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A member registered Feb 21, 2014 · View creator page →

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For the duration of the jam's voting period you should keep the original jam-version of the game available for download on your itch page. If you want to upload an updated version you should make it clear which is which -- for example, name the new version "postjam version" and the old "jam version".  If I remember correctly: uploading a file with an identical name to the old one will replace it, so be sure to name the file you upload something different.

Feel free to post any progress screenshots here, it'd be great to see what you're working on!

That's right — music (and all other assets besides logos, intros and fonts) must be made during the jam. Teams are allowed if you want to work with a musician during the jam instead of making music yourself.

Really nice work! I loved how much you managed to squeeze into the tiny resolution. The whole thing was overflowing with little mechanics and polish. The sound felt cinematic but managed to fit really well with everything, making every gun shot feel powerful. Quite unforgiving but a really fun little game!

A really nice reinterpretation of Super Mario. I especially liked the visual style!

Really like the minimal art style, congrats on finishing your first game!

Lovely all round. I really liked how well the levels were built around the small resolution, using it instead of fighting against it. Additionally everything looks and sounds great, nice work!

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Here's the late link for your game if you want to try submitting again:

For future jams: you have to have your game set to "public" before it will let you submit.

It doesn't look like it went through ─ here's the late link for your game if you want to try again:

Your link gives me a 404 ─ do you have the game set to "draft"? If so you have to click "edit game" and select "public" at the bottom.

Using something like bfxr is fine -- Good luck!

I managed to finish in time and submitted my entry. As usual it didn't have a name until the final hours of the jam:

Boss fight! There's some sound and music in there too, but it's hard to tell with the gif.

Added a couple of palettes to chose from while you play -- you can switch to the next one at any point during the game.

The star stays where you left it -- unless it was stuck in the ceiling, in which case it may be below where you left it. When you die and respawn at a savepoint the strays are removed from the world and returned to you.

Some care has to be taken when throwing them to assure you'll be able to get them back without having to die first. They act predictably when they bounce off something, so you should always have a good idea of where they will end up.

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Made some progress on the map that will actually be in game. This is the first time I've planned the map out before making the thing and it definitely feels like it'll come out a lot better for it.

I'm using LICEcap to do the gifs. Windows/OSX and runs great under wine if you're using Linux:

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Disintegrating platforms, camera transitions and a skull-thing that chases you.

I've decided to post my progress as I go along. Usually I work out a title for a game when I realise I need to put something into the submission box in the final minutes of the jam, so it looks like I'm stuck with a fairly rubbish thread title.

I just realised the palette kind of matches

People have tended to use fonts they didn't make during the jam in past GBJAMs and it hasn't been an issue as far as I know. I'd say it's fine!

It'd be interesting to see what everyone is working on, post your progress / .gifs / screenshots / devlog links!

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You can use the commandline tool gifsicle to optimise gifs. Just running a gif into it with the -O10 flag can reduce the file size a significant amount. It can also be used to reduce the colours or change the gif's dimensions, which can help a lot to reduce the file size, too.

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I used my own little framework:

Yep, go for it!

Should be sorted now, thanks!

Not much yet, and not really sure where I plan to go with it...

For timelapsing I tend to just use scrot, ran every 10 seconds in a infinite loop in a python script -- the script also allows a number of workspaces to be "excluded" (using wmctrl to check the active workspace), so that anything you want to assure won't be included on the timelapse can be done on an alternate workspace. I then use mencoder to piece it together into a video.