Sounds good to me. Any ideas in mind?
Recent community posts
Hey Tom, I really like the idea of this jam! I am also sad to see the classic paint program being removed from the standard Windows install. It was the first Windows program I ever used, and the first my child ever used. Wow I'm actually starting to get all teary-eyed just writing this.
I like most genres of games with these exceptions that I have found I dislike working on and typically will not finish:
- Point-and-click adventures
- Text adventures
Let me know if you'd like to team up for this jam.
I had to stop working on the game to let my concussion heal, which it has. At this point I do not think I can make a complete game for the jam due to work. So I am going to have to bow out. This has been a great learning experiance and I thank each of you for the support and encouragement you have given. I am already thinking about what to do next :)
Thank you all for your support and kind words! I am so thankful for the community of this jam. You all have really helped me find the joy and creative outlet of game making.
Progress: Day 5
Today I made very rapid progress. I think I understand the architecture of Godot well now and do not have to reference tutorials and Q&A posts to get things done. And the rework due to learning is almost gone now. I am also very comfortable with Aesprite now and can crank out the graphics.
Today I added the in-game UI and added an auto-charging "crash" attack type to complement the shouting. I couldn't come up with an idea that fit the theme so it's rainbow colored generic space shooter junk. If anyone has ideas for what this larger attack could be that would fit with the theme of my inner self battling against my own dreams please leave a comment!
Hope your internet connection gets to feeling better! I really like what you've done so far. The jumping looks really floaty, like there's not enough gravity. It's hard to say without actually playing the game though. I wouldn't fuss with it until you've got a test level so you can get a feel for it.
Progress: Day 4
I hit my goals for today and even got working enemies, collision detection, and response! However I spoke with my doctor today who was very adamant that I have to limit my time looking at any screen or reading anything for the next several days. So progress should be about the same pace I originally thought it would be even though I'm on leave from work. When working full time I only get maybe an hour or two a day to work on personal projects. That's what I'm limited to now :(
Tomorrow I want to get the second enemy type working again and the UI. Thursday will be level layout day.
It doesn't look much different. But now it's in Godot :)
I'm not sure what retro means to you. It seems to mean something different for every generation. But it reminds me of games from the early 2000's that were trying to be callbacks to the 90's. It's not so much retro for me as it is familiar in a very good way. I really like the palette but I rarely see it used in games these days.
All that said retro for me is 8-bit. So if 16-bit is your definition of retro then you nailed it :)
Thanks for the support Giant Gough! Yea it does have a lot of meaning in it for me. Unfortunately the game play is very lack luster. Normally I would consider this a problem but the goals I have for the jam are not to make a good game. I am trying to build my self confidence and skill set. I'll start on a game I intend to be good after this one :)
Oh my god I LOVE the art style! Especially the jumping / falling frame :) I also really like the curly-cue things for the HP meter. I think I might nick that concept for my own game. Right now I'm using something too literal. Something more abstract would be nice.
Regarding your progress you seem to be ahead of most of us :) Don't sweat it! Have fun and jam on!
I really love your bird! Don't change a thing. Your brother needs to brush up on his TNG. La Forge has a solid gold banana clip on his face :) I really like the color palette too. It reminds me of some of the GBA titles from Japan like Mother 3 and that River City Ransom remake.
Thank you for your support Angevon!
Progress: Day 3
Today work advised that I take additional leave based on conversations we had. I'll be out of work until at least Wednesday. At least it means I'll have more time to work on the jam :) Today I worked through all the Godot tutorials and moved all my assets over from GMS 2 into a Godot project. I also got up and running with the last open-source version of Aesprite. I am really digging the new tool set and think I will be able to make the games I want to with Godot. On Thursday I'll be using the money I had ear-marked for a GMS 2 license for an Aesprite license.
My goal for tomorrow is to have a basic scene working in Godot with my brain moving around and shooting letters against the parallax background. I think if I can get that far I'll be in good shape to hit my larger goal of feature parody with the GMS 2 project by end of day Thursday.
Thank you again for the feedback FrowningAsinus. I don't think I will be composing anything for this particular jam. I am capable of it but am very slow and only know tools for the NES platform. Maybe for My First Game Jam Winter 2017 my first will be learning FM composition software :)
I've seen the Godot Engine mentioned time and again. I finally googled it and am very impressed. I am a fan and supporter of Open Source Software and it seems way less technically restricted than GMS 2 in terms of the scripting language. I did not have any firm goal for the weekdays set. Now I think I will try to convert my existing project over to Godot Engine. If I can get that done by Thursday night I will not have lost any time on my jam plan. If I do not get that done then we'll see.
I really like your three color shading on the Necromancer. It really makes him pop out! I am too used to working with a very limited color set. I need to tinker with three color shading more.
Thank you for your kind words Kindaw!
Progress: Day 2
Today I did a lot of refactoring. First to take advantage of GMS 2's object inheritance system for code reuse. Then as a way to reduce the total number of resources so I can make more progress before buying a license. I also added player feedback in the form of sounds, visual cues, and animations. I was unable to work very much today as I needed lots of rest from the head injury. I won't be able to work a lot on it over the week as I have a demanding job. I hope I can finish off the first level next weekend. I think I will stick to a single level.
Thanks for the input! It's basically a shmup with letters for the player's bullets. Rather than random letters there are a number of pre-programmed phrases. Each phrase comes out last character to first so it is readable on the screen as it moves left-to-right. A slight variation on the speed of the letters as well as a different primary color combination is selected for each phrase to help it stand out among the word soup. The letters do follow the player (brain) as it moves, and when the player stops and resumes firing the letters stop and resume mid-phrase.
Thank you for your kind words about my art. I've always told myself I couldn't do game art. This jam has really helped me find my groove!
My Dreams Suck is a 2D horizontal shoot-em-up in which I explore the contents of my dreams. I struggle with depression, anxiety, and repressed emotions. I started designing this just after suffering a concussion. I think it shows.
Progress: Day 1
After a day's work with plenty of breaks - due to the concussion I am still recovering from - I have a functional h-shmup engine up and running in GameMaker Studio 2 using hand-keyed data for the levels. Unfortunately I've hit the free trial's limit of 10 scripts - GameMaker's term for functions - and I am a bit bummed. I won't be able to buy a license until Thursday. That's OK though, there's more to work on in the meanwhile. Plus I can only put in long hours on the weekend.
Today I learned to trust myself to make pixel art. Sure it's not the best in the world. And the subject matter is very literal in some cases. But I am very pleased with what I've come up with on a first attempt. And the background is all parallaxy :)
This experience has already been very cathartic on an emotional level. I am excited to see where the journey takes me next!
I like the idea! It seems well scoped for a game game. Do you need a settings menu though? This is an honest question. I've never done a jam before. Is changing volume and screen resolution etc. expected in jam games?
1. Hi there! What's your name? Want to introduce yourself?
My name is Norman B. Lancaster. I work as a software engineer doing business and industrial software. Wanting to make games is what got me into programming at the age of 12, although I've only finished one game in my whole life - a Snake clone :(
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?
My all time favorite game is Secret of Mana for the SNES. I still remember the moment sitting in my room playing that game when I thought, "I bet I could make something like this". I spent hours sketching out a plan on paper before realizing I had no idea how to get those ideas into a cartridge. Teachers and mentors would point me toward programming.
Today I mainly play games of the 80's and very early 90's with a few modern Rogue-likes and Rogue-like-lights in there. Games like Metroid, Zelda 2: The Adventures of Link, Ultima 5: Warriors of Destiny, and Nuclear Throne.
4. Do you have experience with game development? What did you do/with what engine?
I've had more aborted attempts than I care to admit. My one minor success was an XBox Live Indie release of a Snake clone called Snakeman. It sold about 2000 copies. I was very pleased with that. I would have given it away but the terms of the platform did not allow that.
5. Tell us about something you're passionate about!
I am very passionate about software engineering. Not only the technical side but also the people side - the soft skills. I am a student of everything that needs to happen to help a team come together and solve complex and interesting problems while still enjoying their job.
6. What are your goals for this game jam?
Complete a game! But it has become more than that. Thanks to the theme - and a recent concussion - I finally see video games as a means of self expression. Am am using this jam to explore and express what my dreams mean to me. And it's not very pretty.
7. Any advice to new jammers (if you're a veteran)?
This is my first jam but I know a thing or two about time management. Two phrases I like to keep in my head are, "Perfect is the enemy of the good", and "Perfect never ships". Make it good, not perfect.