I absolutely love this! I went ahead and slapped together a run and stand thing for the main guy. Probably too bouncy for retro stuff, but it'll probably do in a pinch.
@spring No, I didn't beat the boss. I TRIED a few times, but like most rpgs, I think some grinding might be needed. Also, I realized I uploaded the wrong export of psychopomp. There's some debug/test keys one that might work around the save is ectoplasm cheat (numpad +), so you don't have to grind monsters there :P
Well, firstly, great job people. I feel like the length/quality of the submissions kinda leaped ahead this year. I got swallowed up by life the last week of ratings, so I'm sorry I missed rating/reviewing a few games and missing the OGA favorite voting. But we did play all the games, some a few times and some we still play :D
I personally didn't find anything wrong with in-game credits. Linking each assets page would be overwhelming, at least in game but a run of the mill credits screen should be a must. Honestly, I loved making the credits screen in psychopomp.
As for art challenge being a requirement, I might initially be turned off by that, but then again, revisions is a thing so it might not be that bad. But if you don't have art skills to modify stuff to your needs/aesthetics, it might hurt, but jams have themes and caveats, and that is more friendly than a few jams I've done this year.
The only complaint I have was already adressed; theme and challenge should probably be scrapped next year. Other than that, if you ran it the same next year, I'm sure it'd be fine. The OGA jams are the most relaxed ones I've done, which is why it's been my favorite. Though, it being my first (last year), it set some unrealistic expectations of the 2nd game jam I tried lol 48 hours, everything from scratch, must be less than 10mb etc.
Anyway, thank you all for the race and thanks Chaser for hosting the jam again.
@withthelove Oh, wow. I love the idea of working with my kids. I did, kinda, my oldest drew a couple of the mushrooms I used but actual level design? That's too cool! And yep, I have some of their refrigerator art in the credits actually. I took the picture with a grainy camera and tried to clean it up in Krita, so it's messy but it's there!
And yes, unreal is amazing so far! I'm going to have to tweak some of the level art so that it meshes with other levels(i drew them with the fact that it would be one room/scene at a time. In unreal they'll be connected and streaming), but it's coming along! I spent a lot of time trying to get GMS to handle the raw graphics I used and it still fell flat, imo. I have all of the images I used in GM loaded into unreal and it uses way less space(each room in unreal: 700ish kb, each room in GM: 8ish mb), I don't even understand it! I could even do a mobile port, if I wanted to! The parallax in the jam version isn't great, but it's there.
@withthelove Oh, derp! I gotcha. I've seen people do that before, so I don't know why that didn't click. I probably won't do that, though. I messaged Mindchamber letting him know I used his stuff, so that's covered. Dropping a line on all four submissions feels like spam to me. Glitch or tinyspeck/slack wouldn't likely see it and I only drew three props based off of opp, so I'm not sure that's a good "see your stuff in action" sorta display.
But, if it narrows stuff down, here's what I used from OGA:
Effects and a few level props from Mindchamber's Jing.
Almost all the effects from Mindchamber's Pink Knight.
Explosion effects from Mindchamber's Night Strike.
Explosion effects and glowing orbs(?) from MindChamber's Heavy Terror.
Grass/ground, ferns and trees from Glitch, more specifically, Ix (though I think all of it was redrawn, if not most).
I used two leafs and a crystal from OPP 2017 Jungle (and caves), which was also redrawn(I may be off on the prop count).
@Chaser Maaan, kids are harsh sometimes, yes. I would like to go ahead and say that I mediated the ratings (at least softened the blow) and it's not just any of you. My oldest has some stuff to say about my game (and games) too, so she's not even bias lol
They've put up with me and even supported me by making refrigerator psychopomp fanart and sometimes telling me to work on it throughout this, so they get this.
This was one of the biggest learning curves I've had in development yet, despite the lengthy time we had for a jam. I definitely made a lot of planning mistakes between asset creation to implementation @.@ I think I've got a good system for managing production time figured out now so I can continue with my project, which I've already started remaking!
Thanks again for the opportunity, Chaser! My kids are having a blast playing and rating so far. They're running the show now! Congrats, people!
Here's a sneak peek of asset setup in unreal. It's nothing special, just taking advantage of 3d capabilities and learning unreal's fun lighting system.
Right. There's too many ways to approach that. I did a faked vector array (including calculated tile based boundaries) with an initial offset, followed by a secondary offset to handle any inconsistencies with higher speeds that exceed bounding height/widths. But, again, everyone tends to do tilebased collisions differently and generally, I like the secondary object based control because I can pass collision info to the "solid" and back again to the player object (eg for and with clauses) and even autotile with said objects.
My method of drawing is device based (which is what fixed issues at the beginning, when testing on my devices), so changing it back to the standard drawing, it fixes the issue on my friends computer, but breaks it on one of mine. Jenga, man.
I absolutely love this! I went ahead and slapped together a run and stand thing for the main guy. Probably too bouncy for retro stuff, but it'll probably do in a pinch.
@spring No, I didn't beat the boss. I TRIED a few times, but like most rpgs, I think some grinding might be needed. Also, I realized I uploaded the wrong export of psychopomp. There's some debug/test keys one that might work around the save is ectoplasm cheat (numpad +), so you don't have to grind monsters there :P
Well, firstly, great job people. I feel like the length/quality of the submissions kinda leaped ahead this year. I got swallowed up by life the last week of ratings, so I'm sorry I missed rating/reviewing a few games and missing the OGA favorite voting. But we did play all the games, some a few times and some we still play :D
I personally didn't find anything wrong with in-game credits. Linking each assets page would be overwhelming, at least in game but a run of the mill credits screen should be a must. Honestly, I loved making the credits screen in psychopomp.
As for art challenge being a requirement, I might initially be turned off by that, but then again, revisions is a thing so it might not be that bad. But if you don't have art skills to modify stuff to your needs/aesthetics, it might hurt, but jams have themes and caveats, and that is more friendly than a few jams I've done this year.
The only complaint I have was already adressed; theme and challenge should probably be scrapped next year. Other than that, if you ran it the same next year, I'm sure it'd be fine. The OGA jams are the most relaxed ones I've done, which is why it's been my favorite. Though, it being my first (last year), it set some unrealistic expectations of the 2nd game jam I tried lol 48 hours, everything from scratch, must be less than 10mb etc.
Anyway, thank you all for the race and thanks Chaser for hosting the jam again.
@withthelove Oh, wow. I love the idea of working with my kids. I did, kinda, my oldest drew a couple of the mushrooms I used but actual level design? That's too cool! And yep, I have some of their refrigerator art in the credits actually. I took the picture with a grainy camera and tried to clean it up in Krita, so it's messy but it's there!
And yes, unreal is amazing so far! I'm going to have to tweak some of the level art so that it meshes with other levels(i drew them with the fact that it would be one room/scene at a time. In unreal they'll be connected and streaming), but it's coming along! I spent a lot of time trying to get GMS to handle the raw graphics I used and it still fell flat, imo. I have all of the images I used in GM loaded into unreal and it uses way less space(each room in unreal: 700ish kb, each room in GM: 8ish mb), I don't even understand it! I could even do a mobile port, if I wanted to! The parallax in the jam version isn't great, but it's there.
@withthelove Oh, derp! I gotcha. I've seen people do that before, so I don't know why that didn't click. I probably won't do that, though. I messaged Mindchamber letting him know I used his stuff, so that's covered. Dropping a line on all four submissions feels like spam to me. Glitch or tinyspeck/slack wouldn't likely see it and I only drew three props based off of opp, so I'm not sure that's a good "see your stuff in action" sorta display.
But, if it narrows stuff down, here's what I used from OGA:
Effects and a few level props from Mindchamber's Jing.
Almost all the effects from Mindchamber's Pink Knight.
Explosion effects from Mindchamber's Night Strike.
Explosion effects and glowing orbs(?) from MindChamber's Heavy Terror.
Grass/ground, ferns and trees from Glitch, more specifically, Ix (though I think all of it was redrawn, if not most).
I used two leafs and a crystal from OPP 2017 Jungle (and caves), which was also redrawn(I may be off on the prop count).
@Chaser Maaan, kids are harsh sometimes, yes. I would like to go ahead and say that I mediated the ratings (at least softened the blow) and it's not just any of you. My oldest has some stuff to say about my game (and games) too, so she's not even bias lol
They've put up with me and even supported me by making refrigerator psychopomp fanart and sometimes telling me to work on it throughout this, so they get this.
Also: What submission page? Here? If so what thread? On itch? If so where? Sorry if it's obvious.
This was one of the biggest learning curves I've had in development yet, despite the lengthy time we had for a jam. I definitely made a lot of planning mistakes between asset creation to implementation @.@ I think I've got a good system for managing production time figured out now so I can continue with my project, which I've already started remaking!
Thanks again for the opportunity, Chaser! My kids are having a blast playing and rating so far. They're running the show now! Congrats, people!
Here's a sneak peek of asset setup in unreal. It's nothing special, just taking advantage of 3d capabilities and learning unreal's fun lighting system.
https://youtu.be/5JfudBhD4mg
Right. There's too many ways to approach that. I did a faked vector array (including calculated tile based boundaries) with an initial offset, followed by a secondary offset to handle any inconsistencies with higher speeds that exceed bounding height/widths. But, again, everyone tends to do tilebased collisions differently and generally, I like the secondary object based control because I can pass collision info to the "solid" and back again to the player object (eg for and with clauses) and even autotile with said objects.
How do you detect collision?
A sloppy solution I do in the early stages of projects is something like...
CREATION
xFree = 0,
yFree = 0;
STEP
if ( !place_meeting(x, y, whatevercollision) )
{
xFree = x;
yFree = y;
}
else
{
x = xFree;
y = yFree;
}
My method of drawing is device based (which is what fixed issues at the beginning, when testing on my devices), so changing it back to the standard drawing, it fixes the issue on my friends computer, but breaks it on one of mine. Jenga, man.
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