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We did it!!! Let’s talk about it.

A topic by TLD_Island created May 26, 2024 Views: 340 Replies: 8
Viewing posts 1 to 8
Submitted(+3)

So glad to be a part of this jam. 

What were some of the things in your game that needed problem solving? We’re they anything’s excited you? What was the ideas you scrapped? Anything new you learned? Are you working on your own game, and how's that going?

Want to get this discussion going after a Game jam it’s my favorite talking to other indie devs and just vibing. Sometimes it’s lonely being a game dev and I found many people through game jams from other teams I competed with who end up sometimes on the same team in the next jam.

Submitted(+1)

I spent a couple days on a balance type game where you had a character you tried to keep on a see-saw type object but other items would rain down and affect the weight balance. I had a few levels done but just wasn't having a whole lot of fun with it. As soon as I thought of another idea I scrapped it. I think the process of quickly iterating, then using those lessons on a new game helped out. 

Also, organization of my files and using external events ended up being key. I finished with 31 levels, plus menu and a final free-play area, so if I had to keep re-setting items on each level when I made a discovery I would have lost my mind.

Ultimately, this was a blast and I look forward to doing it again. I've wanted to get started in game dev as a hobby for decades and I'm finally taking the time. I'm starting small (and admitting that I have so much to learn), but who knows where it goes from here. 

Good luck everyone!

Submitted

I spent 4 hours of one day trying to get

 Yarn to work. Note: Don't use a space in a node title, use an underscore "_", else it won't run. Besides that making the very primitive art and getting yarn commands to work took up most of the time.  I had two more levels I wanted to include with one being a genre change event. Oh well, i can always add it later if i want.

Submitted(+1)

I made a game where you have to catch kitties that fall from windows during earthquake (hope it goes by unstable theme)

First struggle to make them spawn exactly from the windows but it didnt work out so they spawn like everywhere. 

Second the spawning duration/frequency was a bit hard but manageable. 

Third, the physics of falling and landing on the street was a nightmare, didnt work at all, used even the turret extension yo make them rotate but couldnt stop the rotation once they land, spend a lot of time to figure it out. 

Fourth, clicking/touching the kitties to “save”, only by miracle I realised to use multitouch button behavior for kitties. 

But the worst part was the leaderboard/score, as I was in the last 2 hours of submitting and never did the leaderboard or score or timer before and rushing made me do some mistakes so I had to finally let the players with a random name leaderboard that works only on gdgames leaderboard under the game.

Sorry the worst part was actually uploading the game to gdgames as my internet get frustrated by the weather and economic crisis on Dathomir I suppose as i tried to upload the game for one hour and when I was finally was able to do it, gdevelop wouldnt generate the link, giving me some javascript error and after more trying I kinda give up but then I remembered that restarting the laptop solves all problems and it actually solved the problem so I uploaded the game in like last minutes.

Overall the game is more of a prototype for a full game I plan to publish on AppStore and Google Play but I have to change the mechanics of saving the kitties cause it’s frustrating when you click but missed the cat.

Submitted(+1)

Well, since all of game dev is problem solving, I'd like to say it all befell upon me on one capacity or another. (: But since that's a kind of a copout answer, I'll focus on some spesifics. 

I was new to GDevelop, so in that way there was new things to learn around every corner. Luckily the basics were not too hard to pick up and there were tutorials for everything. The extensions were also a hoot and helped to get some boost to creativity and not have to program everything yourself. I did face many situations where it seemed harder to do some basic sounding things "the GDevelop way", that would have been fairly easy to code in a code based engine. 

One thing I had to solve, was having a "load next scene" funcionality. Had to crack open the ol' javascript API and dig around there to get the index of the current scene and add +1 to that to get a reference to the next scene and use that to get the name of the scene to load instead of going through every scene individually to change the name of the scene to be loaded. Since we didn't use version control, this was what I could think of to keep the project a bit more organized among other things. It's funny such functionality is not provided (as far as I know), but there you go.

Things we had to scrap: there were several more mechanics that we were thinking about. Including dashing to 4 directions, crashing through objects, wind puzzles, throwing the package like a bomb... Also there was art that was made, but didn't make the final build. It all sounded possible in the context of 9 days, but then again having had some personnel issues in the first half of the jam, we were quite happy with what we were able to manage in spite of all that. :) There were also a couple more levels, but since we didn't have time to balance everything out, we focused on a 'core' bunch of levels that kind of introduce the player to all the mechanics.

Overall I had alot of fun, and it's not over yet! See yall in the comments sections while giving out the remaining ratings!

Submitted(+2)

When you keep engage on your project, like the ideas star to flowing without be overwhelming, in my book this is a really amazing experience. I really love this engine. Yes, I known that maybe something doesn't land it at the end but was a blast trying to deliver on time. Do whatever it's takes to have the most polish experience.
That was the jam, but the judge time was another thing that I really enjoy. In other game jams you enter, deliver and then you leave... To other things. Maybe you see one or two games. Here I was really invested in see what the community done... I was really amazed by the quality of the majority of the games. Nevertheless, I can't see all the games and judge theme, but overall, for me was an amazing experience.  It's heartworm to see that Gdevelop has so vivid community.  That I feel part of. 

Have a Nice day.

Submitted(+1)

Gdevelop is my first game maker that's easy!

Submitted(+1)

I made a side scrolling 2D platformer with some procedural level generation, made of external layouts. I’ve had a hard time generating them precisely, as the gdevelop tutorial was a vertical falling platformer. Just flipping the layout from vertical to horizontal was not enough, and it took me half a day to finally understand.

It was my first game and first jam ever, so I kind of learnt GDevelop and game design in a week or so. Well, I understood a scratched only a bit of it, and there’s so much to learn, to test, to try, to experiment, it’s both overwhelming and exciting!

I’ve been honoured to take part in this game jam =D

Submitted(+1)

In my game it took 8 days just to make the giant level