Ran out of time. Managed to put about 10 hours in and got 90% of the way.
Playable so have fun.
Looks great and hits the aspect ratio theme nicely.
As usual for Unreal games it plays really showly on my Nvidia Quadro powered laptop but unlike most it did let me see the full potential of the game. I'll give it another play later on a better system to experience it properly.
I was inspired by the same video and if I'd have had time I'd have gone for a similar visual style 3d racer I'm just glad somebody had the time :)
Love the game but you're a couple of weeks late for the GBJam. Some of the systems I develop for still have the 3:2 aspect ratio ;)
I'm bloody terrible at this game but I love the variety of characters and the switching mechanism and the little sprites are great.
The intro explaining the controls etc was really well thought out and often missing from Jam games so that's another plus from me.
Absolutely nails the Absurd Aspect Ratio brief and visually very appealing for such a tiny game.
A great example of somebody who knew how much time they had to play with and made the most of it.
Ah the feels I know then so well :) From another person who attempts jams when he doesn't have enough time to complete projects keep going. It gets easier and what you can manage in a short amount of time increases massively.
The inertia on landing on the smaller platforms was killing me for a while. I've got old mans reactions now ;)
I look forward to playing this in future.
Bugger, I'll ask Liu on discord later on when I get five mins why it wasn't in the rules upfront. A bit busy at the moment (although I think a virtual me is idling on the channel because I've left my work machine turned on) but I'll get clarification.
I can't see anything in the rules about controls. The previous cardboard contest allowed controllers and most of the successful projects used them so I presumed they would be allowed this time.
The viewport is pretty much always square and a lot more narrow than you need in mobile VR since we're all spoiled with widescreens for most of our work right now.
I think the current cardboard best practise seems to be to avoid using the button and use gaze based controls instead. My game this time last year was really simple and didn't really use any controls other than tilting the head slightly forward to walk so it's possible to use no controls at all.
This time around I'm using a Bluetooth controller because I want arcade style controls seperate from the headset.
As for headsets if you've used the base handheld carboard for more than 10 mins you'll know most people interested in using it have spend the tiny amount a headset with a strap costs.
The new rounds of judging should lower your workload a significant amount over last springs jam :)
I'm just glad to see Cardboard back as an option this time around opening up the jam to the widest audience and can't wait to see what people manage to do. I'm now trying to work out how many hours I can manage to put in over the next few weeks to at least join the fun.
Will the judging be finished in time for people to use the prizes this time? ;)
Good Luck everyone. I'm crunching in the day job this time around so you won't have my company unless a miracle happens in the next few days.
Just a quickie on my setup in Unity for a 3D game.
I have two cameras. The main camera is othographic and is looking at a texture with the correct aspect ratio with a black clear colour. This means all renders the game correctly by just looking at the quad in front of it and fills any extra space up with black.
The second camera points at the scene. It has a full screen effect that pixelates the screen to the correct resolution and limits the colours to four I like that are sort of like the gameboy. This is a 3d camera and renders to the texture the first camera looks at.
This setup allows me to render a 3d scene that looks like it was created with a gameboy. By carefully choosing materials and rendering an outline around stuff and on creases it should look alright but be quicker to set up and get working than writing a proper shader to do dithering.
LOL, got a few former pro Gameboy developers here in the room with who enjoyed a chuckle at that :) They spent years trying to avoid those limits.
"DO NOT MAKE AN ACTUAL PERSPECTIVE 3D GAME UNLESS YOU ARE DOING IT FOR THE REAL HARDWARE IT WILL NOT WORK IF SOMEONE WERE TO TRY AND PORT IT TO REAL HARDWARE"
Fuck that. I do game jams for fun. I program games for systems with hard limits like those everyday.
Rules are resolution and 4 colours (preferably 3 progressively darker shades plus one unshaded) the rest is up for grabs.