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So, what did I learn from this jam?

A topic by Jul._.li created Feb 26, 2022 Views: 239 Replies: 5
Viewing posts 1 to 4
Submitted (4 edits) (+1)

I'm not a very experienced game developer. I've only made 8 tiny games so far, so every new one is a whole lot of new techniques, mechanics and ideas I'm discovering while working on the easiest tasks. And this submission was no exception.

So, what did I learn?

Firstly, adding sounds to the buttons isn't that complicated, although a bit time-consuming. And buttons with sounds turned out to feel a lot more responsive. Surely keeping that skill for the future.

Secondly, vectors are cool! And you can make rays with them, and rays can do all your work for you. Such great little fellows!

Thirdly (is that a word?), you sould polish as much as possible before making a whole bunch of levels so you wouldn't have to change 15 scenes by hand. I should get a tattoo or something.

Fourthly (definitely not a word), if you make test builds after every questionable decision you won't have surprise malfunctions an hour before the deadline.

Fifthly, there is a way to make the UI work on any screen size and it's a pity I didn't know about it before. I probably should revisit my previous projects on that matter. That is probably the biggest thing I'm taking out of this experience.

And finally, a week - is a lot of time to work on a jam game. Sometimes it was hard to get to work because of no sense of urgency, but overall it was relaxing yet gave me a feeling of achievement. And for that, thank you, Brackeys Game Jam 2022.1! I have a slight feeling no one will read it, but if you do, you might as well share what did you get from this week. And have a great day

Submitted

"Fifthly, there is a way to make the UI work on any screen size and it's a pity I didn't know about it before. I probably should revisit my previous projects on that matter. That is probably the biggest thing I'm taking out of this experience." Wait what...how?

Submitted

I'm using Unity, that's how it works there.

There is a component on canvas called "canvas scaler". By default the scale mode in it is set to "constant pixel size". All you have to do is change it to "scale with screen size" and put the current screen size as a reference.

Submitted (1 edit)

wow I can't believe I did not know this, thank you! It works!

Submitted

Awesome! There are so many things to learn every new game.

Here is a bit of what I learned in this jam so far:

Shaders, UI Layout elements in unity, PostProcessing, bezier curves in Blender, cinemachine freelook camera

Submitted

I also learned many things! For example Better particles, more efficient c# code,How to make Dialogs and how to use the unity sound features.