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Plum

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A member registered Sep 19, 2016 · View creator page →

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Thank You

this is so cool!!! radical interviews like this is why i love itch

also excellent work, HWbM devs!!!! 

crunchy

forever

I love the mechanics-as-message here!!! A dating sim where the other person just legitimately doesn't wanna date you is really subversive and neat!! Also: structured work schedules are so difficult, especially when you're working for yourself//have no one to hold you accountable. If you develop any neat tricks to keep yourself focused, I'd love to hear about it in your devlog :^)

Looking forward to seeing where this goes!!!!

omg this is such a fun concept!!! excited 2 c how it goes

I'm so glad you enjoyed it!!!! I hope u continue to make excellent things in the future!

This is legitimately one the greatest bitsy games I've ever played, wow. (also I think I did everything except vape with the ghost, rip)

This is an extremely cool game, I love how you implemented time-travel puzzles in bitsy!!! super well done!!

This is super articulate and well written!!! I have never really thought about how pervasive hit points are in video games but you make a ton of great points!

These are all really great and insightful, I really appreciate that you have to download them one by one, it makes each one feel like it's own special experience. As someone with ADHD the pomodoro manifesto was super helpful and the ending of the ROADS MANIFESTO is metal as heck 10/10 thank you for making these 

"- if a skeleton has long since forgotten why they fight, raised as they were by a long-dead tyrant, defending a long-since worthless treasure, that's good as hell"

extremely good manifesto, now I have a bunch of ideas on how to incorporate skeletons into gamez. thank u skeleton master

I've been looking at the thumbnail of this game for months and finally got around to playing it and I am so glad it's even cooler than it looks! The sprite work is so good and the eavesdropping method of delivering narrative is so well done!

Also, the soundtrack for this rules!!!   

Concept: "The Sequel" jam. Build a second game as a tie-in to another one of your games, bitsy or otherwise. Or, for bonus community points, build a sequel off of someone else's game (after asking permission, of course :^) ) 

I think someone in the moth jam made a game that was a tie-in to another one of their games and it was super rad, that's what gave me this idea originally.

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i love this tool it's like doodling except for videogames u can just make stuff without having to think about programming

get ready for some secrets


This is super great and it's 2000% greater with the music behind it! Playing it while listening to the song made me realize some stuff about the song I never noticed before!!!! Great work!!!

This looks so cool! Great work!

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UPDATE

Bet you thought this project was dead, well 

IT'S NOT

Anyway we're back after a 5 day hiatus due to me having to move out of my house, although we should have plenty of time to finish this thing u-

oh jeez


Alright, anyway, here's what we've got so far. Most of the stuff has been boring-to-look at coding-y stuff, but we're gonna look at it anyway.

ART, BASIC UI MOCKUP FOR EXPLORATION MODE

Rough UI markup.

So, I'm not a very technically skilled artist by any means, but I was getting tired of looking at a black screen so I got some (LEGAL OPEN SOURCE ROYALTY FREE) images and messed about a bit in photoshop, and got a bit of an art direction going on here. This screen here is basically a mockup of the "Exploration/Dialogue" mode of the game. The bottom-left compass with the totally rad placeholder art is used as navigation through the rooms. There will also be objects and characters which you can click on to chat with, interact with, or FIGHT with (when the whole fighting bit is implemented). I decided to go with click navigation as I thought a point and click type game would be a lot easier than a real-time physics platformer, or something like that. Boy was I wrong. Which brings us to...

BUTTONS, MATH, AND WHY I HAVEN'T POSTED IN FIVE DAYS

So. Buttons. Whew. It wasn't until after I had finished drawing up almost all my design work that I realized I had no idea how to code buttons. There's no built in function (that I could find) for implementing buttons in LÖVE2d, so I had to make one up myself. As someone with pretty much 0 math and coding experience, this was really difficult.

The solution I decided to go with was to steal borrow a very basic bit of collision detection code I'd used for a previous space-invaders project and use it here. What was once used to detect spaceships smashing into each other now manages if the mouse is "colliding" with a button.

Collision detection, compliments of the LÖVE2d wiki

The problem with this system was that I used it as a sort of copy+paste solution for my space-invaders project without fully understanding how it worked. This caused me to run into some problems with the whole button situation. When I first jammed it in there, it seemed like everything was working fine, when I clicked the buttons, they worked! However, I then decided to implement a mouseover text feature - since my art was a little weird it might not be immediately apparent what you could click and what was just the background.

It took me like, two hours of work to get this line of text to appear when I wanted it to. Isn't gamedev magical?

The problem was, once I put this in, the mouseover text would appear, but it wouldn't just appear when the mouse was over a button, but also whenever the mouse was within the same general area as the button. It was like the mouseover text was too excited to do it's job so it was just popping up all over the place. I tried all sorts of things to fix this - added new variables to specify where the mouse was, removing code, adding code, etc. However to problem was actually just a dumb math error from me not understanding the collision equation.

Original faulty code

So, the way the code worked was it would check the x and y of an object and then get the width and height of the image of the object and then use those four values to create a "box" around the object. In the spaceship game, this worked great, as everything colliding had an x, a y, and an image. However here I was using just the position of the mouse, which had no image attached to it. Not knowing how the equation worked or what to put in for the last two variables, I just entered the mouse x and y a second time. This was causing the 'collisions' of the buttons to trigger in twice of large a box than intended, as the position of the mouse was it's current location plus it's current location. Basically I was creating some imaginary box that made no sense when I intended to create a single 1-unit point where the mouse was.

The solution, putting in 0s instead of x and y

So the fix was actually pretty easy! Since it was just a single point, I put in 0s for the second two values, and it worked perfectly! At least, for now. :)

WHAT'S NEXT?

Well, I'm pretty behind, so I'm really trying to bust out a playable prototype as soon as possible. I forgot to bring my notebook to the coffeeshop where I'm writing this right now, so I can't post pictures of the combat system design I've been doing. I'll probably post later today explaining how combat works, and try to get a mockup of combat working.

Also, for adventure mode, I need to implement dialogue boxes, and multiple areas. I'd also like to make a title screen.

Since I'm so behind, I'm gonna try to do 2-3 devlog posts a day, to catch up. Hopefully I can follow through with that.

Thanks for reading! :^)

#unsolicitedButHelpfulAdvice2k17

(thanks)

This is so cool! I can't wait to see you go more in-depth with how your gameplay works. I'm already thinking about how interesting it'll be to have the player also be the puck - lots of complicated tactic choices for offense/defense. Also I could see a 2-player mode of this being a hit at parties (especially after a few drinks :^))

It really seems like you have this thing planned out pretty well - don't get discouraged about starting late or not being able to work on it every day. Gamedev is hard stuff and then when you add life and work on top of it it's a miracle any of us get anything done!!!!

Excited to see where this goes!

It looks like you are already getting so close to a playable prototype on day three!!!! Nice! I also dig the hot magenta color you've got going on for your dishes. Very tasteful placeholder art.

ALSO! Thanks everyone who's been reading this/leaving comments. I really appreciate the interest and support!! :)

DAY 2/3 TINY DEVLOG UPDATE:

I forgot to mention in the first devlog, but I'm also moving to another country during the duration of this jam. Irresponsible? Maybe. But video games waits for no-one.

I've been working on programming, which like always is taking way longer than I expected it to. I'll post screenshots when I have something more interesting to show you than crash reports. I'm also finishing up on the card-combat design, so expect some more notebook pages probably tomorrow-ish.

Sorry for the short update, I promise cool content soon!!! ^^;

oh my god this is so dumb i can't believe i'm running with this idea.

Your DAD is dying. DEATH has come to claim his immortal soul. HOWEVER Death will spare your father's soul if you help her win the LESSER DEITY CHILI COOKOFF CHALLENGE by bringing her THE TEARS OF THE FOUR GREAT DREAM-WHALES. Are you ready to embark on an adventure into the dream realm with exciting card-based combat, puzzles, and probably dialogue boxes? I sure hope so, because Death just smacked you on the back of the head with a frying pan so you're in dreamland now, kiddo. 

So, the whole idea behind this idea is whenever I enter a game jam I spend way too much time planning and stressing about whether or not my idea for a game is good or not, and I never end up making or submitting anything. So I'm just running with the first idea that came to mind. Which is this. Whatever this is. 

Today was mostly spent sketching out ideas for what the game is going to entail, and what sort of programming stuff I'm going to have to learn (because my programming skills are very weak.) So, here's what we've got: The game is a short little adventure where you wander around dreamland talking to weird dream creatures in a VN-style sorta style (Like ace attorney, maybe?) and there's also a point and click puzzler-y mode, as well. Finally, there's COMBAT ENCOUNTERS in which you get into card fights with dream monsters. The rational behind card battles is 1. I'm hoping they're easier to code than real-time physics-y battles,  2. I've been reading a book on tabletop game design and I really want to make some sort of tabletop system, and 3. I have a bunch of colored index cards laying around so it'll be easy to prototype. So let's check out my beautiful game designer notebook: 

(also these are totally huge and I don't know how to make them not huge, sorry about that)

Dialogue and Exploration mockups
Card Battle mockup
So, I've written up a list of things I should do. I know the programming is going to take me the most time so I'm going to try to get cracking on that as soon as possible. Also, since my goal here is to actually finish the jam, I'm gonna work on everything in segments. I think I want to try to get the card-game part of this done and working first before I try to install any kind storyline in here (not that my make-chili-to-save-dad storyline isn't award winning, but...)

So yeah, tomorrow I'll start prototyping FIGHTS, and give a run down on how the combat system works, like what the hell life sauce is.

Anyway, thanks for reading all that!!!

From your notebooking drawing, I'm super excited to see what style your unity assets look like! This is also such a cool concept, especially with the dreams theme! I am actually moving right now in real life so I can totally relate to this game in a funny way. Looking forward to see your progress!!

This is totally sick having small plant friends is such a dream!!! Looking forward to seeing your progress!

Wow I am reading your design document and I am LOVING the game design for this!!! It looks so well thought out and fun! Also, a cooking card game is such an original idea! The world needs more cooking games!

Very stylish! Looking forward to seeing what kind of story you have planned.

Hey there! I haven't really been able to hang around pre-jam but now that it's all started I should be hanging around the discord a bit more. So I definitely will see you around! 

i feel so personally attacked this seems to so perfectly describe the crushing anxiety i feel at all times about frantically not doing enough and being restless but also doing way too much and being exhausted all the time. This feels so personal but also so relatable.

I also like the calming music in the background. Thanks so much for making this. 

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

Hi! I'm Nic. I'm currently a university student with dreams of being a game design someday!!

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?

I did! I didn't end up submitting a game, though. This time I'm going to try to actually submit a game.

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

I really love the Dark Souls-es and Undertale because of their themes about friendships/relationships. I also really love games like Hotline Miami and 30 Flights of Loving for how stylish they are (and how wonderful their soundtracks are!)

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

I am an expert at half finishing games! I have about 4-5 unfinished projects on all sorts of engines - Unity, LÖVElua, Gamemaker, Stencyl, etc.

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

Uh, Videogames, of course! Also loving your friends and tipping your waiters!

6. What are your goals for this game jam?

I get hung up a lot on worrying that  whatever I'm working is "not good enough". I want to just make something and publish and have some people play it for once!

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

Here's one: buy some pens and a notebook! Pen-and-paper game design ahead of time will save you a bunch of headaches in the "what-direction-do-I-take-this" department down the road! ALSO! Don't worry too much if your game is good or bad! Those are subjective categories! Just make something and get it out there!!

Reading you experience with unity, I can totally relate to how it feels trying to learn coding/scripting for the first time. Nothing makes sense and you feel totally dumb. This is totally normal!!! Don't get discouraged! You clearly have a lot of heart and that honestly the most important part (or so I hear.)

Excellent stream-of-consciousness devlog, very fun to read. Looking forward to where your journey to the top of the mountain goes next.

Hey, it's 64 days late, but why not :), If  you still need a designer, I am very much down. My discord name is also Plum, feel free to message me there (Or here, but idk if there's pm functionality here)

I'm on discord as Plum, as well. Feel free to contact me there! (Anyone else reading this, also feel free to contact me :) )

Just saw the GIF with the cutscenes on twitter, this looks pretty graphically impressive.

Oh boy, what a perfect fit for my levels of ability and capacity at the moment :)

Also, thank you so much for that resource post! It's super helpful!

Well, that makes sense I guess. Thanks for hosting, Ham.

Also, I am a total novice but I specialize in game design. What engine/program do you usually use?


(Also, disclaimer: I'm in the middle of finals week right now, so my ability to contribute might be a little limited)

why is it called ham jam?


Also, if anyone is interested in collaborating, let me know. I do a bit of everything :^)

It's actually really cool that you took the time to consider that/think that out!!