Yeah I think it`s good to spend some time updating the games and taking it slow before working hard to get a head start on the next one. At least thats my plan.
screamingcrane
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Thanks yeah for the most part I also found running was better then gunning. I`m currently working on a huge video basically of me playing all the submissions last saturday just taking forever to edit will sadly probably be a 2 hour video though. Was interesting making the day by day dev logs dont know how long it`ll be before I can do one of these jams again is this a regular thing?
If you export this to a browser version I think it could help you get more people to play it. I know when I made a download only game even my friends where like do I really trust this guy. I think it`s possible to have both the browser and the download version on the same page although I havnt tried yet.
Completed my game! Two issues though one is that in testing it seems like people get lost at first so I might need to fix that at some point. Two is that if you die to restart the game you have to reload the page which isnt that bad but could be better. Other then that the game works but more as an escape the enemies game rather then kill them all. Got three enemies now on three levels. Found out today I had a bug where the enemies could see you from anywhere so fixed that this morning. Spent most of the day plotting out the levels adding map borders figuring out how to make a working ending and as mentioned making alternative melee enemies.
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Huge win for me today. Got health and damage systems working which was the main goal of the jam for me. I got a melee enemy that looks and you and waits and chases you. Made some text to describe how to play the game. After so many hours thinking I might not be able to make working enemies I actually did it. I had to use a couple of tutorials and put pieces from each together to get something that works. Also made a game over screen with the downside of that you have to reset the page to reset the game when you die.
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A big struggle day. Spent 4 hours on a blaster ammo bug that I got no idea how I fixed basically just changed blaster to blaster_amount. Spent another 4 hours on a crate for item drops but it doesn`t drop items couldn`t get it to work. Did get items to work though and made them look better. Biggest problem by far is I`m struggling to get the first enemy to shoot back I made a script to make it print("shoot") and it`s not printing. Seems my biggest learning hill to climb at the moment is figuring out how to fix my group stuff because the crate and enemy shooting are the only broken things (if you ignore my physics) and both require groups.
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Didn`t get as much done today as I was hoping, but what I got done was UI for ammo and health and a smooth transition between levels. Still have the buggy physics but will focus on that when I have time to polish the game. Right now I still need to make working enemies with damage systems. Lucky for me yesterday I was a little ahead so I`m not doing horrible on time but was just hoping to keep ahead.
Day 3 Of My First Game Jam < Youtube Version
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Still on good time so far. Added a lot of extra light to the game with shadows on most things. Redid the background with a random tile background added a lot more stars looks good. Added basically everything I did art for including asteroids. Made a little explosion animation although it`s not used at the moment. Made multiple levels kinda at least the areas with the code working in all of them and a way to move from one to the next. Biggest bug at the moment is physics I got some buggy interactions where you can really throw objects by spinning the mouse when you go to collide with them. Did a good amount of code stuff today feeling really good about my learning process so far getting comfortable with coding a little feeling really really good about using the node systems and signals.
Day 2 Of My First Game Jam < Youtube Version
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Made good progress today! Got both of my learning side objectives done (lighting and particles). They were a bit easier then I expected was expecting a lot of coding. I did do a lot of coding today but most of the new stuff that stuck in my head was the new nodes I used including polygon hitboxes which I didnt know how to make the shapes for before. Huge part of my time was getting the blaster and rockets to come out of the front side of the ship based on mouse position. Got stuck on the rocket code for a while since I was trying to make it spawn on the other side of the ship to balance out the angle might change it to the front of the ship .
Day 1 Of My First Game Jam < Youtube Version
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Main Goal is to learn health and damage systems in Godot with two secondary objectives if I got time to learning lighting and particle effects.
So far made a github repository to save progress, made art for my project, made it so the player could move and collide, and made a github project so I could organize my plans. Started late so didnt get any of my coding objectives done today hoping to make better progress tomorrow. Mostly practicing stuff I`ve done before today had to relook up some things.
Overall love that the main focus of the jam is to learn it`s basically what I was looking for.
I`m kinda starting or or at least getting back into learning development I currently use Godot. My only published thing is from godot although years and years back I was using gamemaker but never finished anything in it. After having thrown my hands in the air after some bugs in my dev branch for my project I tried scratch and after a few hours I felt like coming back to Godot.
Godot seems to be the best out there free no strings attached and was fun enough to get me to complete something even though I needed help form tutorials.

