@chasersgaming: if it's really just a matter of you uploading the wrong file, I say please go ahead and upload the correct one. Think of it this way, no one wants to play the buggier version of your game just because you clcked the wrong file, and crazyduckgames probably doesn't want to win the jam for the same reason either. So in a way, fixing a silly mistake like that is actually the fair thing to do for everyone involved.
@all: I'll say for us folks in the States the Thanksgiving holiday always makes November a tough month for extra curricular projects. Last year we did the Fall Jam in October with better participation.
However, we've also run /alot/ of jams in the last year, it's entirely possible we might have over done it and should maybe step back and shoot for one or two jams a year instead of four.
The previous jams have also gotten a fair bit of 'foot traffic' from itch.io, a few participants have even reported learning about OGA because of a Jam. I'm not really hip to what happens on itch.io or how it decided to promote what, but it's entirely possible previous Jams have benefitted from better/more promotion on itch.io for whatever reason (like maybe there were fewer other jams going on at the same time, etc).
@chasersgaming: If you really uploaded the wrong file, go ahead and upload the right (less buggy) one. IIRC, I made the same mistake on an earlier jam (pretty sure I uploaded an incomplete package that would insta-crash) and you let me upload a corrected build, so I have no problem returning the favor.
@xhunterko: as long as all you are working on is getting the credits in there, it's ok if you take a day or two to do it.
These jams are about having fun and showing off OGA art, so as long as you've met the spirit of the rules, I am ok bending them a bit.
@xhunterko: I'll allow a late submission if you need just a little bit of extra time specifically for putting the credits in there. Just send me a link to the itch.io page for the game and there's a way I can add it to the jam even though the public submission period is over now.
@xhunterko: Yes, using tutorial or example code is totally ok. You're also welcome to recycle code from other projects you've done. The idea of these jams is that the /game/ is something new and original and created within the time frame of the jam, but it doesn't have to be created purely from scratch. It's ok if bits and pieces of it come from existing frameworks (eg. engines like Unity, Unreal or Game Maker, etc) or code from other projects, or coding tutorials, etc.
@spring: I think xhunterko just meant don't be pessimistic. I'll say that screenshot makes me very optimistic! Optimistic a familiar face might be returing for his very own adventure! ;)
I don't think programmers are inherently better at game design than others.
Game design is definitely it's own skill set independent from programming.
There's some overlap, especially with games that lean heavy on the numbers and systems side of gameplay, but really there's not any magic connection between being a good programmer and being a good game designer.
Of course, historically many game designers (and lots of good ones at that) have been programmers but I think that's just because up until very recently programmers have been the ones in the best position to realize their designs.
And to 邪悪's point about players making good designers, some of the best designers have also come out of QA where their experience playing games all day looking for faults has honed their design sense. Again though, QA is a different skill set from game design, there's overlap, but being good at one does not necessarily make one good at the other.
> sometimes I'm just like "what is wrong with this game is design, but its like I can't put my finger on exactly why it sucks.
Definitely know that feeling, had it with my own work more than once! ;) Actually, in my experience identifying why a game doesn't work is one of the toughest challenges in game development. Of course, when a game's not working, anyone can rattle off the 50 things that are all wrong and they hate about it, but identifying the one or two things that actually need to be changed to make the game work? That's a much harder skill to come by.
@xhunterko: Looks great! And I feel your pain about losing time trying out a new tool only to have it prove a bust. We've all been there, not fun :(
I am in even worse shape because now I actually have a really cool idea that I think could be put together pretty quickly. must resist the tempation, stay focused.... :)
@chasersgaming: if it's really just a matter of you uploading the wrong file, I say please go ahead and upload the correct one. Think of it this way, no one wants to play the buggier version of your game just because you clcked the wrong file, and crazyduckgames probably doesn't want to win the jam for the same reason either. So in a way, fixing a silly mistake like that is actually the fair thing to do for everyone involved.
@all: I'll say for us folks in the States the Thanksgiving holiday always makes November a tough month for extra curricular projects. Last year we did the Fall Jam in October with better participation.
However, we've also run /alot/ of jams in the last year, it's entirely possible we might have over done it and should maybe step back and shoot for one or two jams a year instead of four.
The previous jams have also gotten a fair bit of 'foot traffic' from itch.io, a few participants have even reported learning about OGA because of a Jam. I'm not really hip to what happens on itch.io or how it decided to promote what, but it's entirely possible previous Jams have benefitted from better/more promotion on itch.io for whatever reason (like maybe there were fewer other jams going on at the same time, etc).
@chasersgaming: If you really uploaded the wrong file, go ahead and upload the right (less buggy) one. IIRC, I made the same mistake on an earlier jam (pretty sure I uploaded an incomplete package that would insta-crash) and you let me upload a corrected build, so I have no problem returning the favor.
@xhunterko: as long as all you are working on is getting the credits in there, it's ok if you take a day or two to do it.
These jams are about having fun and showing off OGA art, so as long as you've met the spirit of the rules, I am ok bending them a bit.
@xhunterko: I'll allow a late submission if you need just a little bit of extra time specifically for putting the credits in there. Just send me a link to the itch.io page for the game and there's a way I can add it to the jam even though the public submission period is over now.
@xhunterko: Yes, using tutorial or example code is totally ok. You're also welcome to recycle code from other projects you've done. The idea of these jams is that the /game/ is something new and original and created within the time frame of the jam, but it doesn't have to be created purely from scratch. It's ok if bits and pieces of it come from existing frameworks (eg. engines like Unity, Unreal or Game Maker, etc) or code from other projects, or coding tutorials, etc.
@spring: I think xhunterko just meant don't be pessimistic. I'll say that screenshot makes me very optimistic! Optimistic a familiar face might be returing for his very own adventure! ;)
I don't think programmers are inherently better at game design than others.
Game design is definitely it's own skill set independent from programming.
There's some overlap, especially with games that lean heavy on the numbers and systems side of gameplay, but really there's not any magic connection between being a good programmer and being a good game designer.
Of course, historically many game designers (and lots of good ones at that) have been programmers but I think that's just because up until very recently programmers have been the ones in the best position to realize their designs.
And to 邪悪's point about players making good designers, some of the best designers have also come out of QA where their experience playing games all day looking for faults has honed their design sense. Again though, QA is a different skill set from game design, there's overlap, but being good at one does not necessarily make one good at the other.
> sometimes I'm just like "what is wrong with this game is design, but its like I can't put my finger on exactly why it sucks.
Definitely know that feeling, had it with my own work more than once! ;)
Actually, in my experience identifying why a game doesn't work is one of the toughest challenges in game development. Of course, when a game's not working, anyone can rattle off the 50 things that are all wrong and they hate about it, but identifying the one or two things that actually need to be changed to make the game work? That's a much harder skill to come by.
@xhunterko: Looks great! And I feel your pain about losing time trying out a new tool only to have it prove a bust. We've all been there, not fun :(
I am in even worse shape because now I actually have a really cool idea that I think could be put together pretty quickly. must resist the tempation, stay focused.... :)
@chasersgaming: Love it! Although, not to be a prude, but she is a bit jiggly ;)
I always assumed her full name was Sara Open Gameart :)
ps
my progress, gnawing my fingers off trying to stay disciplined and focus on my 5 year old project instead of joining in the fun. :)
here's a true 4 color Game Boy version.
oh no! I just realized that game boy screen cheats and uses a pure black!
Will get a true 4 color version up ASAP!!
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