Oh, yeah. It's kind of barren, honestly. Just about everyone with a progress report has more going on than I do! I was able to slam out WAAAAY more content and features in last year's oga jam in a shorter amount of time. Using these graphics is cumbersome and it's really all I have to carry me, which I pretty much anticipated, just not to this extent @.@ I was really banking on the fact that I would be using the graphics in their original vector format. For example, every room/scene had originally 9 layers and after changing them to png, I was mostly limited to 4. Either way, I'm happy (content?) with my progress!
@spring Yeah, I'm kind of in the same boat. I've been getting up two hours early most days to add code but I'm also running out of steam. I'm very impressed with the amount of content you've managed to pull off and the amount of features you've packed into it. My game is pretty simple by comparison.
I've spent most of my time on the project's foundation, making it as simple as I can to expand on later, if I decide to. So, between that and the optimization bandaids I've implemented to handle pretty large raw graphics, I'm not going to be able to use half of the enemies I've animated. I've also shaved off 6 areas/scenes/rooms and I'm probably not going to have the boss finished in time.
I'll be spending the next few days tying up loose ends on what I do have and removing what's implemented but incomplete for the sake of intuitive playability and submitting something that represents more of a draft of how I envisioned my project.
This all sounds sorta depressing, maybe, but that means I can start remaking what I do already have way better without a time limit!
Yep, I've had this problem more times than I can count. Anytime you plan to do any major changes (especially renaming multiple, heavily used objects) save the project, then save as another name, which will change the name of the currently opened project. That way, when it overwrites, it's doing so with the forked version. I've tried changing how automatic backups work but it still seems to overwrite all backups within minutes apart. Since I've gotten into the habit of this, I've not had any major setbacks with corruption.
Thanks, guys! That's really flattering. I did all the artwork the bulk of last month (after confirming on this thread that we could start asset work), so I did get a big headstart. Also, as I drew all the rooms/scenes (and didn't use tiles), the level design was mostly knocked out in that time too. I have a guilty conscience, honestly lol.
But, the reason I've been hitting the jams pretty hard for the last year or so is because of an inspirational article I read by D-Pad Studios, where they pounded out a bunch of prototypes and when they're ready, they have artists come in and bedazzle it into a game. Which is how they made Savant: Ascent in "five weeks". Also: Without a deadline, I tend to ignore things lol. Most of the jams I've been in didn't get a single download or rating, so that's not why I'm in them. I would really like to have a base at some point soon that I could commercialize and it be practical in that it stands out, but damn there's a lot of competition out there @.@
Anyway, I don't assume I'll win or anything. I don't really exist anywhere on the internet. The only places I've promoted my stuff is here, itch and in real-life, with a handful of friends that don't really play games. This is an open vote jam, so I'm probably at a huge disadvantage in that area. But thank you for your kind words. It's really nice to hear that my stuff is seen as a threat, as messed up as that sounds lol
Yeah, I was going to just slap names down with some logos I drew and how they were used. Eg Glitch the Game: props. I only have 4 people to credit and everything I'm using is cc0. I'm hoping that's sufficient.
@spring it's basically an apocalypse in the afterlife, but it'll likely just be some cheap dialogue then gameplay, if I'm being realistic. I just finished re-exporting the levels in a png format and haven't finished importanting everything back into game maker. It's a chore because I'm using macromedia flash mx-2004 and there's no "export visible layers"... So, I gotta delete all but layer 1, export, undo all deletes, delete all but layer 2, export, undo all deletes etc lol
I PROOOOBABLY don't have the right tools for the job Haha
Anyway, I like the idea behind your game. Kind of reminds me of undertale. While I didn't care as much about the game as the world seems to, the arcade space-shooter-esque battle was a really nice shakeup from typical turn-based and the music is top notch. I get nervous when playing top-town rpgs because of all those rpg maker games that flooded the scene and killed turn-based for me. So, I'm glad you are going the direction you chose.
Nice. Looks like you found your way around a variety of tilesets and it all seems to mesh pretty well. Looks like it's gone from breakout to an rpg? Either way, nice progress!
I've got most of the physics scripting done and it's universal for the most part (both player and enemies will be able to use the same code), so the actual movement and stuff looks and feels decent. I was most recently working on replacing the square/rectangle standin graphics with the stuff I drew...
I... Had a bit of a set-back. I drew all of my stages/rooms last month and converted all the sprites to vector but I remembered that gm:s doesn't animate sfw (even though it claims to and seems to have back in gm 8). I've solved this on a project last year but my solution is... It's tedious and involves saving every frame as its own sprite then storing it into an array OR putting it all in one sfw and using a lot of cos/min/max to display only portions of the sprite, but that gets messy with xscale/yscale alterations. So, now I've been converting everything to png and managing tpages to where only a max of two swaps are happening at any time, but they're also the biggest tpage available.
For the first time ever, I'm going to have to impose a recommend requirements lol. I doubt my laptop can handle it. I'll probably just leave it at this resource costly approach through the jam and circle back to better optimization post jam, when I can, but until then I'm betting it'll require a dedicated graphics card made in the past 7 years or so :/
I was just messing around with skewing sprites to used as trails this moring and I thought I'd check to see if anything here could do a better job. Then I found this! These are awesome! Now I have to sift through eighty-goddamn-five of them for the one I want lol thanks
Last year's oga Jam was my first Jam and I've done (attempted?) 9 since then and honestly, I like fresh starts. I've learned to make cleaner systems, in a shorter amount of time. Planning and time management has been my biggest gain this past year or so. I had a huge project I was poking away at from 2014-2016 but looking at it now... I don't wanna mess with it because it is a mess compared to how I structure now.
@withthelove I GUESS what I'm getting at is that you might be able to make a better base to build medusa must die on, than what you did 'many moons ago'. If you've prepped/organized, most of the work is importing and coding and a month to do so. Just a shot in the dark.
@spring You should totally do a breakout game. You make awesome music, so maybe it can be a music-based breakout? Like the blocks change colors to the beat and like uh... The ball's color can be changed with a button press, and it needs to match the block (which is changing to the beat) to damage/break the block? Another whacky mechanic that comes to mind is when you mess up (or mess up too many times) the camera rotates, or flips? I dunno. That's just a few things I might try with it.
Oh, yeah. It's kind of barren, honestly. Just about everyone with a progress report has more going on than I do! I was able to slam out WAAAAY more content and features in last year's oga jam in a shorter amount of time. Using these graphics is cumbersome and it's really all I have to carry me, which I pretty much anticipated, just not to this extent @.@ I was really banking on the fact that I would be using the graphics in their original vector format. For example, every room/scene had originally 9 layers and after changing them to png, I was mostly limited to 4. Either way, I'm happy (content?) with my progress!
Also, stop! You said you were done!
@spring Yeah, I'm kind of in the same boat. I've been getting up two hours early most days to add code but I'm also running out of steam. I'm very impressed with the amount of content you've managed to pull off and the amount of features you've packed into it. My game is pretty simple by comparison.
I've spent most of my time on the project's foundation, making it as simple as I can to expand on later, if I decide to. So, between that and the optimization bandaids I've implemented to handle pretty large raw graphics, I'm not going to be able to use half of the enemies I've animated. I've also shaved off 6 areas/scenes/rooms and I'm probably not going to have the boss finished in time.
I'll be spending the next few days tying up loose ends on what I do have and removing what's implemented but incomplete for the sake of intuitive playability and submitting something that represents more of a draft of how I envisioned my project.
This all sounds sorta depressing, maybe, but that means I can start remaking what I do already have way better without a time limit!
Yep, I've had this problem more times than I can count. Anytime you plan to do any major changes (especially renaming multiple, heavily used objects) save the project, then save as another name, which will change the name of the currently opened project. That way, when it overwrites, it's doing so with the forked version. I've tried changing how automatic backups work but it still seems to overwrite all backups within minutes apart. Since I've gotten into the habit of this, I've not had any major setbacks with corruption.
Thanks, guys! That's really flattering. I did all the artwork the bulk of last month (after confirming on this thread that we could start asset work), so I did get a big headstart. Also, as I drew all the rooms/scenes (and didn't use tiles), the level design was mostly knocked out in that time too. I have a guilty conscience, honestly lol.
But, the reason I've been hitting the jams pretty hard for the last year or so is because of an inspirational article I read by D-Pad Studios, where they pounded out a bunch of prototypes and when they're ready, they have artists come in and bedazzle it into a game. Which is how they made Savant: Ascent in "five weeks". Also: Without a deadline, I tend to ignore things lol. Most of the jams I've been in didn't get a single download or rating, so that's not why I'm in them. I would really like to have a base at some point soon that I could commercialize and it be practical in that it stands out, but damn there's a lot of competition out there @.@
Anyway, I don't assume I'll win or anything. I don't really exist anywhere on the internet. The only places I've promoted my stuff is here, itch and in real-life, with a handful of friends that don't really play games. This is an open vote jam, so I'm probably at a huge disadvantage in that area. But thank you for your kind words. It's really nice to hear that my stuff is seen as a threat, as messed up as that sounds lol
I haven't even checked the jam page since I joined. There's already games submitted O.O
Yeah, I was going to just slap names down with some logos I drew and how they were used. Eg Glitch the Game: props. I only have 4 people to credit and everything I'm using is cc0. I'm hoping that's sufficient.
@spring it's basically an apocalypse in the afterlife, but it'll likely just be some cheap dialogue then gameplay, if I'm being realistic. I just finished re-exporting the levels in a png format and haven't finished importanting everything back into game maker. It's a chore because I'm using macromedia flash mx-2004 and there's no "export visible layers"... So, I gotta delete all but layer 1, export, undo all deletes, delete all but layer 2, export, undo all deletes etc lol
I PROOOOBABLY don't have the right tools for the job Haha
Anyway, I like the idea behind your game. Kind of reminds me of undertale. While I didn't care as much about the game as the world seems to, the arcade space-shooter-esque battle was a really nice shakeup from typical turn-based and the music is top notch. I get nervous when playing top-town rpgs because of all those rpg maker games that flooded the scene and killed turn-based for me. So, I'm glad you are going the direction you chose.
Nice. Looks like you found your way around a variety of tilesets and it all seems to mesh pretty well. Looks like it's gone from breakout to an rpg? Either way, nice progress!
I've got most of the physics scripting done and it's universal for the most part (both player and enemies will be able to use the same code), so the actual movement and stuff looks and feels decent. I was most recently working on replacing the square/rectangle standin graphics with the stuff I drew...
I... Had a bit of a set-back. I drew all of my stages/rooms last month and converted all the sprites to vector but I remembered that gm:s doesn't animate sfw (even though it claims to and seems to have back in gm 8). I've solved this on a project last year but my solution is... It's tedious and involves saving every frame as its own sprite then storing it into an array OR putting it all in one sfw and using a lot of cos/min/max to display only portions of the sprite, but that gets messy with xscale/yscale alterations. So, now I've been converting everything to png and managing tpages to where only a max of two swaps are happening at any time, but they're also the biggest tpage available.
For the first time ever, I'm going to have to impose a recommend requirements lol. I doubt my laptop can handle it. I'll probably just leave it at this resource costly approach through the jam and circle back to better optimization post jam, when I can, but until then I'm betting it'll require a dedicated graphics card made in the past 7 years or so :/
I was just messing around with skewing sprites to used as trails this moring and I thought I'd check to see if anything here could do a better job. Then I found this! These are awesome! Now I have to sift through eighty-goddamn-five of them for the one I want lol thanks
Last year's oga Jam was my first Jam and I've done (attempted?) 9 since then and honestly, I like fresh starts. I've learned to make cleaner systems, in a shorter amount of time. Planning and time management has been my biggest gain this past year or so. I had a huge project I was poking away at from 2014-2016 but looking at it now... I don't wanna mess with it because it is a mess compared to how I structure now.
@withthelove I GUESS what I'm getting at is that you might be able to make a better base to build medusa must die on, than what you did 'many moons ago'. If you've prepped/organized, most of the work is importing and coding and a month to do so. Just a shot in the dark.
@spring You should totally do a breakout game. You make awesome music, so maybe it can be a music-based breakout? Like the blocks change colors to the beat and like uh... The ball's color can be changed with a button press, and it needs to match the block (which is changing to the beat) to damage/break the block? Another whacky mechanic that comes to mind is when you mess up (or mess up too many times) the camera rotates, or flips? I dunno. That's just a few things I might try with it.
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