Hey everyone! Saliv here. Sorry I have been mostly inactive for a long time.
Lately, I have been learning to use the Godot game engine (amazing engine, generous license, mediocre documentation) and was getting to the point where I wanted to start doing more ambitious test projects. A few days ago I dropped by here, saw there was going to be a game jam coming up, and figgured you know what? I'm in.
The Rules state that we are allowed to start planning and getting our art assets ready early, just not coding. So I did.
I plan to make a 2d escort space shooter. Were the goal is to help with the evacuation.
I intend to use these assets: https://opengameart.org/content/salivs-oga-jam-2
My tool chain will include the Godot game engine, Blender, Gimp, and Audacity.
Introductions are not required but, they are one of my favorite parts of game jams.
I hope that this inspires others to join in, but either way at least you get a collection that points to some cool contributors out of the deal.
Godot is pretty amazing, though my experience with it has involved a lot of tripping over my habits. I tend to bork scripts with that tabbing system or uses of the semicolon, but it handles really well and the scene set up is super sleek. I was able to get basic platormer physics in a single session, thanks to the handy help-search that docks right there in the script editor! So, I say you've made an excellent choice. I almost landed on it as the engine I wanted to use but I think I'll get more features fleshed out with GMS(even if I have to battle the terrible room editor), as I know it too well. The evac idea is super legit, it's also a good way to have the player traverse the same scenery over and over with out it feeling repetitive and without purpose.
I'll be making an metroidvania platformer (...I always make platformers) with alien hommid-esque mechanics. The graphics are a bit experimental with a scribbling "color outside the lines" approach.
I'll be using assets primarily from Mindchamber and glitch, but a few from superpowers and opp. My tools are Krita, flipaclip, layer paint, macromedia mx 2004(Hahaha), gms 1.4 (I have gm2 but I absolutely hate it)
(I didn't know jam introductions were a thing, honestly but I also tend to be anti-social lol)
I came at Godot off of lib SDL, so I understand what you mean about tripping over your habbits. The engine feels like it demands you set everything you know aside grab a tutorial and start over, then incorperate what you know later. In my case it was a good deal, but I can understand someone not wanting that.
By GMS did you mean Game Maker Studio? I never really got to know that engine, however after a quick look up it appears very good as well. Though, yeah, they made some interesting UI choices between 1.4 and 2.
"... it's also a good way to have the player traverse the same scenery over and over with out it feeling repetitive and without purpose."
I had not thought of this. My plan was to use a prerendered path and then change the in game commentary to improve replay value. I will think it over and see what I can come up with. Thanks for the feedback!
Platformers are probably my favorite genre. : D I am not familiar with alien hommid's mechanics, but I am looking forward to seeing what you will make.
Remember rule #6 "Have fun!"
welcome, and good luck in the jam ! ive heard of godot, and am considering to have a look at it. maybe one day i will. :)
Chasersgaming | Support | Monstropolis |
When and where is this game jam!?
The jam is here:
https://itch.io/jam/opengameart-game-jam-2 :)
Chasersgaming | Support | Monstropolis |
Ahh, I'm also in, how do you do a jam introduction?
Looks like we got some good stuff brewing for the competition!
I'll be trying to bring to life my ikaros inspired game from many years back. This one's been stuck in my head for years, constantly set aside to work on more 'urgent' things, well no more! I've developed the idea a little more in my head, but the core pitch hasn't changed:
The game is 'Medusa Must Die!'
You play successive generations of a family cursed to battle Medusa through enternity. Every life is another generation of the family. Every generation the world gets bigger, Medusa gets tougher and new weapons/items are introduced. You have one task, find and kill Medusa. If you succeed, all your items, weapons, upgrades, etc. are handed down to the next generation, but if you fail and die, all your equipment is scattered and the next generation must start from scratch, forced to scour the world in search of your lost gear.
Gameplay is metrodavania with procedural world creation. Upgrades include a succession of Ikarus wings granting high jump, hover, double jump, etc. As well as other Greek mythology-based items and weapons.
Theme is the endless cycle of violence and revenge as the story alternates between you seeking to avenge your forebearer's death at the hands of Medusa and a resurrected Medusa returning to wreak vengence upon you for your parent's sins.
Feels ambitious for a Jam title, but I think I have the tools in my chest to get it done.
Will be using my own game engine, C# with SDL and OpenGL. Mostly Gimp for art. sxfr and Audacity for sounds.
Good luck all! If last year's jam is any guide, players are in for a good time come July 30! :)
https://withthelove.itch.io/
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Seems like a good concept withthelove, reminiscent of rogue legacy.
@Spring: yeah definitely had been playing that one around the time I came up with the pitch for Medusa Must Die!
but alas, Medusa Must Die! will have to wait (see the Game Jam for the reasons why).
Instead, I'll be working on:
Yulpers!
You play as a little centipede creature who yulps up everything in it's path.
The more you eat, the longer you get!
Going to be kind of platformer meets snake type affair.
Plan to mostly use GrafixKid's various cuties and tiles. The Yulpers you see in the logo is a modified version of the pink guy from here:
https://opengameart.org/content/mini-character-pack
As always, will submit all the custom art for the game back to OGA once it's done.
Anyways, I had a few other ideas, but my kids voted for this one, so here we go!
https://withthelove.itch.io/
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YULP!
could be a good concept withthelove!
Here's my game idea
AAAHHH LAMAs is my concept. As per the breif I am using only opengameart available assets.
As for the logo mind my noviceness (black texture in logo), I am here to learn to gain some new skills and see if I can knock something together. We shall see what the next month holds in store.
Aaahhh_Lamas.png 16.6 Mb [1 download(s)]
Good Luck aaronw!
Time for me to unveil my game title and logo for realsies!
Kymiball!
Some time after completing her adventures is Spring's Adventure Doggo, everybody's (or at least mine) favourite chubby fluffodile wakes up in the middle of the night to find her friends and family gone and her bedroom barricaded by a stange alien force! Break the barriers to help her escape , find her missing friends who have also been blocked in, and eventually confront the strange force behind it all! (could Synthia be returning again...?!)
About the gameplay, it's just a very simple breakout clone without too many bells and whistles. My main focus will be on
Not any sort of innovative or gimmicky mechanics I'm afraid :)
kymiball logo.png 114.7 Kb [1 download(s)]
@aaronw: Just to be clear, it's not required that /all/ the assets you use for your game be from OGA.
The requirement is to use at least 6 different assets (of any type, sound, font, 3d model, etc) from OGA.
Other than that, you're free to use whatever you want. If you create anything new for the game, you are encouraged but not at all required to contribute it to OGA.
I love the name 'AAAAH LAMAs'! :)
@Spring: quick thought, if each level if you rescuing another of Doggo's family and friends, why not put a sprite for the family/friend in the level? Like they are behind or boxed in by the blocks, so you are very literally setting them free. Just a thought, might help tie the gameplay to the story.
https://withthelove.itch.io/
@withthelove that idea is exactly what I was thinking too! Then they will give you a little dialogue blurb which advances the story and maybe a new ability!
Also, you're not playing as a doggo in this game, you're Kymi, a fluffodile.
Thought I would drop by and say hi.
Hi!
I've been a long time lurker here, and have used art from here for some unreleased prototyps before. I'm excited to take part in the jam!
I've done a fair few jams before, and will often make my own programmer art, but I often struggle to stay motivated when the game doesn't look as fun as I would like it to, so I'm particularly keen on this setup. It feels great to have a starting base of all the great art on this site.
I think I know what I'm going to make, but will post that later when I've fleshed it out a little bit.
I've collected some fun bits here https://opengameart.org/content/oga-jam-2-assets that I will be updating as I progress as well :)
HI tigerchops! Looking forward to seeing what you make!
This is what I'm currently working on, as you can see the terrain generation absolutely fine. Yup, 100% as intended.
-https://red-voxel.itch.io/arrows-of-love #1 in the OpenGameArt Summer 2017 Game Jam-
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nice graphics tho!
Now, for the past 10 days, I've been doing nothing but talking about, working on, and obsessing over the game jam and my Kymiball game.
I've even gathered help from the furry community to provide characters for the game, and even though I'm pretty much tied to the PC right now, everything is working out pretty nicely!
I've found lots of interesting OGA assets to showcase too, mainly tilesets but also a few other things, so I'm very happy.
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It is very small and linear right now, though.
Everyone else progressing well?
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 :/
Nice to see the progress being made, looking good! :)
@vinnNo.0 could you not save as strip? Might save a little time.
Chasersgaming | Support | Monstropolis |
@VinnNo.0 there are still breakout parts, they are used for the battle system among other things, (even though there aren't any battles yet) but it has kinda taken a backseat to a story driven game yes, not any DnD-like RPG mechanics really though. Like there are no stats and such. It's probably not that enjoyable to be honest - it's almost more becoming a game I'm making for myself just because I like my fur characters so much and wan to see them interacting and their world :p
Game maker can be disappointing sometimes, I could never get the vector animations in it to work either. I've seen some of the stuff you drew, it looks good and it will be hard competition. I remember reading that your game would also be a story-driven one, what is it about? (can't remember, might have to take a look at your storyboard again)
@chasersgaming thanks, I'm trying to use those OGA assets ;) I'm really busy though.
Yulpers is coming along well. Getting the centipede/rope physics for the body was quite a bit harder than I expected, but I'm very happy with the results so that's what counts! Would post a screen shot but it's really got to be seen in motion to make any sense.
@Spring: an RPG where the battles are done in Arkanoid is a great idea! Better, yet since they are battles, make it pong. Pong-Quest! I'm going to google that, can't be we are the first ones to come up with that mash up. :)
https://withthelove.itch.io/
and yeah, there it is:
https://www.kongregate.com/games/ApprenticeChief/pong-quest
Unfortunately, I don't have the latest flash so I can't try it.
Well battling in breakout is still a good idea, can't wait to see how it turns out.
https://withthelove.itch.io/
@withthelove Thanks, it doesn't really matter to me if it's innovative or not ^^ also please don't expect a lot of battles in this game, because there really isn't~
Something unrelated, I've so many assets used in this game that require me to link to some page, is this something which has to be done from inside the game itself?
Well, if the game is HTML then you could link it to open a window to the asset, or if not just link from inside the game to connect to web and the asset page, but it doesn't have to no. But it should have the text within the credit page so that the asset could be found more easily by the user, so it could be copied and pasted to a web browser or so it could be written down and typed in later.:) hope that helps.
personally I would prefer to click a link within a game, it just makes my job easier when going through checking the assets at the end of the jam ;) but it's up to you how you do it, ask yourself, if someone likes your assets and wants to use them themselves it makes sense for them to be able to find them easily. :) if I find them hard to find then so will others.
looking forward to playing your game!
Chasersgaming | Support | Monstropolis |
@chasersgaming, what you say actually makes my job a lot more difficult.... I'm not sure how to make a fullscreen application lose focus in such a way that a webpage could be brought up :p
And the game actually isn't that good tbh, it's more of an excuse to put me and my friends' fur oc's into something rather than anything with interesting mechanics of any kind, or challenge...
If it's to difficult then don't do it that way buddy. Just have the links in your credits, as for your game, don't worry about how it will play to much, let the players decide, just have some fun, if anything, your using your assets arn't you? So it's an opportunity to showcase your work. I was very over ambitious last year and was left disappointed with my own work, but I was surprised when I came 6th, you never know you see.:)
edit: why not have a go at a couple of games from last years jam? So you can see what others submitted.
Chasersgaming | Support | Monstropolis |
I know, it's just not the textbook definition of "a good game", and I think if you don't care about the characters you would probably find it a boring and tedious game, also because of the incomplete world where there really isn't much to do. I enjoy it myself, but that's because the characters are my little babies and I just love to see them do stuff on the screen, but I don't think other people will have the same attachement.
Well, some of us arn't looking for 'textbook', sometimes it's good to brake the mold and try something different, even if it's risky. I respect anyone who try's different things and goes against the grain. Remember it doesn't have to be a blockbuster, the simplest of games can be charming and pleasing to play, and you dont know if someone else will get some attachment to your characters and love them like you do, gameplay is not the only voting categorie, so you may surprise yourself with any feedback you may get.:)
Chasersgaming | Support | Monstropolis |
I guess we'll see ^^ gotta believe I guess.
Even though, I don't really think this is doing anything different. It feels more like an attempt at making an RPG but the classic tropes are just missing with no real 'meat' to replace them-
"Feels like an attempt an an rpg" that's a good thing Spring, if it's not something your use to doing then you are gaining some experiance for another genre which can only help you as a game developer. Sometimes when we step out of our comfort zone it can feel it bit murky and you can doubt your own abilities because it can make you unsure. Everybody will have some sense of reasoning for what they do and why, game jams are no exceptions I don't think. game jams are a good way to experiment, practice, try, a gain experiance for yourself. I used to hate the idea of a game jam. I pulled out of so many because I doubted myself and my abilities, or fear I would get a name for producing shit games that no one wants to play but I come to realise that for me, it's about ME and my approach to games, and channel my ideas, and grow confident. So yes, believe in yourself like you believe in your characters, ultimately it's what YOU achieve for yourself regardless of what others may think, because you can't please everyone, it's impossible, and if your happy that's all that matters mate. :)
Chasersgaming | Support | Monstropolis |
I am happy with the game and I like it......
@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.
@VinnNo.0 I guess mechanically my game does resemble Undertale a bit, but the story, themes and feel couldn't be more different I think. This game also has much fewer battles than even Undertale had (there are actually no battles at all yet), which actually wasn't even that many compared to those stereotypical "mediocre RPG maker games" you mentioned. The music in Undertale is indeed amazing, and I hope I can get a good soundtrack as well, of course nowhere near as good as that but still :) glad you like the idea, but the version of the game to take part in the jam will probably have lots of stuff missing from it compared to a possible full realization of the idea.
And hey, don't feel bad about cheap dialogue if the writing is interesting! In my game, cheap dialogue is the name of the game, there's barely any sort of action tbh. Just like in Undertale I don't want constant mindless murdering to be the solution to every problem you face, but on the other hand a branching system where you can choose to kill anyone or not like in Undetale would just be way, way too ambitious for something made in one month, also it's another game's gimmick so yeah. ^^
Spring I think at this point everyone has either reached some difficulties or is playing too small. I hope that everyone grows as a result of having faced them though. I personally am doing pretty good, but their are some obvious hurdles that are starting to pop up.
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I am about to talk about legal stuff. I am not a lawyer and I am tired. If i get something wrong let me know, but as always remember to read the documents yourself and get a lawyer if you need help. (Because, that is unfortionatly the way the world is right now.)
Game Jam Rules
Colectively these are easily the hardest rules for this game jam.
The Liberated Pixel Cup is in my opion one of the cooler things Open Game Art has ever done. However, the resulting assets were dual licensed under the CC-BY-SA 3.0 and the GNU GPL v3, and being easily scared off by licenses, I do not use them. Though, I definitely understand the appeal.
CC-BY-SA 3.0 contains its attribution requirements in section 4:
Example:
Special thanks to the follow authors for their openly licensed works:
GNU GPL v3... Actually, this post is already too long and I have no idea how helpful it is. For the GPL go to the document and search for the term "notice" for a quick view on this topic, but I highly recommend reading the whole document before relying on it.
@Spring what game engine are you using? Maybe someone could help you with your credits.
@chasersgaming It might be a good idea to specify how you want people to credit the works they use if you don't want 20 different versions.
@everyone I hope that helped I will check in later. Also, please note the credit example I gave is not good enough for the GPL v3. The GPL v3 in adition to other thing requires a disclaimer of warranty and the ability to read the license.
@Salif I don't think Spring was having problems with credits, they were just asking how best to link them, which is now sorted I think and your example above is perfect way to do I think, but I can't be to specific on how to wright the credits because that is determined by the license. :) I don't think the rules were that hard, thought everyone was cool with them? This jam has no official affiliation with OGA itself and this is a little different then the LPC challenge.:)
Chasersgaming | Support | Monstropolis |
@Saliv, no idea what you're referring to by saying
"everyone has either reached some difficulties or is playing too small"
but having to go through all that legal mumbojumbo makes me think that
1. I'll actually give up on the game jam entirely and share this only with the fur community
or
2. I'll actually try and redraw the LPC assets, but that means I'm no longer using those 6 OGA assets meaning I will also have to give up the game jam.
One thing that's for sure is that I'm not gonna spend the majority of the month trying to find a mechanism to incorporate a webpage launcher into the game.
@chasersgaming the rules aren't hard.
@spring, I hope you don't give up in the jam, but that's up to yourself to decide what's best. If the license stipulates something then you have to abide by those terms I'm afraid, so maybe choose something else that's better for you if it's better. If your using gamemaker then it's only one line of code to link to a web browser page which il be more than happy to give you should you want it. Otherwise just put the web address of the asset in the credits, that's will be fine.:)
Chasersgaming | Support | Monstropolis |
@chasersgaming if that "one line of code" relies on execute_shell, that function was deprecated.
I guess I have an excuse to redraw the art style now, and I will probably try and do so. Will that be in time for the jam, though? -We'll have to wait and see.... as all the maps also need to be reworked due to the different tilesets coming into use and such. Anyways I'm gonna try and salvage the scraps and I'm not giving up on the game in general, but I doubt that I can be ready in time.
Nothing about execute shell function. Ok, well, good luck what ever you decide.
Chasersgaming | Support | Monstropolis |
Thanks!
I wrote to you on discord about that line of code.
Also, I'm aiming to get the new art style ready in time I guess, but I just don't know, so it would be nice to know if not I guess.
@Spring: Pretty sure opening a browser to a URL is a as simple as 'launching' the url as a new process. Here's how to do it in C#:
https://stackoverflow.com/questions/4580263/how-to-open-in-default-brows...
I have peronsally used this technique before in the demo for Instant Dungeon!
I put a 'Learn More!' button in the game that just uses this technique to open a browser to the official game web page.
Sure the procedure is pretty similar in other languages.
Anyway, chasersgaming has said this is just a 'nice to have' feature, not a requirement.
> "everyone has either reached some difficulties or is playing too small"
Think Saliv was just saying that we've all had struggles making these games, and if not it's because we were aiming too low.
@Saliv: Giving proper credit is not as difficult as it might seem at first. In fact, OGA's 'collection' feature makes it quite easy.
Here's what I did for my entry into last year's jam:
1) Created a new collection called 'Instant Pixel Palette Scramble! Assets'
2) Added each of the assets I used to the collection (open asset's page on OGA, click 'Add to Collection' button on left hand side)
3) Viewed collection in OGA (Collect->My Collections from menu at top of any OGA page)
4) Downloaded credits file for collection. (click 'Download Credits File' link at bottom of collection page)
5) Pasted contents of credits file into README.txt file included with the game.
In my case, I also included the contents of the credits file in the 'Credits' sequence of the game.
I also did some trivial reformatting of the credits text to sort it by category and make it look a little nicer in the credits sequence.
Both those steps are optional though. In general, it is enough to simply include the credits file with the game
distribution.
Funny about that CC-BY-3.0 text though. Rules 7 & 8 would seem to be in direct conflict. 'Special Thanks' is generally considered a lesser credit to 'graphics' or 'music' etc.
https://withthelove.itch.io/
Having clickable links in credits is more of a convenience than a requirement of the license. My entry for last year didn't display the URL for the assets at all, which is actually less in-line with the letter of the license requirements than displaying a non-interactive URL.
It's not about making sure you pronounce all the magic words exactly right to summon the legal-compliance-demon. Just give the player some way to see where the asset came from. click to open webpage, or display url text (clickable or not), or reference to credits file, whatever.
If the framework you're using doesn't make an interactive credits screen easy, just put something like "EpicSong5 by Joth, CC-BY. See credits.txt for more information." That's sufficient and perfectly compliant with the license and jam rules. I know that makes Chaser's job a little harder, but if it's the difference between completely reworking existing assets just to avoid a bureaucratic version of the requirements- or worse- not submitting a jam entry altogether, Chaser's suffering is a risk I'm willing to take. :)
--Medicine Storm
Interesting MedicineStorm, I was actually getting prepared to redraw everything. Guess I have to make a choice now...
I was actually going to include a credits file with all the links included anyway. And it turns out making clickable links isn't that hard in Game Maker after all..... well, guess I've got something to think about now.
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