This jam is now over. It ran from 2023-04-21 07:00:00 to 2023-05-02 06:59:59. View results

What is the Dual Screen Jam?

Dual Screen Jam is about making games inspired by DS and 3DS games. It lasts 9 days and there are 6 days of rating once it's finished.

DS example

3DS example

Held Sideways

Why Join?

Because you love the DS and 3DS and want to have fun making games in that style.

Theme

Underwater

Rules

  • You must pick if you're doing a DS or 3DS style game
  • Your game must be in the style of DS or 3DS game:
    • That means using the DS/3DS control scheme (D-Pad, X, A, Y, B, select, start, right and left bumpers, touch screen, circle pad(s) for 3D)
    • Have 2 different viewports (screen)
      • For the DS the viewport should be 256 x 192 pixels (or scaled)
      • For the 3DS the top viewport should be 400 x 240 pixels with the bottom being 320 x 240 pixels (or scaled)
      • These can be flipped on their side
  • You can use any game engine or tools you want
  • Teams of any size are allowed
  • Submissions that are not SFW (safe for work) must be marked as so
  • The theme must be incorporated
  • Premade assets can be used but need to be credited
  • Your game just has to be in the style of a 3DS/DS game it doesn't actually need to run on either of them :)

Rating

  • Style - Does the game feel like a DS or 3DS game?
  • Art - How does the game look visually?
  • Gameplay - How fun/enjoyable is the game?
  • Audio - Is the audio good/does it work with the game?
  • Theme - How well does the game incorporate the theme?

Additional Resources for Style

  • https://www.copetti.org/writings/consoles/nintendo-ds/#graphics
  • 3D DS graphics are similar to N64 and PS1 graphics but 3D models are more refined (due to 3D modelers getting better). A good example is Mario in Super Mario 64 vs Mario in Super Mario 64 DS.
  • The DS had cell shading for 3D rendering and only had enough memory for roughly 2048 triangles 
  • The DS could only do 30 FPS if 3D was on both screens
  • The 3DS is similar to PS2/Gamecube/Wii graphics in terms of power and uses
  • For creating a optional 3d rendering effect (if you're doing a 3DS style game) see if your game engine/tool of choice has a Anaglyph 3D post process (Here's an example of how to program it anaglyph-3d-shaders)
  • Each screen on the DS was 256 x 192 pixels
  • The 3DS's bottom screen was 320 x 240 pixels with the top being 800 x 240 pixels but was effectively 400 x 240 pixels
  • If you know any other resources please post them in community tab!

Most Importantly!

Have fun!

Also if you have any questions feel free to ask!

Submissions(2)

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