Joined a year ago
I know, I know. I'm sad too. But put away those tissues, because we've got some great stuff coming right up!
First of all, don't forget to
Second, cast your eyes to the month of May (hint: it's tomorrow) for the first
There's just an hour left to vote! If you haven't already voted, you really should. If you have, though, why not try to improve your score on Prison Breakpoint? :D
To get you motivated, here are the top 5 scores for each level so far ;)
I'm planning to submit my MiniLD 74 entry, Cooperoids for the first AKJ tournament. Not happy with the way the game currently looks, though, I'm releasing a brand new edition. Introducing Cooperoids: Tournament Edition (oooOOooh).
In brief, expect (hopefully) fixed audio, better graphics and more intense gameplay (full description here). Enjoy! :)
And so I have jettisoned my fragile game, Prison Breakpoint, into the internet wilderness, ready to be devoured by a howling mob of people with probably totally valid criticisms.
I'll write a longer reflective post after the voting stage, but these are my initial thoughts on the game.
Because I lost a big chunk of time, there's not a whole lot of AI. The whole game is about writing some AI, which is enough to get into the jam, but it still feels like a cop-out. I would have preferred more AI in this game.
The elephant in the room: I suspect this game is a bit too inaccessible. It's not particularly hard, but… you have to read a manual. Seriously. What the heck was I thinking?
It's the best part of the jam—where we play the games and most importantly, give each other a well-deserved pat on the back and some delicious constructive feedback. Mmmmm, yummy.
The theme is AI, but remember we're allowing entries where the player writes the AI. Also try to bear in mind that this is a difficult and quite unpredictable thing to code. Most important of all, be nice and constructive in your feedback. Try to imagine the kind of feedback that will help a person grow as a gamedev. Finally, have fun playing all the free games! :)
Don't worry: we're leaving submissions open until the end of the jam, i.e. for another week. Do finish as quickly as you can, though, so people can play and vote on your game!
I finished my Kajam entry… and I managed to do it before the sun rose.
I'll figure out how to upload it—probably to Itch—tomorrow (still a few hours left before the deadline), but for now here's a screenshot. I hope this piques your curiosity :)
The GPU skinning I've been working on is going well—but not that well. I decided a couple of days ago that I need to prioritise finishing something for the Kajam, and then continue working on the OpenGL stuff. So I've started working on a new game in Phaser, but trying to reuse as much as possible from the other game (mostly the artwork).
I re-rendered the model from before, and did some tidying up in GIMP to produce this instead:
I'm about to embark on coding the animation stuff; but first I needed a nice animation to test it out with, so here it is. Originally I was animating the arms too, but it seems to look more (or less, perhaps?) natural this way; it's a robot, after all :D
I expect that adding animations to the game will take a couple of days, but once it's done
my crappy texturing the sky is the limit for the graphics in this game!
I got my model loading working today. It's been a bit of work but my OpenGL understanding has increased massively. I've also learned what happens if you specify the wrong image format ^^