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KaiN

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A member registered Nov 05, 2018

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(1 edit)

Unfortunately, we don't have such hardware, so we can't test it. :( It uses the same coding for additional controllers as Dynablaster and similar games, so if that works, it should work here too!

The common practice (Devilution, Return To The Roots, Reminiscence) is that the game usually requires the original one for assets to be automatically extracted. I'd tackle the manual retouching of assets in following steps:

- use a tool which extracts original assets
- after extraction, apply diffs with retouching of assets

and preferably automate those steps. That's the safest approach, I think.

(2 edits)

There is a rule which was posted by Cammy on AmigaGameDev discord server:
> To be fair to other contestants, we can't accept any projects that you have already started working on before the competition begun. An exception might be if you started it within the last few days, if you can submit the entry at least that many days before the end date.

Thanks for creating this game jam, I'm looking forward to take part in it! Still, I have some questions on what is valid for submission and what's not, so that I know what kind of thing to create:

  • assuming that I'll do the 1:1 port from the other platform and it will play and look exactly the same, this is the valid submission, so this is out of the question.
  • when doing the port from inferior platform with assets that wouldn't use the Amiga to the fullest, can I redraw them to the Amiga's palette and redo the sounds trying to be as faithful as possible? Same question with porting from superior hardware and manually retouching assets to fit them into Amiga's limitations.
  •  now, how about expanding the base game to have some additional powerups, levels etc.? My guess is that most of the original content should be in the production and some small, reasonable tweaks is okay? But what if I e.g. I'd like to add something like a new game mode?
  • In the past, Mcgeezer have ported the Super Sprint game, redoing some assets, changing gameplay slightly and releasing as Turbo Sprint. Still, it looks and plays almost the same as the original. Does the name change in our productions is okay for this compo?
  • The last thing is a long shot and I guess the answer is no. Let's assume that I want to port the game from other platform, but my gfx man has this idea of completely rebranding it - add original assets, different story/setting, completely other name. The only thing which resembles original are the mechanics, but they are expanded too. Is that okay for this compo?