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Alright, that's enough dilly-dallying (Happy Valentine's day, Anon!)
This thread was meant to go up at the start of february, but instead got delayed until now.
Now, as I mentioned before, I can't create common codebases for anyone to pick up and work with, as I simply haven't the time. What I do have is an updated collection of resources which will probably go up later in another thread for anyone to use.
Demo day is still planned for 8/8, but now I'm having trouble placing this jam now that I know Ludum Dare is also planned for april. What should it be? March? May? Would you really do two jams in a row?
Whatever.

Let's make it a month-long event. From 3/3 to 4/4 it is.
Here's what's expected: It should be 2D. Preferably with some gameplay.
If you'd like to suggest themes, source codes for cannibalizing, genres, or complain, feel free.
Last edited by sleepy
Here's my entry for the poll: Put a twist on Asteroids. Try to make that slippery game fun.
There's several open-sourced remakes you could use to get a jumpstart. Here's one github.com/rodrigosetti/azteroids
Replies: >>1056 >>1057
>>1055
>Asteroids
Sounds good. I'm going to brush up on some pixel art before the jam.
>>1055
I'd be down with Asteroids.
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Here, have some rocks. 
https://files.catbox.moe/kuxnaj.zip
Also boards doesn't allow zip and 7z files.
Replies: >>1061 >>1063
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>>1060
Also doing some other stuff like backgrounds, and I fixed the fireflies on rocks. Will post later.
Replies: >>1062 >>1063
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>>1061
https://files.catbox.moe/nov59d.7z
Stars for background, with some nebulae, simple ship with damage, plenty of rocks, and some other minor stuff.
I will make some other assets, but this should be enough for a simple game. 
I will make "consumables" like space barrels, and space crystals with space minerals, and probably some planets. And a more complex ship. Not sure if I will be able to render explosions though.
Replies: >>1063
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>>1060
>>1061
>>1062
All of this is very appreciated Anon!
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>>1063
One week left. Hopefully my mobo makes it here in time.
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What a tease, I want to start already!
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>>1068
You can, if you want to.
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>>1069
That would be cheating! At least it's given me some time to think of what I want to try to mix Asteroids up.
Is there a game engine/library/etc that I could use? If I start enginedevving in C++ and OpenGL, I'll get stuck on irrelevant details, reinventing the wheel, and never finish anything. There's godot, but I'd rather kill myself than code in that almost-python indentation based abomination. I'd also like to avoid proprietary garbage like Unity if possible.
Replies: >>1073 >>1074
I will use sdl2, its as easy as printimage(img pos). 
https://lazyfoo.net/tutorials/SDL/
Replies: >>1073 >>1075
>>1072
>>1071
I use SDL2 too. RayLib was pushed as a recommendation last jam as well.
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>>1071
There's Flixel.
Replies: >>1075
>>1072
>>1073
Is that better than sdl1? Last time I checked you couldn't even scale or rotate images.
>>1074
>Flash game library
Am I at the right place? Does this really require flash?
Replies: >>1076 >>1077 >>1078
>>1075
>Is that better than sdl1? Last time I checked you couldn't even scale or rotate images.
Actually sdl3 is almost released, but in sdl2 you can rotate, scale, alpha transparency, whatever.
>>1075
RenderCopyEx you can rotate around a point and for scaling you just have to have a different size destination rect compared to source rect.
>>1075
Flash was ridiculously easy to pick up and use. A shame what happened to it.
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Also.
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Did a bit of prep a few days ago so my spatial grid has an iterator for wrapping edges too. Each grid cell just has a sequence of shape indexes and the normal iterator yields indexes in the current cell then indexes in each of the neighboring cells for the caller to handle however they like. The wrapped version also returns cells from other side and includes a position offset. So between the two, collision code can be the same, I just add the offset Vector2 onto the position of one of the two shapes being checked. I was pretty pleased with how simple it ended up being!
Replies: >>1187
Are all these balls destructible?
It's up.
>>1082
Anon, do help me "advertise" this event. I'm not sure which boards might be interested apart from sleepychan/v/'s /agdg/.
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>>1083
>Anon, do help me "advertise" this event.
/robowaifu/ reportin' for your rootin' tootin' space shooty'emup challenge with an announcement on our board!

Good luck BO. Cheers.  :)
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>>1084
Thanks, Chobitsu. Feel free to spectate.
Replies: >>1093
I am sick to death of 2D shit. Its not even that great of a beginner genre. All they have to do is outline a process/workflow start to finish and anyone with an IQ over room temp will follow it on their own.

 But /Agdg/ never does it regardless of the board or site. Hell not even self proclaimed "industry veterans" do that either while they shill their book/course scams. It would significantly boost board participation by actually putting tools in the hands of anons instead of vagueposting about needing various powertools/scripting languages and nothing about implementing them. Though that is an overall problem of the hobby when they act like its a trade secret to make anything.

All of this vagueposting is retarded and the main reason why agdg boards are always dead. Because its expecting someone to pull out powertools without showing them what materials are needed to build the damn thing in the first place. "just learn programming concepts bro" is meaningless nonsense.
Replies: >>1093
>>1086
>Feel free to spectate.
Thanks! Looking forward to something good, /agdg/ .  :)

>>1092
Nice, useless shitpost. Anything meaningful to contribute to the discussion Friend?
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<<1092
Actually, the jam itself doesn't say it must be 2D. You're free to participate however you want.
The problem with 3D is that sprites are quick and easy, models are not. 2D maps are easily tiled, 3D maps require more effort.
Perhaps you're forgetting what videogames are, talking about "tools" and what not. There's a million ways to write the same functional code. What's a "tool" when you need to solve a math problem in a programmable language?
<<1107
>3D asteroids
That sounds better. Just need to make a game around using a turret again. Already have some models lying around.

>2D vs 3D
3D models depend on what you are going for. If you are going for hyperrealism, sure its going to take a while. But if you are going to make something more stylized and low poly that should be used for gamejams, then it will be much faster. Some concepts do transfer over but I like to put in more than the bare minimum effort for fun.

It is also discouraging to hear people say "theres a million different ways to write something" and then also see a lot of other resources claiming everything is the "wrong" way to write something. Its not like I am making a billion things run on the event tick every frame.
>Just need to make a game around using a turret again.
There's no point in a "3D" game if you can't move in 3D.
>no point in 3D 
Nigger its asteroids. There's no player movement anyway.
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>>1112
You haven't played asteroids.
>>1080
Surprised noone responded to this post - this is actually pretty impressive. Care to share the code?

Also, are you the guy who did Super Don't Give Up!! in the last jam? You got the same pixel art/pixel font thing going on. Would be to cool to hear you were still around.
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>>1187
Yep, I did SDGU!! last jam. I'll try and find time to post the code with bit of an explanation.
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>>1189
Nice. Glad to hear you weren't lost in the move.
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