Finally got this resolved. For anyone who runs in to the same problem, this worked for me:
Recent community posts
Well this is a bummer. I wanted to participate and try out the Godot engine that everyone's raving about on twitter.
I've got OSX Sierra 10.12.6 and this is what I get when I try to run the "stable" build of Godot.
I know this isn't right. I tried re-downloading, thinking maybe a bad download was the cause. No dice.
Can anyone help?
I am so very proud of you for creating, completing, and publishing your first game. :)
It's fun, challenging, comical, and all around a nicely made little game.
I hope that you create many more! :)
I will be busy in July, so I am thinking of hosting the next #sixdayjam in August. How does that sound to everyone?
Would you like a theme to go with the next one? Or did you enjoy the freedom of development of the jam?
So my entry is finally done, sort of. I didn't get to do what I wanted, but I'm happy with the result. It was built from the ground up in < 24 hours.
I'll be putting up the source code to the game and the many tools I built to create it soon.
Enjoy Walled In.
Hey everyone, so I didn't realize that Father's Day was going to fall on the last day of the jam when I created it, and it's become a speed-bump for a lot of people. I'm extending the jam for an extra weekend, so you can make up for the lost time and make something cool. :)
For the next jam, I will look carefully at the calendar before setting up the dates.
Didn't get to the point I wanted to yesterday. That leaves me with two days left. I only just now realized that The last day of this jam is June 19th and that's Father's Day. I'm probably going to work on my entry on June 17th and the 18th so that I'm open to do other things on Sunday.
After realizing that I was going to end up with over 100MB of assets to do what I wanted to do, I decided to take a different approach entirely... Which led me to start writing a software 3d rendering engine for my project. I've pushed it up to my github repository if you are curious... I've still got a few bugs at the moment that I need to go over my maths again and see where the problem originates from, so that I can squash them.
If I can get to the point where my initial gameplay environment is running before end of day, I will be happy. If not, well... then reaching finished game status by end of the jam will be really really difficult if not impossible altogether.
Alright I didn't get a lot of time yesterday to work on things, I was away from the house for most of the day, but I did get some things done. I haven't pushed the latest commits just yet. I did finally decide what I want to create as far as a game though. I'm going to try to put in most of today's hours into this thing, because now that I have the idea in my head, I really want to finish it.
I started fresh as far as code goes, only copying over a portion of one of the previously created (from last week's commits) files. Things have a different approach this time around, and it's been going well. I will push the new stuff up when I call it a day tonight.
Time to dig in and start kicking this todo-list's ass!
Just added some really crappy keyboard input support. I'm tired of working on it at this time, may come back to it later, or ignore it altogether and build a mouse based game. Don't know yet... Taking a break now.
I have added some basic mouse input support and refactored my rendering routines a bit for more flexibility. Still don't know what I want to create yet... Maybe something will come to mind after I add in keyboard input support, which is next on my todo list. :)
I have some basic rendering routines in place now, and I think I'm going to have to break til tomorrow. I've been awake since 7am and it's 1:17am now... Night. Hopefully I can get something shiny built tomorrow.
Okay I have put up a public github repo where I will be committing my project sources to. Feel free to check things out if you are interested.
Just the initial project is there at the moment, nothing more than the minimal boilerplate project setup. ~30 minutes of setup.
I haven't named what I'm making for this thing yet, hell, I don't even know what I am making yet. So I'm just starting this thread to kick off my progress tracking. I'm going to start with the basics, and get my rendering engine up and running. I'm using ECMAScript 2015 via the Babel 6 transpiler, and a library-free HTML5 canvas rendering setup.
If you're participating, go ahead and introduce yourself. Tell us a little bit about you, and your experience. :)
I'll kick things off.
Hi! My name is Richard, and I am a full-time senior software engineer, and professional indie game developer. I have over 26 years of experience programming with just about every programming language out there that isn't just esoteric, though I've used a few of those too. I've built a few hundred games over the years, and have a few dozen published works on kongregate and the android market places. I'll be building my entry as a modern web game using ECMAScript 6, which you can play in any modern browser. My primary target is the Chrome browser, and if it doesn't run in others, well that's a risk I am willing to take. :D
Welcome to my game jam, I hope that you enjoy. :)