal is not just to make a game, but to enjoy the process as well!

Let's go make some games!

Official Accounts

Hosts

Lysander Twitter: @kreutzerland

J Twitter: @yurigods

Nikki Twitter: @charblar

Social

(Edited 1 time)

So how exactly do you make a game?

If you're a beginner game developer and have no idea where to start, this is the thread for you. Here's a list of suggested steps you can take to make sure your developing experience goes smoothly. This isn't a one-size-fits-all checklist, but rather a starting point for those of you who need a little extra guidance.

One - Your Concept

Every great game starts out as an idea. It might be as simple as "I want to make a platformer" or as complex as that heroic bildungsroman with RPG elements you've been daydreaming about for years. No matter how complicated (or not) your idea is, it's good to get your basis down before taking any other steps. If you're having trouble developing your idea, it might help to ask yourself a few questions. What point are you trying to get across? What is the goal of the game? How can you develop elements of it, such as the world, characters, mechanics, or aesthetic? Brainstorming with other people can be beneficial as well.

Two - Your Engine

Once you have your idea, think about what game engine will best help you translate your idea into a tangible product. Some engines are more specialized than others, and they also may vary in power, flexibility, and complexity. More power is not always better— the more powerful your engine, the more learning you will need to do in order to utilize it, so keep that in mind when you're picking an engine. Also consider looking for engines specifically designed for the type of game you want to make if you're looking for specific features. If you're a beginner with the engine you've chosen, be sure to try creating some quick projects so you get a feel for the interface.

Three - Organize

This is probably one of the most important steps besides actually making your game. It may seem inconsequential, but the benefit to organizing your ideas lies in your productivity. List all the features you want— things like mechanics (movement, for example), systems (such as inventory systems, battle systems, etc.,) major plot points, characters, special scenes, areas and maps, level ideas, items and weapons, assets (including sprites, tilesets, bgs, sfx, music)... The list goes on. The work you put into organizing your game's elements will save you time, energy, and frustration when you're trying to remember what needs to be done next— and listing your elements will give you a better idea of how much work needs to be done as well. This is especially important for teams since ideally you should be delegating workloads.

Four - Make the Thing

And here's the big one: actually making the game. There's not really a right way to go about this, but here's some good practices most people highly recommend:

  • Use placeholder assets. Don't wait for your final assets to be finished before you start working on the core parts of your game. You need a game that works before you can make it pretty.
  • Playtest often. Very often. If you catch bugs along the way, it'll be a lot easier to deal with than realizing you screwed up 2849 lines ago.
  • Name your files in a way that makes sense. As tempting as it is to keymash all your filenames, it'll be a pain to type out a million times when you're writing code. Seems like a no-brainer, but it's important enough to bear repetition.
  • Double check your asset licenses. Especially if you intend on producing a commercial game at some point. It's a good habit to start since not all assets are created equal.

Once you're done, don't forget to play your entire game. Start to finish. Check again for any bugs you might have missed before moving onto the next step.

Five - Publishing

For a commercial developer, this step usually entails a lot of advertising and networking, but for our sake we'll keep it to distribution. This is where a lot of beginner developers run into last-minute problems. Be sure to check the guides and licenses that came with whatever version of the engine you've chose, and give yourself enough time to fix your game if something breaks in the process before the deadline. However, if you fall just short of the deadline, we'll still be able to accept your game if you contact one of the mods. Don't forget— providing builds for multiple operating systems will increase your audience.

Six - Feedback & Bugs

Once your game is finally out and done, people will begin finding issues you missed while you were making the game. Major issues should be dealt with swiftly, but smaller ones may be fixed in batches at a time to avoid putting out too many versions of your game too quickly. For jam participants, we suggest a one-for-one system for giving feedback. If another jammer tries out your game, give their game a shot if you have the chance as long as you're able to. You can also show off your game screenshots in your #myfirstgamejam tags on tumblr and twitter, or share your project in the discord chat.

Remember, this isn't a concrete guide to gamedev— you might skip, combine, or completely ignore the steps in this list, and that's okay. There's no right way to make games, and although some ways are more efficient than others, what works for you works.

(Edited 4 times)

Welcome to My First Game Jam: Summer 2017! For those of you just joining us, it's been a tradition to kick things off with a little getting-to-know-you questionnaire! For the first-time game developer, things can be pretty intimidating... which is why we want to show you you're not alone! 

Posting in this thread is not necessary, but we'd love for you to share your influences, passions, and jam goals with the rest of us. Who knows — you might meet a potential team member, or even a new friend!

Onto the questions!

1. Hi there! What's your name? Want to introduce yourself?

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

4. Do you have experience with game development? What did you do/with what engine?

5. Tell us about something you're passionate about!

6. What are your goals for this game jam?

7. Any advice to new jammers (if you're a veteran)?

whoa i really enjoyed your prose!! i feel like you really crafted something in the space of 295 words, good job!

(Edited 3 times)

So how exactly do you make a game?

If you're a beginner game developer and have no idea where to start, this is the thread for you. Here's a list of suggested steps you can take to make sure your developing experience goes smoothly. This isn't a one-size-fits-all checklist, but rather a starting point for those of you who need a little extra guidance.

One - Your Concept

Every great game starts out as an idea. It might be as simple as "I want to make a platformer" or as complex as that heroic bildungsroman with RPG elements you've been daydreaming about for years. No matter how complicated (or not) your idea is, it's good to get your basis down before taking any other steps. If you're having trouble developing your idea, it might help to ask yourself a few questions. What point are you trying to get across? What is the goal of the game? How can you develop elements of it, such as the world, characters, mechanics, or aesthetic? Brainstorming with other people can be beneficial as well.

Two - Your Engine

Once you have your idea, think about what game engine will best help you translate your idea into a tangible product. Some engines are more specialized than others, and they also may vary in power, flexibility, and complexity. More powerful is not always better— the more powerful your engine, the more learning you will need to do in order to utilize it, so keep that in mind when you're picking an engine. Also consider looking for engines specifically designed for the type of game you want to make if you're looking for specific features. If you're a beginner with the engine you've chosen, be sure to try creating some quick projects so you get a feel for the interface.

Three - Organize

This is probably one of the most important steps besides actually making your game. It may seem inconsequential, but the benefit to organizing your ideas lies in your productivity. List all the features you want— things like mechanics (movement, for example), systems (such as inventory systems, battle systems, etc.,) major plot points, characters, special scenes, areas and maps, level ideas, items and weapons, assets (including sprites, tilesets, bgs, sfx, music)... The list goes on. The work you put into organizing your game's elements will save you time, energy, and frustration when you're trying to remember what needs to be done next— and listing your elements will give you a better idea of how much work needs to be done as well. This is especially important for teams since ideally you should be delegating workloads.

Four - Make the Thing

And here's the big one. Actually making the game. There's not really a right way to go about this, but here's some good practices most people highly recommend:

  • Use placeholder assets. Don't wait for your final assets to be finished before you start working on the core parts of your game. You need a game that works before you can make it pretty.
  • Playtest often. Very often. If you catch bugs along the way, it'll be a lot easier to deal with than realizing you screwed up 2849 lines ago.
  • Name your files in a way that makes sense. As tempting as it is to keymash all your filenames, it'll be a pain to type out a million times when you're writing code. Seems like a no-brainer, but it's important enough to bear repetition.
  • Double check your asset licenses. Especially if you intend on producing a commercial game at some point. It's a good habit to start since not all assets are created equal.

Once you're done, don't forget to play your entire game. Start to finish. Check again for any bugs you might have missed before moving onto the next step.

Five - Publishing

For a commercial developer, this step usually entails a lot of advertising and networking, but for our sake we'll keep it to distribution. This is where a lot of beginner developers run into last-minute problems. Be sure to check the guides and licenses that came with whatever version of the engine you've chose, and give yourself enough time to fix your game if something breaks in the process before the deadline. However, if you fall just short of the deadline, we'll still be able to accept your game if you contact one of the mods. Don't forget— providing builds for multiple operating systems will increase your audience.

Six - Feedback & Bugs

Once your game is finally out and done, people will begin finding issues you missed while you were making the game. Major issues should be dealt with swiftly, but smaller ones may be fixed in batches at a time to avoid putting out too many versions of your game too quickly. For jam participants, we suggest a one-for-one system for giving feedback. If another jammer tries out your game, give their game a shot if you have the chance as long as you're able to. You can also show off your game screenshots in your #myfirstgamejam tags on tumblr and twitter, or share your project in the discord chat.


Remember, this isn't a concrete guide to gamedev— you might skip, combine, or completely ignore the steps in this list, and that's okay. There's no right way to make games, and although some ways are more efficient than others, what works for you works.

(Edited 1 time)

A jam favorite, back by popular demand! You know the drill— it's what it says on the can. Introduce yourself to your fellow jammers and check out some of the other people dropping by. The below questionnaire is optional, but feel free to use it!

1. Hi there! What's your name? Want to introduce yourself?

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

4. Do you have experience with game development? What did you do/with what engine?

5. Tell us about something you're passionate about!

6. Any advice to new jammers (if you're a veteran)?

Team Finding

Making a game all by yourself can be a daunting task. Joining a team helps make the workload manageable and connects you with other people who share the same interests. If you're looking to team up with other people for this jam, here's the place to do it! I know there's a lot of introducing going on, but bear with me a little longer!

Post to the thread with the information below. A sample post will be provided.
Once you've found a team, edit your post to show you're no longer available.


I am a [role(s)] looking for [role(s) or team]!

1. Introduction: Include any basic information you wish for people to know. I.e., Name, timezone, pronouns, etc. Or go all out and give your entire life philosophy; it's up to you!

2. Skills: Stuff you know how to do, or kind of know how to do. You can also add things you're willing to try.

3. Programs/Languages: Engines/Programs (for any use, be it art, music, game dev, animation, etc) and markup/programming languages you are familiar with.

4. Portfolio: Not terribly necessary, but it'd be a good idea to provide examples of things you've done. Don't sweat it if you're a complete beginner!

5. Contact: Ways to keep in touch. Instant messengers, slack, emails, etc.

6. Other: Anything else you think is important. Have an idea for a game? Stick it here. Have any specific expectations from your team? Stick them here. Anything goes!




Team Tips & Tricks

  • Communication is key! If you have concerns, frustrations, stress, other commitments, it is your responsibility to inform your team so they can help resolve the issue or accommodate. Most of these tips can probably be summarized as communication.
  • Can't do your part? Tell your team. If you have real life obligations, let your team members know so they can either lessen your work load or find someone else to help out.
  • Stay focused! Working together can be fun, but make sure you get things done! This is especially tricky for teams who know eachother well; sometimes the camaraderie can be a distraction.
  • Set clear, manageable goals. This helps everyone stay on the same page and facilitates productivity.
  • Dealing with stress/illness? Putting this one here for myself since I have this issue as well. If you have a history of health problems, whether it is physical or mental, please be up front about it. No one will blame you for needing to take it easy!
  • Use productivity apps/ file sharing sites! There's a plethora of resources for effective team/file management. Google Drive, Dropbox, Slack, and Trello are just a few of them. A list will soon be added here for anyone who wants to give them a whirl.
  • Again: file sharing. Mentioned in the point above, but important enough to warrant its own point. Using a file sharing service like Dropbox enables everyone to work on the same things at the same time as well as allow real-time updates. An artist can stick assets into a shared folder, thus allowing the programmer to instantly access it. Making changes is much easier too. Highly recommend teams do this!
  • Frustrated with your group? Nothing is perfect. Even with people you get along with, you're bound to have conflict. Keep a cool head and remember: even terrible game jam experiences have value. Be willing to carry on and don't give up!
(Edited 2 times)

Getting Started

Hello everyone and welcome to our Winter 2017 edition of My First Game Jam! For the uninitiated, this game jam is designed for beginner game developers to try their hand at making something new, or for experienced developers to practice new skills and experiment. If you'd like to take a look at past jams, check out our first and second jams held last year.

Here's a few tips and links to get the most out of the jam. If we didn't cover something in this guide, try our FAQ or message us on tumblr or twitter. We highly suggest you go over this post thoroughly.

Check out our resources!

We've compiled tons and tons of lists and threads for you guys in order to help you out on your jam journey.

Wondering what engine to use? We've got a thread for that.
Still stuck on your concept? Try some of these idea generators.
Completely clueless as to where to start? Try this thread.
Need a team for the jam? Check our teamfinding thread.
Looking for gamedev resources? We got you covered. <link to resource masterpost>
Looking for free assets? Guess what— we've got a list for that too.

Still need some help? Shoot us a question and we'll see what we can do.

Make a dev log on the community!

A development blog is a blog in which a game developer or team talks about the process they've made over the course of the game's creation. Maintaining a devblog keeps your audience in the know and helps facilitate productivity so you'll have something to blog about. It also serves as a record of problems you encounter as well as the solutions you find for those problems.

Development logs are essentially the same thing, except we'll be using the jam forums rather than a blog. However, you are free to use both the forums and your own blog as you develop your game.

Doing so is not necessary at all, but check out all the logs from our first jam! In order to get the most out of your jam experience, it is vital that you interact with your fellow jammers and the community surrounding it. They'll provide valuable feedback and support to help you along the way. So please, we encourage you to mingle, post in other logs, and of course post your own!

In addition, you are encouraged to add images and gifs. Here's some programs to help facilitate that:

Post daily updates!

Post screenshots or fun mishaps to your dev log, twitter, tumblr, or your own blog to track your progress and get feedback. Tag your posts as #MyFirstGameJam so other jammers can find your work! To get the most exposure you can also tag #gamedev or #ScreenshotSaturday for Saturdays! Share your work and link back to your devlog to get feedback.

Manage your time and tasks

We compiled a list here of useful time and task management tools. Set goals early and keep track of how fast it takes you to reach them!

Join the jam chat!

You can go to the discord chat here! Not only is it a great place to interact with other jammers, but it's also a great place to get instant advice, help, and feedback on your progress. You can also get in touch with your jam hosts this way if you have any questions, or are looking for a team.

Be nice!

No one likes being told their game sucks. That's just how it is. And while it's true that in the real world one must face harsh criticize, here at My First Game Jam we aim to create a constructive atmosphere and encourage rather than discourage. Don't be a jerk, and don't give unsolicited critique unless you've been asked to. Always remember to highlight strong points as well as weak points. And, please remember, no one here is trying to put you down. Before you react, ask for clarification. Chances are that no one meant any harm.

Aaaand good luck!

Game dev can be exciting, frustrating, and extremely rewarding. We hope to give you the tools to help you succeed in your goals in the next two weeks! Remember, if you have any questions please feel free to contact one of your jam hosts. You can message one of us in the discord chat, post on our FAQ thread, or tweet/send an ask to our twitter or tumblr.

Some last minute tips:

  • Don't overestimate your skills. Gamedev is a hard and often rocky road and is the culmination of skills that often take years to master. You're going to find yourself getting frustrated, so it's okay to scale back your game.
  • Communicate with your team. It's unwise to let salt build up and be passive-aggressive— this will only take away from your work. Be honest, be clear, and be understanding.
  • 2 weeks isn't enough time to make your magnum opus. You'll set yourself up for disappointment that way. Instead, try to set realistic goals for yourself for your schedule and your allotted work time.
  • Interact with other developers! This will vastly improve your game jam experience, and you'll get to share content, meet new people, and hopefully make friends along the way!
  • Google is your friend. A lot of programming and coding is... essentially knowing how to google things. Don't be afraid to google the shit out of your questions, because it's extremely likely that someone's had the same issue as you at some point.
  • Check out game engine forums. Usually these come attached to the sites you download the engine from, and they're usually stuffed full of information on how to use your engine of choice. We've linked a few resources on our resource list, but this will save you (and us) a lot of time.
  • Remember to take breaks and hydrate! You're gonna be sitting at your PC for hours at a time— so don't forget to stretch your legs every so often.
  • Can't finish your game? Submit it anyway! Be proud of whatever you did, even if you only got through one stage of your platformer or only the first route of your VN.
  • And most importantly, have fun! Remember— the goal is not just to make a game, but to enjoy the process as well!

Let's go make some games!


Official Accounts

Hosts

Lysander
Twitter: @kreutzerland

J
Twitter: @yurigods

Nikki
Twitter: @charblar

Social


hey there Akay! unfortunately this jam is already over! maybe consider checking out our tumblr for updates on the next jam session?

nope, there will be no ranking in this jam!

CUTE ART !!! i love farming sims god... i'm excited..........

vn about a magic worm... i'm in.. gl pal!!!

Posted in [Devlog] june

psst you can insert images with <img src=""> when you switch to raw html form!!! also i am So Down for college-age cultists doing college-age cultist things... my jam

we need more vns, yessss. gl pal!

Posted in [DevLog] Morsel

i love your art!! also... rpgmaker game with cats... i'm in.... i'm hyped...

i've wanted to try ags for a while now!!! i love your aesthetic, the doodly feel is very charming and i love the pixel colors... gl!!

this is so cute so far!!! i love your art also! ✨ i can't wait to see more aaa

j we like the exact same things

remind me 2 tell u one day about my grumpy boneseer forest witch oc bc i feel like u might like her