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Michael Coorlim

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A member registered Oct 29, 2016 · View creator page →

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Using pre-made assets is fine but you were clearly working on the code and game controller well in advance of the jam's start. I mean, you get why I'm skeptical? 

But to answer your initial question: no. AI translation is not allowed. (and probably overkill for a week-long jam game)

You have comments on your game page from 10 days ago.

The jam is about making games, not games you've already made. You can't use the album as inspiration if the game already exists, and I can see comments on your game page going back to well before we started.

Jam Tutorial: Projectiles as Area2D vs CharacterBody2D

I shouldn't have to specify this but if you clearly made your game weeks before the jam and have been submitting it everywhere just to get eyes on it I'm going to remove it.

Want to chat in real time? Join the Discord. https://discord.gg/ZzfnuyFS

(1 edit)

Have questions? Allow me to clarify.

First clarification: Projectiles are objects with velocity. We're not talking a hitscan mechanic here; the projectile itself has to be a game object like an Area2D or physics body or something.


(You can have a hitscan mechanic; you just need actual projectiles in the game as well.)

Hey guys, thanks for participating in the jam. I hope you had fun, hope you learned a new way to jump around.

RAMJam 2: She wants projectiles, starts today. Join up and make a game involving projectiles inspired by the album "She Wants Revenge" by She Wants Revenge.

https://itch.io/jam/godot-ramjam-2

Here's what it's looking like on my end: 

Potential bug - the platforms/tilemap aren't showing up in the HTML5 build on Firefox.

Correct!

I'd probably call it a puzzle platformer too.

Hey hey, this is going to be a weekly jam. The next jam starts after this one ends, with a new constraint and album inspiration. 

A quick tutorial on jump mechanics - jump buffers, coyote time, and variable jumps. 

Feel free to discuss the jam inspiration here. Analyze the tracks. Give your opinion. Tell us how you're incorporating the music, or how the album has informed your design decisions.

The Jam constraint: Jumping. Your game must incorporate jumping as the primary action the player can perform.
The Musical Inspiration: Daft Punk's "Random Access Memories"

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Sure, I'll set one up: https://discord.gg/5jGcbm3s

It's very bare-bones for now. I might add to it later, but feel free to use it to team up if you're not going solo.


Questions? Concerns? Need clarification?

I've tried to keep this simple, but feel free to ask jam-related questions.

Use this as a basis for a game jam.

Testing it again, it appears that the code that the javascript emulator is causing the game to register a held keypress as a tap - obviously making it difficult to maintain a shield.

I'll see if I can work out a solution, but it might just be emulator incompatibility.

Here's the source if you want to try it yourself:

10 poke 56, 100: poke 55,0:poke 52,100:poke 51,0:clr
20 data 0,254,0,3,57,128,7,255,192,0,16,0,16,56,16, 56,84,56,124,146,124,131,255
30 data 130,144,56,18,184,16,58,144,16,18,131,255,130,254,84,254,252,56,126,0,56
40 DATA0,0,40,0,0,56,0,1,199,0,6,16,192,1,199,0,0,124,0
50 DATA0,0,0,127,255,254,64,0,2,64,0,2,64,16,2,64,48,2,64,16,2,64,16,2,80,56
60 DATA114,84,0,18,94,0,114,68,0,66,68,56,114,64,8,2,64,56,2,64,8,2,64
70 DATA56,2,64,0,2,64,0,2,127,255,254,0,0,0
80 DATA0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,42,0,0,20,0,0,42,0,0
90 DATA42,0,0,73,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
100 DATA0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,4,132,128,255
110 DATA255,255,72,72,68,48,48,56,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
120 DATA0,0,16,0,0,24,0,0,20,0,0,20,0,0,20,0,0,24,0,0,48,0,0,80,0,0,80,0,0,48,0
130 DATA0,24,0,0,20,0,0,20,0,0,24,0,0,48,0,0,80,0,0,80,0,0,80,0,0,48,0,0,16
140 DATA0,0,16,0
210 for zz = 0 to 4:poke 2040+zz,200+zz
220 for z = 1 to 63:read x:poke 12799 + (zz*64) +z,x:next z,zz
230 clr:v = 53248:fu = 100:poke 650,255:poke 53280,0:poke 53281,0:?"{clear}"
240 poke v+2,145:poke v+3,120:poke v+23,250:poke v+29,250:poke v+30,240
250 xx = 31 + int(rnd(1)*210):yy=60:dx=1:dy=1:if rnd (1)>.5 then yy = 180:dy=-dy
260 ?"{home}"tab(14)"{yellow}fuel:    {left*4}" fu
270 ifrnd(1)>.9thenxx=31+int(rnd(1)*210):yy=60:dx=1:dy=1
320 xx = xx +dx:if xx =<30 or xx=>245 then dx =-dx
330 yy = yy + dy:if yy =<50 or yy =>190 then dy=-dy
340 poke v,xx: poke v+1,yy:if f=0 then f=1:fx=xx:fy=yy
350 if f = 1 then gosub 410
360 get a$:s$="":sh=0
370 if a$="4" or a$="2" then sh=1:poke 2043,204:s$=a$
380 if a$="1" or a$="3" then sh=1:poke 2043,203:s$=a$
390 if sh=1 then 470
400 poke v+21,247:goto 260
410 if fx>153 then fx=fx-5
420 if fx<153 then fx=fx+5
430 if fy<135 then fy=fy+5
440 if fy>135 then fy=fy-5
450 poke v+4,fx:poke v+5,fy:if peek(v+30)=246 then 550
460 return
470 if s$="4" then l1=118:l2=120
480 if s$="2" then l1=175:l2=120
490 if s$="1" then l1=145:l2=95
500 if s$="3" then l1=145:l2=145
510 poke v+6,l1:poke v+7,l2:fu=fu-1:poke v+21,255:if fu<0 then 540
520 if peek(v+30)=252 then f=0:goto 240
530 goto 260
540 ? tab(4)"{down}{white}you have run out of fuel!":goto 560
550 ? tab(11)"{down}{white}you've been hit!"
560 for zz=1to10:for t=1to100:next:poke v+21,247:for t=1to100:next:poke v+21,0
570 next:?"{clear}"tab(12)"{down*12}{purple}{reverse on}hit space bar"
580 get x$:ifx$<>" "then 580
590 run 230

Hey, thanks for your feedback. I agree with you on all these points - especially with regards to paddle speed. I'll definitely be referring to this as I fine tune the minigames.

Pistolero

I'm working on a visual novel centered around minigames inspired by 1970s era arcade games, and so I've created a prototype build that includes only the minigames for testing purposes. I want to get them to a point where they're fun to play before I worry about them being nice to look at, so there's a lot of programmer art, no sound effects, and no music.


It would be a big help if you'd play some of the games and tell me what you think needs to be tweaked.


So noted!

That's fair! I do plan on covering text and graphic adventure games on the channel, but if you're more interested in the games I'm working on like Zeitgeist 1980 I'll be posting devlogs and gameplay vids too.

Platformer

In June I will be making an expanded version of one of May's games, possibly this one. My patreon supporters will be able to vote on which one moves forward.

In June I will be making an expanded version of one of May's games, possibly this one. My patreon supporters will be able to vote on which one moves forward.

In June I will be making an expanded version of one of May's games, possibly this one. My patreon supporters will be able to vote on which one moves forward.

This week's game is Spookum, a game in which the player, as a ghost, tries to scare children away before an evil teddy bear can murder them. You can play it in the browser. The game was developed and all assets created between the 30th of April and May 5th. Tools include Godot 4, BeepBox, ChipTone, Aseprite, and Pyxel Edit.

Play it here

Devlog Video

Unexpected side-scrolling take on the genre with cute visuals.

We're starting to get jam submissions, so I'd like to thank everybody for taking the time to get involved. One request - let us know if you created the sfx and music in your jam entry yourself, as that's what we'll be judging those aspects on. You can use commercial/royalty free/assets not created FOR the jam, but let us know so we don't rate you on those factors.

Thanks again, and I look forward to playing what everybody's created!

The game we'll be deconstructing and reconstructing? Atari's 1980 hit Missile Command!

Our first Recon Decon Jam’s focus is Atari’s 1980 hit Missile Command. It saw a number of ports, remakes, remasters, and clones for various home systems, and you can find web versions playable in the browser.

For our purposes, Missile Command has the following characteristics:

  • You’re defending targets from attack.
  • The player controls a targeting cursor
  • Player shots travel to the point of impact and then explode, making the game less about reflexes and more about anticipation and leading your target.

The game of course has other qualities, but these three will be the ones considered when games are ranked. Remember, we’re not recreating Missile Command, we’re creating new games using the characteristics of Missile Command. It does not in any way have to resemble the source game, or be recognizable as it, beyond the core characteristics above.

Here's a short video on how I created the random generator that'll be picking the game to be deconstructed:

Here's a short video on the generator I created to pick the jam's focus game.


When the Jam begins the game to be mined for elements will be revealed. But how will it be chosen?

Well.

I'm making a list of games that'll work well with this concept, see? And on the day in question I'll use a random generator to select one.

If you have a game you want to suggest for the list, feel free to comment.

DeconRecon Jam is a jam where participants will be presented with a randomly selected retrogame from a carefully curated list, and tasked with creating a brand new game using its important elements. You have a week to create a new game and its visual and audio assets, then a week to play and judge submissions.
Begins the 12th of June.

https://itch.io/jam/recon-decon

Thanks for the kind words, it was a blat to work on as well.