Tools Used :
Game engine : Unity
Graphics : Aseprite
Audio : Ableton Live, Audacity
Organization : Trello
This will be our second participation, we hope that we will take as much pleasure than the first time :D
Good luck to all participants :)
We're finally gathering again our team of friends that first worked together for LD43 (see pic on the right for the resulting game).
BalBoom and Thrainsa last worked together for the 5th Alakajam yielding the Trinity puzzle game. I'm also a regular partner of Thrainsa, just check our profiles to see how many jams we joined together :)
The goal this time is to make a platformer (probably not tile-based), the kind of stuff that is easy to make when taking advantage of Unity's physics engine and its other native tools. That would mean less time writing code, more with the level editor making actual contents.
The idea is inspired by a short game (see gif below) made back in 2017 for the very last MiniLD held by Ludum Dare. I had lots of fun making it with very little code: most of the time was spent drawing random shapes on Photoshop, importing them into Unity and building levels out of them. Reusing that approach as a starting point would be great to quickly get BalBoom up to speed as our level designer.
Good luck to all!
Hey guys, first post in for our team!
My younger cousin(17) and I(33) will be participating.
We're also bringing our sound deisgner friend :)
I'm initiating him to the wondrous of Alakajammin.
Engine: Unreal Engine 4.21
2d art: aesprite
2d art: paint.net (deal with it)
3d art: Blender (We're all free spirits)
Sound: FL Studio
Sound: FMA (last resort)
Sound: Freesound (for all the dings, tings and boings)
It will be the perfect time to meet up and work on a nice little project for the weekend.
We'll probably be on twitch for all of you pesky french speakers. https://www.twitch.tv/lokiortwitch
Here are four fish I made for four prospective upcoming levels. Art isn't my specialty, but at least I feel like I got the expressions right. The black shadow part is the kaiju form that scales up. If you stop each fish from mutating into a kaiju for long enough, it swims away, saved, and the next one will come. The seahorse is probably going to be the most challening, due to its size and the waypoints I'll give it.
There will also be a limited use "de-mutate" power for the robot fish that you'll be able to acquire in a simple store interface.
The last meeting to run the new board elections was a success.
Thanks to all the participants:
We discuss about this last year’s events, the future of Alakajam and elected the new board:
Give a thanks for this good year of Alakajam to the old board:
I'm currently working on my game for the js13k competition. As you might infer from the compo's name, you only have 13k to make your game, which rules out most frameworks. I've done this a few times before, and because of the restrictions, the things I end up spending time on are a bit different from more "standard" jams. For example:
Yesterday, I looked at how to do graphics. I want to have some minimal pixel art in my game, but even small images can take up significant space, so I want a solution as cheap as possible in terms of space. I looked at creating an Image object dynamically, which lead me to looking at the data structure and the getImageData() and putImageData() methods - but I concluded that creating my own structure and just drawing the pixels individually is a cheap and good enough way for what I need.
Before that, I spent a fair amount of time researching how fonts work in HTML5 Canvas and especially how to not anti-alias them and how to make them crisp and clear even with a small resolution. There are some libraries that will give you a cross-browser/OS consistent font, but I don't want to dedicate too much space to this.
Today I am looking at mouse input. If I didn't use canvas, it would be easy, I could just attach events on images or buttons. However, in canvas you basically only get a single event (there is a addHitRegion() API but it's currently only available in experimental builds of Chrome and Firefox). Looks like I'll have to write my own thing to temporarily add a thing you can click on.