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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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correojon

Member
Boy oh boy oh boy

AgileQuestionableCommongonolek.gif


Far into "this serves no purpose anymore" territory, but... it's fun?
I hope

Also, gfycat: "Agile Questionable Commongonolek", really? I'm starting to think it's tailoring its names after what you upload (though what's a commongonolek?)

The animations are great (as always) but I´m not feeling the camera movement. First, when she´s walking on the water and comes to a stop the camera does a sudden unexpected horizontal movement. Then with every jump, even though you don´t really move horizontally the camera moves a bit ahead, then goes back to the original position. Also when landing the camera moves ahead, then goes back to center on the main character (I think it would be much better to just leave the camera a bit ahead and only make it move once again if the player starts moving). Maybe when playing it it feels different (hope I can finally put aside some time for it this weekend) but in the GIF it striked me a bit. I don´t know if this is a general rule that should be applied always, but in all the research regarding 2D cameras I´ve done it seems trying to keep the camera movement to a mininum is always recommended.
 

missile

Member
... Yep, it's probably possible to make low poly looking good enough for everyone. There are many example of high quality low poly art in CG, but doing the same rendering in real-time is challenging. ...
I see it a bit differently (considering the latter part). The trade-off is
that you will have a lot less polygons to render. The gained time can be
spend in evaluating a more complex shading model, basically.

... Anyway, I've been working on the 2 new visual styles in Super Night Riders. In the classic style, I've replaced the riders 3D models with the old ones from the original Night Riders.

Any thoughts? ...
I'm a bit at odds with how it all looks.

I know you have different themes, but let's just focus on these two.

First, in the low-poly version you tried to be of low-poly yet have colored
the world like being real, sort of, which is at odds with what people know
about the real world from the get-go. You will always have do deal with this
contradiction of people not being able to abstract away sufficiently. For
those people your low-poly style won't mean a thing, looking like low-quality,
because the reflection of the low-polys don't match the known reflection of
similar real world materials.

For example, the color and shades of the trees in the low-poly version is
fully at odds with what's known about trees from nature. And that's what
people will compared them to, if they are colored that way. And if the colors
and shades won't match, you stood no chance with low-poly. But that's not
saying there can't be any match. There are games having pretty cool low-poly
trees with colors and shades given the impression of a real tree yet being of
low-poly.

Second. In the new version, I think you make the same "mistake" again, going
for a "realistic" look yet the assets, rendering etc. can't support it. It's
not that it can't be that way, but people will compare with what they know
from the real world. This new version will give them a slice of the real
world yet contradicting their knowledge even further since now you are going
to tell them that this is a more "realistic" look or something. The game
would need to make a lot of fun to let people overlook the not-so-real
graphics.

What I want to say is, whenever one tries to create something real looking,
one will always have to fight against the imprinted vision of what people
know about the real world. It's an uphill battle. It takes a lot of resources
to produce something believable within this regards.

I know you have different themes other than these two, but if this would be
my game, I would go a different road altogether. Since it is an arcade game
so to speak, there is no real need to draw from the real world. And to get
away with people's imprinted vision of nature, I would completely color the
world differently, not even trying to mimic sort of a natural look. Away
with these "real looking" trees! I mean, make the low-poly trees pink or
something. And why a blue sky, green grass etc.? It looks boring. There are
so many cool colors and gradients you can build a cool sky or lawn out of.
Put a galaxy in the sky, make a cool sun, use more specular reflections,
mirrors etc..

That is to say, I think it's best to pull the player out of what (s)he knows
about the real world making it, well, a video game. Something enticing to
experience and cool to look at.

My take. ;)
 

Pehesse

Member
And you're right about gfycat names pehesee...

https://gfycat.com/TenseNeglectedBillygoat

Hah, I knew it!

Also, I'm not much for VR, so I refrain from commenting, but those gifs make the whole thing look very impressive :)

The animations are great (as always) but I´m not feeling the camera movement. First, when she´s walking on the water and comes to a stop the camera does a sudden unexpected horizontal movement. Then with every jump, even though you don´t really move horizontally the camera moves a bit ahead, then goes back to the original position. Also when landing the camera moves ahead, then goes back to center on the main character (I think it would be much better to just leave the camera a bit ahead and only make it move once again if the player starts moving). Maybe when playing it it feels different (hope I can finally put aside some time for it this weekend) but in the GIF it striked me a bit. I don´t know if this is a general rule that should be applied always, but in all the research regarding 2D cameras I´ve done it seems trying to keep the camera movement to a mininum is always recommended.

Yeah, you're right - my camera system relies on the specific motions+animations to know what to do, meaning whenever I add or tweak something related to the character, I have to go back to the camera to fix what just broke. Those examples are a case of "it worked before, not so much now :-D" but I'll get around to them sooner than later, now that you've pointed them out!
 

missile

Member
I think I'm done with bump-mapping for the time being.
Here are two utterly hi-res renderings thereof;

Q46jVCm.png


6cqjWDq.png


The bumps should really look much cooler with some PBR.

Well, the NeoGAF texture could still use some more work comparing with the
logo on the front page. Perhaps some artist in here feels the urge to enhance
the current one? :)

Btw; you like one bumped version more than the other?
 

DrNeroCF

Member
Boy oh boy oh boy

AgileQuestionableCommongonolek.gif


Far into "this serves no purpose anymore" territory, but... it's fun?
I hope

Also, gfycat: "Agile Questionable Commongonolek", really? I'm starting to think it's tailoring its names after what you upload (though what's a commongonolek?)

Ah man, there's just not enough gratuitous frame by frame nowadays! Love the work so far.

Is there any memory limitations with using that much animation for the rather large sprites? Has me curious about the workflow now...
 

Pehesse

Member

The inwards crease works much better for me too! Love it!

Ah man, there's just not enough gratuitous frame by frame nowadays! Love the work so far.

Is there any memory limitations with using that much animation for the rather large sprites? Has me curious about the workflow now...

"Gratuitous frame by frame" actually sound like a bulletpoint I should try to add on the game's site :-D

I'm very worried about memory limitations, and it's likely to be the number one problem I'll encounter down the line, but so far, I haven't run into any crippling situation yet, and it's still going very smoothly despite me cramming everything I have and then some! C2 has released an update to remove the warning messages when going upwards the previous arbitrary memory threshold, and since then, I've had no trouble whatsoever. We'll see if I can still say the same when there's more stuff in (enemies, backgrounds), but that's precisely why I leave that until later :v

It's likely the game will have poor performance on integrated graphics card configurations (because that's simply how WebGL/C2 performs - even if I wasn't building something with so many resources, it'd still be the case), but most other systems should work fine, if Honey+other "big" C2 games I know of are anything to go by. Just out of curiosity, I'm trying the prototype from time to time on a Shield Tablet, and it works just fine there as well for now - doesn't mean it'll work for "mobile" in general (nor that I intend to release for mobile at all), but it's still fun nonetheless!

I'm mostly curious on how to handle PS4 resources when/if the time comes - far too soon to seriously think about it, but I'm trying to keep in mind the possibility. Though if it were to happen, I won't be the one actually handling it, so it's mostly a general unfocused concern for now!

I'd be happy to answer your question regarding workflow, but I'm not sure what you actually mean?
 
Alright. I'm finally going to start prototyping some ideas.

I'm looking for the best engine to get started with.

I'm a fairly experienced Java developer, but have little exposure elsewhere. Still, any object oriented language should be completely fine assuming the documentation is good.

Needs:

- Fast response times (low input lag)
- 2D/3D support. I'm starting out 2D but I will try to make my underlying framework adaptable to any presentation.
- Portability. Mobile (iOS/Android) will be my primary target platform, PC very likely. PC browser portability would be a huge plus.
- Easy ad integration if I decide to go F2P.
- Object-oriented. Like I said, I would like to separate my main framework from the presentation layer so that I can easily adapt it as I prototype.
- Very large number support. I may incorporate incremental game elements which usually have support for numbers up to e308. I realize this will likely not be available in primitive types but if there are any libraries out there that can make things easier for me, that would be a big plus.

I already have GameMaker thanks to the Humble Bundle a few months back, but I'm not sure if it's suitable.

Any advice is appreciated.

Sounds like Unity checks pretty much all your boxes. Shitload of supported platforms, integrated ad service, uses C# so object-oriented (and pretty similar to Java to boot), etc.

For large numbers, well, the .NET double type goes up to 1.7e308... If you need bigger, there are probably simple .NET libraries for that out there that you could include in your project. .NET 4 has the BigInteger class, but unfortunately Unity is still on .NET 2 right now (they plan to upgrade that someday, but no release has been set yet).
 

Makai

Member
Sounds like Unity checks pretty much all your boxes. Shitload of supported platforms, integrated ad service, uses C# so object-oriented (and pretty similar to Java to boot), etc.

For large numbers, well, the .NET double type goes up to 1.7e308... If you need bigger, there are probably simple .NET libraries for that out there that you could include in your project. .NET 4 has the BigInteger class, but unfortunately Unity is still on .NET 2 right now (they plan to upgrade that someday, but no release has been set yet).
I agree Unity sounds like the best option for those contraints. Might not bother him, but Unity's not exactly OO - it's entity-component. Not just a quibble because adding and removing behavior at runtime subverts traditional Java patterns. There's some Unity ports of BigInteger if he needs that - or he can make his own type by combining primitive types.
 

missile

Member
Ok, inward then. :)


Going to park the VR and return back to finishing the core game. Did some early work on improving the stealth elements. Right now you can hide in Barrels, under the Table and Cupboards, in the water of a Well.

I just recently tried to add making noises/distractions whilst hiding by throwing your candle:

https://www.youtube.com/watch?v=qQouSMlyDrc
3o6Zt1in1VDyuTgkz6.gif


Friend of mine will love your game. xD


Edit:
the wringing out animation is great :)
Wanted to second that! :) Nice detail, Pe!
 

TheExodu5

Banned
Sounds like Unity checks pretty much all your boxes. Shitload of supported platforms, integrated ad service, uses C# so object-oriented (and pretty similar to Java to boot), etc.

For large numbers, well, the .NET double type goes up to 1.7e308... If you need bigger, there are probably simple .NET libraries for that out there that you could include in your project. .NET 4 has the BigInteger class, but unfortunately Unity is still on .NET 2 right now (they plan to upgrade that someday, but no release has been set yet).

Perfect. Thanks a ton! Figured it might be the one to go with. Will start learning and prototyping this weekend hopefully.
 

neko.works

Member
I definitely prefer the second style over the first. The only thing I don't like about the second style is it looks a bit dirty. Maybe that's the reflections on the road.

Maybe the road texture is too low res?

The game looks great, have you got some recent videos of the styles in motion?

Thanks! No videos from this build available currently, but I'm planning to do one before the end of the month.

I see it a bit differently (considering the latter part). The trade-off is that you will have a lot less polygons to render. The gained time can be spend in evaluating a more complex shading model, basically.

I see. Though in my game it's mostly the image effects that affect the performance rather than the props, especially on the higher resolutions.

I'm a bit at odds with how it all looks.

I know you have different themes, but let's just focus on these two.

First, in the low-poly version you tried to be of low-poly yet have colored the world like being real, sort of, which is at odds with what people know about the real world from the get-go. You will always have do deal with this contradiction of people not being able to abstract away sufficiently. For those people your low-poly style won't mean a thing, looking like low-quality, because the reflection of the low-polys don't match the known reflection of similar real world materials.

For example, the color and shades of the trees in the low-poly version is fully at odds with what's known about trees from nature. And that's what people will compared them to, if they are colored that way. And if the colors and shades won't match, you stood no chance with low-poly. But that's not saying there can't be any match. There are games having pretty cool low-poly trees with colors and shades given the impression of a real tree yet being of low-poly.

Second. In the new version, I think you make the same "mistake" again, going for a "realistic" look yet the assets, rendering etc. can't support it. It's not that it can't be that way, but people will compare with what they know from the real world. This new version will give them a slice of the real world yet contradicting their knowledge even further since now you are going to tell them that this is a more "realistic" look or something. The game would need to make a lot of fun to let people overlook the not-so-real graphics.

What I want to say is, whenever one tries to create something real looking, one will always have to fight against the imprinted vision of what people know about the real world. It's an uphill battle. It takes a lot of resources to produce something believable within this regards.

I know you have different themes other than these two, but if this would be my game, I would go a different road altogether. Since it is an arcade game so to speak, there is no real need to draw from the real world. And to get away with people's imprinted vision of nature, I would completely color the world differently, not even trying to mimic sort of a natural look. Away with these "real looking" trees! I mean, make the low-poly trees pink or something. And why a blue sky, green grass etc.? It looks boring. There are so many cool colors and gradients you can build a cool sky or lawn out of. Put a galaxy in the sky, make a cool sun, use more specular reflections, mirrors etc..

That is to say, I think it's best to pull the player out of what (s)he knows about the real world making it, well, a video game. Something enticing to experience and cool to look at.

My take. ;)

I see your point. Though I don't think I'll go for crazy designs / colors as this isn't what I'm trying to achieve with this game.

Actually, I was initially going for a very realistic look, but the road system that I've made is similar to the retro games technically, and require the whole scene to be built at run-time, which doesn't permit to design it in the editor and make fancy things such as light mapping, and carefully placed / custom props etc.

Then again, this is the whole point of this game, making something that play and feel like an 80's arcade game, but with an upgraded look (rendering / props).
 

missile

Member
... I see your point. Though I don't think I'll go for crazy designs / colors as this isn't what I'm trying to achieve with this game. ...
Nah, not crazy colors. ;)

... Actually, I was initially going for a very realistic look, ...
Which is what I thought as well. Of course, if you wanna make some more
realistic games in the future, it is perhaps better making progress in that
direction.
 

DNAbro

Member
Alright. I'm finally going to start prototyping some ideas.

I'm looking for the best engine to get started with.

I'm a fairly experienced Java developer, but have little exposure elsewhere. Still, any object oriented language should be completely fine assuming the documentation is good.

Needs:

- Fast response times (low input lag)
- 2D/3D support. I'm starting out 2D but I will try to make my underlying framework adaptable to any presentation.
- Portability. Mobile (iOS/Android) will be my primary target platform, PC very likely. PC browser portability would be a huge plus.
- Easy ad integration if I decide to go F2P.
- Object-oriented. Like I said, I would like to separate my main framework from the presentation layer so that I can easily adapt it as I prototype.
- Very large number support. I may incorporate incremental game elements which usually have support for numbers up to e308. I realize this will likely not be available in primitive types but if there are any libraries out there that can make things easier for me, that would be a big plus.

I already have GameMaker thanks to the Humble Bundle a few months back, but I'm not sure if it's suitable.

Any advice is appreciated.

Someone already said it, but yeah Unity is pretty much exactly what you want. Fits just about all those requirements, not sure if it fits the last.
 

HelloMeow

Member
Unity might take some getting used to from an OO perspective. For me it was confusing to find the "right" way to do things at first.

Things to keep in mind are:
-component based design
-the way scripts work and how their messages are called
-how you assign variables in the editor
 

wilboo

Neo Member
"Rex: Another Island"

Code:
[IMG]http://i.imgur.com/G9StqXD.png[/IMG]

Hey, I'm a few pages late but I just wanted to say this looks really neat! That overworld map looks really interesting with all the nooks and crannies, and I'm a sucker for zoomed-out game world maps. Nice work! I'm keen to play it when it's ready.

On my end, I've been super quiet/antisocial as we crunch non-stop towards Hollow Knight's release. I do have this cool GIF that Ari made to announce our Switch release though:

glL91oy.gif


I'm putting achievements in today too which'll be fun to try out.
 

DrNeroCF

Member
The inwards crease works much better for me too! Love it!



"Gratuitous frame by frame" actually sound like a bulletpoint I should try to add on the game's site :-D

I'm very worried about memory limitations, and it's likely to be the number one problem I'll encounter down the line, but so far, I haven't run into any crippling situation yet, and it's still going very smoothly despite me cramming everything I have and then some! C2 has released an update to remove the warning messages when going upwards the previous arbitrary memory threshold, and since then, I've had no trouble whatsoever. We'll see if I can still say the same when there's more stuff in (enemies, backgrounds), but that's precisely why I leave that until later :v

It's likely the game will have poor performance on integrated graphics card configurations (because that's simply how WebGL/C2 performs - even if I wasn't building something with so many resources, it'd still be the case), but most other systems should work fine, if Honey+other "big" C2 games I know of are anything to go by. Just out of curiosity, I'm trying the prototype from time to time on a Shield Tablet, and it works just fine there as well for now - doesn't mean it'll work for "mobile" in general (nor that I intend to release for mobile at all), but it's still fun nonetheless!

I'm mostly curious on how to handle PS4 resources when/if the time comes - far too soon to seriously think about it, but I'm trying to keep in mind the possibility. Though if it were to happen, I won't be the one actually handling it, so it's mostly a general unfocused concern for now!

I'd be happy to answer your question regarding workflow, but I'm not sure what you actually mean?

Sounds like a selling point to me!

I still only work with Flash, so I'm usually curious how other environments handle a lot of animation. I value being able to see something in game in seconds, but I might just not be a good enough animator to get something right on the first go, heh.

Sorry if you've detailed the process here before, was just curious what you're animating in, and if you're just exporting sprite sheets from there. I've only done a bit of animating for a Unity game and it was a pretty big pain to assemble everything in there, especially if a point was being tracked to sync another animation to.
 

Pehesse

Member
Sounds like a selling point to me!

I still only work with Flash, so I'm usually curious how other environments handle a lot of animation. I value being able to see something in game in seconds, but I might just not be a good enough animator to get something right on the first go, heh.

Sorry if you've detailed the process here before, was just curious what you're animating in, and if you're just exporting sprite sheets from there. I've only done a bit of animating for a Unity game and it was a pretty big pain to assemble everything in there, especially if a point was being tracked to sync another animation to.

I had written stuff about the animation and coloring process for Honey - those posts are a bit old now, but I still work mostly the same for Pacha, except with an added sketch layer, and I now use the animation timeline in Photoshop to check the motion as I make it, rather than export the frames to Flash for the same purpose.

Other than that, the process is fairly straightforward: all animation is done in photoshop, when I'm done I export each frame individually (no spritesheet), import them in C2 and let it build the spritesheet automatically. The process can indeed be done in seconds, if that's what you're worried about.

When importing an animation in C2, it goes like this: open object/sprite->new animation->import all frames->set anchor point on frame 1->set anchor point for all animation based on frame 1 (one click option) (this step can take more time if you need to displace the anchor point during the anim)->(add special anchor points if needed, + work the collision boxes if needed - faster to do it before cropping, as you can "apply to all animation" when all frames are still the same size with more predictable results)->crop all frames (one click option)->set animation play rate->set individual frames hang time if needed. All in all, this takes between 10-15 seconds for something with a single defined anchor point and nothing else to tweak to a couple minutes if you need to tweak the collision box on every individual frame of a 40+ frame animation.

The spritesheets themselves are built during export, and I let C2 automate that on its own. It's not the most optimized result possible, but it's doing a good enough job for my purposes, the memory savings if I were to do it myself would be minimal (and the time loss would be monstrous). So all in all, it works well enough that I don't see myself using anything else for the foreseeable future, unless I'm forced to somehow! :-D
 

LordRaptor

Member
Nice, they're at 91 now. Their fb post is stuck at 50 :/ I guess the asset store market really is super niche.

As I understand it there's enough money to be made in the asset store market to support yourself fulltime working for it, but I suspect the types of people whose default response to a problem is to buy an existing solution are probably not the same type of people doing a gamejam for shits and giggles and kudos
 

Jobbs

Banned
Okay I did my useless thing.

I refined my controls a bit and ended up with an open R2/RT button.. I could either make it redundant with LT (which is lock aim mode) or I could use the opportunity to do something weird....

The user will never be told that RT does anything. If you hold it down for a long time this (can) happen: (watch with sound if possible)

https://www.youtube.com/watch?v=6cKyV1iN9FM&feature=youtu.be

If you move too much, let go of the button, or turn to face the entity it all vanishes and the possibility of it working goes on a long cooldown. I think all of this will make it more mysterious.
 

Pehesse

Member
Okay I did my useless thing.

I refined my controls a bit and ended up with an open R2/RT button.. I could either make it redundant with LT (which is lock aim mode) or I could use the opportunity to do something weird....

The user will never be told that RT does anything. If you hold it down for a long time this (can) happen: (watch with sound if possible)

https://www.youtube.com/watch?v=6cKyV1iN9FM&feature=youtu.be

If you move too much, let go of the button, or turn to face the entity it all vanishes and the possibility of it working goes on a long cooldown. I think all of this will make it more mysterious.

Mysterious! Does it actually tie in to some lore you have planned that the players can find/piece together, or is it only up to the player's interpretation to decide what it is?
 

Jobbs

Banned
Mysterious! Does it actually tie in to some lore you have planned that the players can find/piece together, or is it only up to the player's interpretation to decide what it is?

there's a vague meaning to it but it's also sort of an artistic stroke up for interpretation. I'm hoping that for the people who stumble on it it'll be a pleasant surprise that'll spark their imagination.

it will also change depending on game context and late in the game you can get an associated ability that actually does something (as demonstrated late in the video clip).
 

Minamu

Member
As I understand it there's enough money to be made in the asset store market to support yourself fulltime working for it, but I suspect the types of people whose default response to a problem is to buy an existing solution are probably not the same type of people doing a gamejam for shits and giggles and kudos
i think there's a big difference there depending on the type of product you've created too. People doing graphical assets probably have a very different experience and sustainability, than shader programmers and functionality creators for example. Sidenote, but it's kind of a disgrace that certain functionality, like ProBuilder and ProGrids in this case, aren't a part of Unity from the get go.
 
Hi guys, I'm often lurking around here but its rare I post something(I think I only posted the death animation of the player character).I'm always impressed by the things I see you guys doing here.
Today I'd like to ask Indie DevGaf to play the game I made in college for finals and get some feedback.

Quote to get the link.

It's a simple coop puzzle plataform that revolves around the color of the two players and the objects of the same/different color, the focus of my group was making a game where people talk while they are playing. And for more experienced gamers when playing solo I put controller support to play with the two players in one controller(dpad controls player 1 with L to jump and face buttons controls player 2 with R to jump), and it's funny playing/watching two players with one controller too. To make this setup I was inspired by speedrunners and Photo Dojo for Nintendo DS.
Currently it has 20 stages and 1 stage for battle mode(I wanted to do more but I didn't have time), for the level design I tried to follow something similar to the kishoutenketsu, that Koichi Hayashida talked about in an interview with gamasutra, but since our group did more of a "one screen" puzzle, the phases of the kishoutenketsu are separated by the stages.
The hard part was the art, since our college is more focused on programming we had no artists so I did my best. And we had to use royalty free music too.
I had put it on hold because I had done a lot of work in all of the phases of developing the game and the two other members of my group hadn't contributed very much(they haven't even finished the game...) but recently we got an invite from the teacher in charge of the games faculty to present it in a game event.

There are things I already know I need to change/fix but I would be glad with any kind of feedback. Thanks.
 

wwm0nkey

Member
Well I think my team is done with our Game Jam game, we are happy with it, but not proud haha. Its a wave based shooter with a heavy vaporwave theme. WE are going to turn it into a DOOM like game after the Jam is over.

 

KOCMOHABT

Member
On my end, I've been super quiet/antisocial as we crunch non-stop towards Hollow Knight's release. I do have this cool GIF that Ari made to announce our Switch release though:

glL91oy.gif


I'm putting achievements in today too which'll be fun to try out.

well if that isn't the most attractive gif i have seen in dozens of pages here
Good job!
 
tumblr_ok6vwdCMJS1w13v5ro1_400.gif


It's been a rough battle, but I finally got the animation state handler working properly to cycle through the ship banking animations. This is my first time implementing anything resembling an animation handler, so I'm glad it works (after I had a friend fix some bugs though). It now cycles properly through hold, unbank, center, bank, hold animations when going from a hard left or right to the opposite direction.
 

Jobbs

Banned
On my end, I've been super quiet/antisocial as we crunch non-stop towards Hollow Knight's release. I do have this cool GIF that Ari made to announce our Switch release though:

glL91oy.gif

This game is so fucking good, guys :eek:

Also super hyped to see it's confirmed for Switch
 

Makai

Member
finished my game jam game. uploading now. Sucks that I made a Mac version too but I have no idea how to share an unsigned binary.
 
This GGJ was a bit of a downer for me. I worked as graphic artist on a puzzler, and then halfway through the one programer that constantly shot down all ideas and changed everything all the time, just switched teams and left the other programmer hanging. Now I wasted 15 hours coming up with designs and the game remained unfinished.

At least my second project got done.
 

Blizzard

Banned
This GGJ was a bit of a downer for me. I worked as graphic artist on a puzzler, and then halfway through the one programer that constantly shot down all ideas and changed everything all the time, just switched teams and left the other programmer hanging. Now I wasted 15 hours coming up with designs and the game remained unfinished.

At least my second project got done.
My first global game jam was like that. My second global game jam, I made a team with 2 friends and no one else, and we had a great time. We finished our game too.

After that I just started doing Ludum Dare since it requires no travel and you don't need teammates. :p
 
Two and a half hours left to go on my game jam. Been half a mess--lost eight hours worth of audio work due to PC problems--but I guess still enjoyable? I dunno. I drank a good bit :p
 

Minamu

Member
My first global game jam was like that. My second global game jam, I made a team with 2 friends and no one else, and we had a great time. We finished our game too.

After that I just started doing Ludum Dare since it requires no travel and you don't need teammates. :p
Had the same problem last year, might've been Ludum Dare actually. I was in a group of strangers, I think we were about 7 people and no one had ever worked with one another. Most of us got along but our one and only programmer had his own ideas on what the game should be about and what functions were most vital. Only his functions, aka his ideas, were vital. So he kinda left us all hanging by making his own version of the concept and everything turned to shit, including his own silly idea that never panned out. In a feeble attempt to salvage everyone's work, our poor man's platformer turned into a mix of auto-scrolling platforms levels with slow moving story moments about a stupid cactus with a balloon. I don't think the levels even fit together as a complete package. Complete waste of a weekend. I wouldn't be as upset about it if everyone was amateurs but all were game dev students and had heard all the horror stories of having an ego, and in no way could any of us put the stuff in any portfolios. Worst thing is, I don't think he ever understood why the weekend went to shit.
 

I won't lie, I thought this was hilarious, I really dug the recreation of the a e s t h e t i c (though it lacked cans of Arizona iced tea). The only thing I couldn't figure out is how to actually damage enemies. Holding down LMB made little squares hang out at the front of the "gun", but that's it - no projectiles, nothing to hurt enemies with.

Today I'd like to ask Indie DevGaf to play the game I made in college for finals and get some feedback.

This was great, I really liked some of the puzzles (though I had to play it by myself which is hard as heck - I can totally see what you were going for with the two-player element). I doubt I could give any feedback you haven't thought of already (the menu selection seems weird, didn't always register dpad pressed - the jumping for player two on Y would kinda slam straight up instead of making the jump arc of player one, etc).
 
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