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!READ THIS! Rules, Interpretations, & FAQ Sticky

A topic by Ekkoberry created May 31, 2024 Views: 3,793 Replies: 127
Viewing posts 1 to 44
Jam HostSubmitted(+6)

Welcome to the jam! Once you've read the rules on the main page, here are some more specific cases to give you an idea of what you can work with.

If you can't find your specific case or situation, feel free to ask below!

------------------------------------------------------------------- 

GENERAL CLARIFICATIONS

You can:

  • have more than a single choice or fork in your VN/story
  • use your existing universe so long as the player does not need prior context to understand your entry
  • have unlimited solid color backgrounds in menus and in-game generated by the engine, alongside your illustrated BG
  • use Text-To-Speech without impact on any audio limits
  • use any freely available asset (paid, Creative Commons, and others)
  • generate images from AI prompts to adapt into assets if others can reasonably achieve the same output as you using the same settings - AI-generated assets are only allowed if you own the training data. (e.g. Photoshop's content-aware fill, training an entirely separate instance of AI on exclusively your work, using ML to remix art with permission from the artist, etc.) Systems in which the training data is not owned by the dev (ChatGPT, Midjourney, Stable Diffusion, and similar) will be removed.
  • provide additional information on the VN's website including separate character drawings, backstory info, banners and cover images, provided they don't make diminish the VN-only experience
  • use your own existing assets not specifically made for a VN/game (e.g. vacation photos, childhood drawings, old poem)
  • use previously created custom menu styles/GUI, even if they appeared in other games before
  • submit NSFW/R18 work, provided it's tagged/flagged appropriately
  • create additional simple shapes by code (e.g. squares, circles, etc.)
  • draw an image by code, but only when the results are equivalent to having a single sprite and single BG
  • prepare code for basic VN functions (e.g, skip, auto-forward, text history, save/load, etc.) in your engine of choice
  • use any engine to create a game that is considered a VN first and foremost (e.g. due to the required assets needed, an engine such as any version of RPGMaker would not be allowed)
  • update your game after the jam is complete (we highly recommend making it available as a separate download for posterity's sake, but this is not necessary)

You cannot:

  • use sprites, backgrounds, scripts or other assets made or commissioned for a different VN/game project before (even if it's unfinished or unreleased)

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ONE SPRITE

It is within the rules to:

  • have many facial expressions for the sprite by changing eyes, nose, eyebrows and mouth
  • have many off-screen actors / characters, so long as only one is visually represented by a sprite
  • have a character sprite that includes a separate auxiliary character that does not feature in interactions (e.g, a woman holding a baby, a pirate with a parrot, blind person with dog)
  • have multiple "characters" associated with one sprite, as long as those are all a part of that singular entity (e.g, a medusa with talking snake hairs, a person playing with sock puppets on their hands, etc.)
  • have a "suggestion" of another character represented by a shadow or a reflection with very vague detail (see Illustration/CG rules)
  • have an "extra item" which is a single non-central element that will be hidden (man loses a hat, child's balloon flies away) or appears. 
  • have a single alternate movement of a single body part that is drawn differently (head, single arm) so long as it doesn't change the pose, and so long as the VN does not also use the allowed "extra item"
  • use the single sprite for twins, clones, ghosts, swarms, etc.
  • mirror and otherwise transform the sprite in game
  • show only a portion of a sprite, including cut-outs or zooms.
  • have an inanimate object as the sprite (e.g. UFO, a portal, a robot)
  • having multiple small ambient objects as the sprite (e.g. adding traffic to the city, searchlights to prison)
  • fully or partially assemble a sliced up sprite in game, and apply effects to individual elements (e.g. a snowman's head)
  • animate parts of the sprite to achieve effects of breathing, bobbing their head, or other idle animation (this includes the usage of programs such as EmoFuri, Live2D, or Spline which do not require drawing new frames)
  • create minor frame-by-frame animations involving features of the face, such as blinking or mouth movement

You may not do the following:

  • have multiple changes of clothes for the sprite, or any other separate layers that overlap with their non-transparent parts
  • use a sprite overlay to vastly transform the background (e.g. pre- and post-war city)
  • create extensive frame-by-frame animations of the sprite outside of parts of the face (e.g. snapping fingers, turning a hand around, etc.)
  • change the sprite's pose significantly (e.g. move the torso)
  • drawing alternate forms of hair or shaded clothes for any movement

Illustrations (CGs) can:

  • be used instead of a separate sprite and background
  • feature a character with expression changes and other alterations analog to sprites
  • feature simple crowd silhouettes, or suggestions of people without identifying details

Illustrations (CGs) cannot:

  • show multiple people in high detail
  • show a silhouette next to a fully shown character

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ONE BACKGROUND

It is within the rules to:

  • use the engine's built-in functions, code, or scripting to alter the background (e.g. blur, night filter, mirroring) 
  • have a small looping animation (e.g. inside of train with passing scenery, waterfall)
  • use zooming, panning and cutting around a larger image
  • reveal previously obscured information or areas through pans, zooms and cuts
  • use layers to show a sliced up an image as a single background (no opaque parts of layers can overlap)
  • use custom particle effects, so long as there is only one type of particle being used (e.g, cherry blossom petals, fire, etc.)

You may not do the following:

  • create secondary versions (via multiple separate files) of the background image (e.g. blur, night version)
  • use masks (via multiple separate files) to create secondary versions of the background image on screen
  • use an image which is created in such a way that focusing on segments effectively changes scenes
  • remove parts of a background to create a new scene, even if parts of it were seen in the original (e.g. there is a wall a window with a view outside, and then that wall is removed so the scene is now outside completely)

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ONE THOUSAND WORDS

When in doubt, pure words counted by Google Documents are to be taken as standard. 

Counts against the 1.000 word limit:

  • foreword / afterword / author's notes
  • text of all the VN's branches combined
  • text of choices
  • images of letters or longer-form text
  • any additional parallel language / translation
  • custom menu items like "Start your adventure" instead of "Start"
  • emoji-only statements (count as a single word)
  • emoji made of words (count as the amount of words in the emoji)
  • ellipses (a freestanding ... is considered a word by most word processors)

Does not count against the 1.000 word limit:

  • minigame using words if it's purely a game mechanic (does not advance story)
  • chapter names, even if displayed on screen
  • signs, posters, even if they relate to the story
  • short factual glossary, if explanation cannot be reasonably provided in game
  • in-game content warnings
  • credits, help / controls
  • user input text
  • emoji used to only accompany and reiterate a word or statement
  • repeats of blocks of text achieved by scripting (e.g. common route, recurring dream)
  • surplus text generated from a base text that is within the word count limit (e.g. chat bot, AI generator)
  • name tags, so long as they are not directly conveying narrative
  • image captions intended to describe visuals to players with low vision conditions for accessibility

Concerning the last point, please utilize an engine's accessibility features and do not abuse image captions to add to the narration in a way that moves it forward. We trust that participants will consider making their games more accessible to low vision readers in good faith.

If you are using Ren'Py, we suggest npckc's Caption Tool in order to add image captions to your game.

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ONE MUSIC TRACK OR ONE AMBIENT BACKGROUND NOISE

It is within the rules to:

  • use a looped sound effect acting as ambient background noise (e.g. rain)
  • use a track with multiple melodies / styles, if it existed prior to the jam, and only a single segment is looped, with another segment looped only for a special short segment / occasion.
  • alter the pitch or speed of audio via code

If an ambient audio file you create or find has multiple sources of different audio (e.g. a storm may have wind, rain, and thunder) and you do not control the timing of the other recorded audio, this all counts as one ambient track. If you do control the timing of other sounds, this counts as your sound effect.

You may not do the following:

  • create or use a track by combining composed music and ambient sounds
  • use a mash-up or mix of multiple songs with timed transitions (megamix, medley)
  • have additional menu music that loops (if the VN also has in-game music/ambient noise)

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ONE SOUND EFFECT

The single sound effect...

  • can be used multiple times
  • cannot be looped continuously (if yes, it counts as background noise per the last section)
  • can be made by a person different from the voice actor (we consider this to be a foley sound)
  • can bed altered via code

This limit does not apply to interface sounds, which are considered part of the GUI. Having different sounds assigned to button hover, activation, etc. could be an accessibility feature for low-vision players, as that's audio feedback for different actions.

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ONE VOICE ACTOR

Your entry's single voice actor...

  • can use use variations of voices
  • can have their voice modulated and processed to create completely different sounding voices
  • can be replaced by sound effects / beeps processed to act as voices (this does not count as the sound effect)
  • can speak lines not part of the VN's text, provided they don't go over 1.000 words combined

Regarding usage of voice beeps in lieu of voice acting: you may create different beeps per character as long as it remains consistent to that character.

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SPLASH SCREEN / MAIN MENU / GAME MENU ART / GUI 

The main menu / title screen background is now considered part of the GUI and thus is not beholden to many of the previous year's restrictions.

It is within the rules to:

  • display multiple splashscreens before the start (e.g, for the jam, engine used, studio logo)
  • have multiple variations of the title screen / game menu background
  • show as many characters / objects as you'd like
  • show a different location from the one in the game
  • use a combination of the sprite and background or the one CG as the main menu
  • have multiple typefaces

You may not do the following:

  • show any part of the main menu in the flow of your script if it is different from the assets in the game

Regarding image buttons that appear to be objects: these buttons should only appear as a choice, and the images should not appear again in other parts of the game due to the fact that this can be abused to bypass the item/arm/head change limit.

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ONE THUMBNAIL ART 

The restrictions for the itch thumbnail for your game's preview have now been relaxed, as we recognize that it is an important aspect of marketing your game to potential players. It is within the rules to:

  • show as many characters as you'd like
  • show a different location from the one in the game
  • create any animation for it, even one with multiple frames of animation

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ONE PROJECT

One person in the O2A2 jam...

  • can only be the primary creative lead for a single project (e.g. producer, director, author)
  • can additionally be a secondary creative contributor for someone else's project (e.g. draw a sprite)
  • can further collaborate on other projects in a non-creative role (e.g. coordination, marketing)

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OFFERING WEB BUILDS OF YOUR ENTRY 

If you offer both a web and downloadable version of your game, you may optimize effects (e.g. video backgrounds) for the web build as long as the downloadable version follows the rules. You may want to note differences between versions if applicable. Please follow this rule in good faith.

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OMAKES AND FANDISC RULES 

An omake means "extra," as in extra/bonus content for source material that you own or have permission to develop for. Fandisc is another term for the same concept.

It is within the rules to:

  • reference assets from your main game to create new assets (e.g. redrawing a sprite or BG, making a remix of a song, etc.)
  • reuse code from your main project to expedite development (e.g. recycling animations, code for setting up images, etc.)
  • use the same GUI from your main project

You may not do the following:

  • directly reuse any non-GUI assets you have created for your main game

We highly suggest writing your omake in a way that those unfamiliar with the source material are able to enjoy it, but this is not a requirement.

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FANGAME AND DERIVATIVE WORK RULES 

Fangames or derivative works are generally unofficial works based on source material that you do not own or have express permission to develop for. The O2A2 Jam Hosts are not responsible for any cease and desist notices for individual entries should they occur.

It is within the rules to:

  • adapt an existing fanfic or other work you created or have permission to use into a visual novel format

You may not do the following:

  • directly reuse any assets from the official source material (this is piracy!)

We highly suggest writing your fangame in a way that those unfamiliar with the source material are able to enjoy it, but this is not a requirement. For your protection in the majority of cases, we also suggest turning donations and PWYW off for fangame entries.

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TRANSLATIONS/DIFFERENT LANGUAGES

In the case that you want to release a game in several languages: the restrictions on 1k words and the one VA would apply to each version.

It is within the rules to:

  • make a game with several languages, where the text of each version does not surpass 1000 words.
  • use a different VA for each language.

You may not do the following:

  • use more than one of any other asset that is not affected by having different languages in the game.
(3 edits)

Would having a background consisting of a cross-section of a building and panning between different rooms count as "effectively changing scenes"? Would it make a difference if the rooms are shown in a way that emphasises the cross-section nature of the art, e.g. always showing a bit of the other rooms?

I was thinking of setting a story in a small tower where it's one room per floor linked by a spiral staircase, and panning up/down through the rooms. I'm guessing that if the rooms were united in purpose (e.g. all just part of a big machine powering whatever's in the final room) it might be fine, but in my case, the rooms have differing though related purposes (e.g. a bedroom, a parts room) and thus probably count as different scenes?


And about sprites: If a character adjusts their clothing, e.g. fixing their collar, would that be too much? This would require three images: 1. neutral pose, collar messed up, 2. one hand moved, 3. neutral pose, collar fixed.

Edit: And yet another question: There's no mention of fonts in the rules. Since UI elements are unlimited, does this mean I can e.g. have different characters speak in different fonts?

Jam HostSubmitted(+1)

1.   These rooms have different purposes and are effectively different scenes so are not allowed due to:

You may not do the following:

  • use an image which is created in such a way that focusing on segments effectively changes scenes

2. The way you're describing it, it would count as 3 different sprites-- so that would not be allowed.  A single sprite (with layers) can have the messed up collar/fixed collar OR the hand poses without change in the angle of the arm. 

3. Multiple fonts fall under UI and so are allowed!

Submitted

Hello! I have two questions because I've been brainstorming the project...

1 I read that minimal change of object is allowed, so if the sprite has an object in hand / no object in hand / handing the object without pose change is it allowed?

2- if I have mannequins or skeletons in the background, with them being just for decoration, would it be okay? 

Jam HostSubmitted

1 We're a little confused by "handing the object"?  But yes, you can have a version of the sprite with and without the object as long as the pose doesn't also change.

2. Anything that would be considered a "crowd" like the mannequins/skeletons should have a low amount of details so they can't really be considered a character, but as long as that's abided by, it's allowed!

Submitted (1 edit)

Thank you Ekkoberry! >w<

1- I meant that they handed the object to the MC, it would change the pose of the hand minimally, that's why I was asking... but I can do it without if it's not allowed, having it with and without the object would be fine already

Edit: I read in the other reply that hand movement if I don't change the angle of the arm is allowed, so I can do it right?

2- Yes just decoration for the room, they will not be referred as characters... it will probably be just 2-3 because I don't think I will be able to sketch that many but the intention is having them as furniture 

Jam HostSubmitted(+1)

1: Oh ok sorry >< It's EITHER item OR sprite change, so you can't change the hand too if you have the object! No pose change!

2: Yeah that's fine!

Submitted

Got it! I'll go with the object then, no sprite change uwu thank you again!

Submitted

Hello, I have a question to the following rule in the perspective of making a point and click game!

  • use layers to show a sliced up an image as a single background (no opaque parts of layers can overlap)

From what I understand of the rule, it's to prevent someone from making objects move in the background? Is that correct? So in making a point and click, I'll need to make a "hole" behind a clickable object in order to make it clickable. 

However, this takes a lot more work than making the bg and layering the object on top so it can be clickable/hoverable. Would it be alright to have overlaping opaque parts if I follow the spirit of the rule (no movement of the selectable objects)?

Or, if I am completely off base, is it possible to get some advice on how to make a point and click function within the rules of the jam? Since it's listed as an acceptable minigame in the rules?

Host
From what I understand of the rule, it's to prevent someone from making objects move in the background?

That's the correct reason, yup.

Weltschmerz had some very light point and click elements in it and was made in Ren'Py, and those screens are assembled using Imagebuttons:

transform explore_size:
    zoom 0.78
    xoffset -1941
    yoffset -110
transform explore_zeke:
    xoffset -950
    yoffset -100
    zoom 0.78
transform train_effect:
    parallel:
        linear 0.7 xoffset 2
        linear 0.7 xoffset -2
        repeat
    parallel:
        linear 0.7 yoffset 2
        linear 0.7 yoffset -2
        repeat
screen explore_1():    
    imagebutton idle "mg" action Call("anywhere_1") at explore_size, train_effect
    imagebutton idle "fg" action Call("anywhere_1") at explore_size, train_effect
    imagebutton idle "door_p" action Call("door_check_1") focus_mask True at explore_size, train_effect
    imagebutton idle "zeke side" action Jump("proceed_1") focus_mask True at explore_zeke, train_effect

screen explore_2():     imagebutton idle "mg" action Call("anywhere_2") at explore_size, train_effect     imagebutton idle "fg" action Call("anywhere_2") at explore_size, train_effect     imagebutton idle "door_p" action Call("door_check_2") focus_mask True at explore_size, train_effect     imagebutton idle "zeke side" action Jump("proceed_2") focus_mask True at explore_zeke, train_effect

If you're using a different engine, then you can use whichever method is easiest for you. Good luck!

Submitted

Thank you! I'm definitely going to try this! 

Submitted

In regards to backgrounds: like in *Penultima* from last year's jam, are we allowed to create a background that uses hands/arms to imply a second character by framing our single sprite? I quite liked the presentation of that game and wanted to do something similar

Jam HostSubmitted(+1)

Ah, checking the rules, Penultima actually does too much-- the secondary characters arms aren't allowed ><, sorry!

Submitted

Thank you for the clarification!

Submitted

Does moving the head counts as an expression change or a pose change?

Jam HostSubmitted (1 edit) (+1)

Pose change!

To correct what I said earlier-- It's not an expression, you can't have multiple of them, but we do have a rule allowing a change of head if that's what you'd like to do:

It is within the rules to:

  • have a single alternate movement of a single body part that is drawn differently (head, single arm) so long as it doesn't change the pose, and so long as the VN does not also use the allowed "extra item
Submitted

Sorry to jump in, but Weltschmerz and Yesterday, The World Ended from the jam page move the heads of the sprites. Is it because they are such minor movements that the change is allowed?

Jam HostSubmitted

Ahh I was probably too hasty on calling it a "pose change"--  I'll change my previous answer to correct that.

A single head change IS allowed, stated here:

It is within the rules to:

  • have a single alternate movement of a single body part that is drawn differently (head, single arm) so long as it doesn't change the pose, and so long as the VN does not also use the allowed "extra item"

It's not an expression, as you cannot have as many head changes as you want (just the one! as the rule states) but maybe me saying "pose change" implies it's not allowed at all-- sorry!

I hope that clarifies things! ><

Submitted

Thank you, that does clarify things!

Submitted

Hello, in terms of a voice actor, are things like barks / chirps / occasional dialogue okay, or would you need it so that a Voice speak the entirety of the dialogue that's presented?

One example is something like the voice actor saying "Hello, I'm Bob."  And the dialogue presented is "Hello, I'm Bob.  The manager of this joint." 

Jam HostSubmitted

As long as the total doesn't exceed the 1000 word rule, you're fine to have partial VA!

 (A note that barks like *laughs* or *sighs* will add a +1 to your wordcount! but only saying part of a written line is completely fine.)

Submitted

Thank you for the info!

Submitted (1 edit)

Here's a weird question. Would using a normal map for lighting be within the rules?

Jam HostSubmitted(+1)

Normal maps should be fine! :0 Though only one allowed ofc!

Submitted

Gotcha, thanks!

Submitted(+1)
use any engine to create a game that is considered a VN first and foremost (e.g. due to the required assets needed, an engine such as any version of RPGMaker would not be allowed)

I was looking through games submitted for O2A2 in 2023, and one of the first ones in the list was made in RPG Maker. Is this a rule that has been added for the upcoming 2024 jam? As far as I could tell from playing the game, it only had 1 sprite and 1 background - are the required assets mentioned in the quoted rule "hidden" in some way from gameplay, or..? I hope the question makes sense ! <3

Jam HostSubmitted(+1)

It's not a new rule! Though after some discussion with the other judges, if it's possible to achieve a game that meets all of O2A2's requirements, we don't see why it  couldn't be used to make a submission.


(I'm personally not familiar with how to strip down the engine to achieve such a thing though, so I can't advise on how to go about doing that ><)

(1 edit) (+2)

If you're using the newer engines (RPGMaker MV and I think MZ does the same), there is a nifty feature where you eject all unused assets so only assets that appear in the game will be present (so no bloat). This not only saves on filesize, but would be able to meet the requirements of O2A2 if you were to make it into a visual novel. This is a feature used when you pack your game, where you checkmark exclude all unused assets ^^

Submitted(+1)

this is so cool, tysm for the info !!! <3

Submitted

Hello everyone ♥️!

I have a question in regards to the O2A2 regulations; especially in regards to the sprites.

I am planning to make a chatsim-esque entry with sequences of where the characters chat and where one of the characters calls in via a video chat. I was thinking of using a sprite and background for those video call sequences.

My question is; Would the icons next to the chatbubbles count to the UI or as a separate sprite? 
In my opinion it belongs to the GUI since it is part of the user interface of the chatsim - but I want to make sure it's within the rules.

Thank you in advance
Anna

Host (1 edit)

Hello elduator,

 PRINCESS INTERNET CAFé and I discussed this last year and this was the ruling we determined:

Thanks for your patience, we've discussed it and have come to this verdict.
For an "icon" in settings where a electronic device is used to communicate via text, the following is allowed as GUI for the visual portion:
- Individual letters, words, and characters (such as in languages like Chinese or Japanese) in any language, stylized within engine
- Standardized Emoji Sets



There is a creative workaround I used in my own entry, HRT Simulator 2023, however. The icons below the "video" portion are actually cropped squares from the background. This is what the Ren'Py code looks like:

image icon_chair = Crop((350, 400, 100, 100), "sprites/background.png")
image icon_cowboy = Crop((570, 280, 100, 100), "small:sprites/background.png")
image icon_tsun = Crop((200, 200, 100, 100), "sprites/background.png")
image icon_frog = Crop((1670, 790, 100, 100), "sprites/background.png")
screen member_list():
    text "Members — 4" align (0.225,0.65)
    vbox:
        align (0.025,0.95)
        spacing 100
        
        hbox:
            spacing 50
            hbox:
                spacing 20
                add "icon_chair"
                text "72CollectiveChairs" yoffset 30
            hbox: 
                spacing 20
                add "icon_cowboy"
                text "CowboysKissing69" yoffset 30
        
        hbox:
            spacing 50
            hbox:
                spacing 20
                add "icon_tsun"
                text "IcedCoff33Tsunami" yoffset 30
            hbox:
                spacing 20
                add "icon_frog"
                text "UrFavoriteFr0g" yoffset 30


Hope this provides some inspiration!

Submitted

Hiya!! 

Thank you for your reply! ❤️

At first I didn’t quite understand what you meant, but now I do, haha!

 Would it also be possible to crop stuff from the main menu or game menu backgrounds and repurpose them or is it only restricted to the background itself? 👀

If the one illustration shows the back of a separate character (as in, not the one featured as the one sprite) that doesn't have any significant detail (i.e just their hair), would it be considered 2 characters?

Jam HostSubmitted

That would be considered 2 characters! Hair/back view is still too much detail ><

How about a silhouette or even a back of a chair obscuring everything?

Jam HostSubmitted

To clarify, the rules are not intended to allow a second character on screen at all.  Any identifying traits at all would probably constitute a second visualization of a character.

The illustration rules for silhouettes are for certain scenes pertaining to busy crowd environments, and aren't meant to be a way for another character to exist on screen (without using the original 1 sprite asset)

Illustrations (CGs) cannot:

  •     show a silhouette next to a fully shown character

Would additional body of text outside the dialogue box count against the 1000 words?

The rules said that 'signs, posters, even if they relate to the story' does not count against 1000 words. But does something like this count?


Jam HostSubmitted(+1)

It counts!:

Counts against the 1.000 word limit:

  • images of letters or longer-form text

Submitted

Hello, I have a weird question regarding clarification on the game engine. It does mention that using any engine is allowed as long as it follows the aforementioned rules is creating your own VN engine allowed? I'd like to create a game for this jam, and while I am fine with using Ren'Py, I'd prefer to code my game from scratch.

Thank you in advance for your response, and I hope this isn't too stupid of a question!

Jam HostSubmitted

Yeah, as long as it follows the rules, that's completely fine!

Submitted

I have a question regarding backgrounds: Are layered parallax backgrounds allowed? Like backgrounds where when you pan the camera, different layers get offset by some value. Because with parallax, all the layers are needed to make the background whole so to say.

(Sorry if this has been asked before, I just ctrl+f for parallax and didn't find anything)

Jam HostSubmitted

It actually hasn't before, not that I can see :0...huh.
I don't think there is a way to make parrallax work as it would require multiple assets to get it to work(?) it starts approaching that 3D territory pretty fast, sorry ><

This is probably the rule that covers it:

ONE BACKGROUND

It is within the rules to:

  • use layers to show a sliced up an image as a single background (no opaque parts of layers can overlap)
Submitted

Well cut up character sprites are allowed, so I assumed the same was true for backgrounds (My use case is just using parallax to make stars and galaxies in space, so all layers beyond the black base would be not-opaque

Parallax is definitely 2D tho imo, it's just a technique to emulate depth, like LOD or distance blur

Jam HostSubmitted

Just to clarify, I meant "it starts approaching that 3D territory" in that much like our ruling for 3D, I don't know how you would achieve this effect with a single asset, so unless it can be done solely in engine with a single image, it's not allowed.


It's not about the nature of the technique, we also don't allow a second blurred version of an image unless done solely in-engine, for example.

The "looping background" example on the main page of the jam includes a parallax background with sky, power lines, and the main layer (character+window). Would such a thing not actually be allowed in a submission? If that's the case, then that example should probably be removed/replaced.

Submitted

Hello! If i put in  the game, a image with the name of the final, make this count words too?

Jam HostSubmitted (1 edit)

The final what? :0

(edit: removed the speculative ruling until clarification provided)

Submitted (1 edit)

Howdy! I had a quick question regarding faux-3D assets.

I'm considering using the Panorama module for AGS, which renders a single background image as if it was a 3D space. There is no parallax effect, no modelling involved, you cannot walk around, and it is unlikely to be animated, but it would mean I can pan the camera left/right/up/down.

Would this be permissible, or is that not considered a "flat" result? Here's an example of an asset and the in-engine result (from a previous game I never finished - naturally, I'd be drawing everything from scratch).


Jam HostSubmitted(+2)

Oooh, interesting! Since it's all done in-engine using one asset, that's fine!

We've had long-corridor style things before, and there's nothing saying you can't pan up/down as well.

Submitted

hey ! i was looking around to see if this question had been asked/answered hehe, but im a bit confused by the answer, since there is a rule stating:

[you may not] use an image which is created in such a way that focusing on segments effectively changes scenes

does that rule not count for panning in-engine? or is it about how much the "scene" changes between each pan (e.g. you can do panning with a panorama if its in the same room, but you cant make an image that you pan between where its fully different rooms/places?) just wanna make sure i understand before i start working on my bg hehe

Jam HostSubmitted(+1)

Panning in-engine is fine! 

It is within the rules to:

  • use zooming, panning and cutting around a larger image

In this case around a room is fine, moving through different rooms isn't, yeah.  I'd define it as "a single coherent space" when fully zoomed out. I hope that clarifies! ;a;

Submitted (1 edit)

Heya, me again! Been rereading the rules and just wanted to double-check something related to this.

My game's set in a corridor, and currently the introduction lets them "walk" down it by clicking on an end of the hallway. This then causes the camera to flip 180 degrees, making it seem like they've moved to a new location when they really haven't. Here's the (WIP) asset, and how I'm currently using it.

They're still able to rotate the camera at any time, so the entirety of the asset is always in use. (Except for the ceiling/floor, which is only at relevant points). Is this acceptable, or does this count as changing scenes? (No big deal if that is the case, it's not vital to the story.)

Jam HostSubmitted(+1)

That's how I understood it to be in the original message!

it still reads as a singular location using one asset, so I think it's fine! ><

Submitted

Whew, okay! Thought so, but thanks for the clarification regardless. 👍

Submitted (1 edit)

just wanna be fully sure - can we use in-engine animation features for the sprite? (not just the breathing etc. mentioned in the rules, but moreso stuff like renpy's feature where you can create a camera shake, or making the sprite float around in space type of vibes)


edit: sorry to ask another question as well, but do dialogue "beeping" sounds count as the one sound effect we are allowed, or as part of the GUI? (like... when dialogue and other text is being written typewriter style, beeps happen as the text appears - similar to games like stardew valley or animal crossing (example))

Jam HostSubmitted(+1)

In-engine animations/transitions etc like the ones you described are encouraged! They're a part of code and therefore don't count towards the character limit

And for the second question, beeps can be used for voices!  (and would be( as you described) taking the "slot" of a regular VA:

ONE VOICE ACTOR

Your entry's single voice actor...

  • can be replaced by sound effects / beeps processed to act as voices (this does not count as the sound effect)

    Regarding usage of voice beeps in lieu of voice acting: you may create different beeps per character as long as it remains consistent to that character.
Submitted

omg i didnt even think to look in the VA section OTL - tysm for the quick asnwer !! <33

Submitted

would screen flicker/image static be able to count as a kinda "particle" under this rule:

[you may] use custom particle effects, so long as there is only one type of particle being used (e.g, cherry blossom petals, fire, etc.)

or would doing that break this rule:

[you may not] use masks (via multiple separate files) to create secondary versions of the background image on screen

(essentially my idea is for the game to be like communicating with someone in outer space through video, so itd be nice if i could add particles of static/flcikering to the "video feed". the amount of static/screen flicker wouldnt change through the game, it would be fully consistent - i would merely want to use it as an ambient particle effect to make it feel more like real video communication. but im just not fully sure if this would be too much of a "mask/overlay" to be allowed?)


this is the closest example i could find (from RE7) - notice the lines making it look like a video feed? id do something similar, with a bit of looping particle flickers

https://static0.gamerantimages.com/wordpress/wp-content/uploads/2020/06/Resident-Evil-7-Andre-Peter-Sewer-Gators.jpg?q=50&fit=crop&w=1500&dpr=1.5

Jam HostSubmitted(+1)

I'm a little confused by any of this counting as a particle-- I'm not opposed to the idea, but when I think "particles" I think small images, like demonstrated in this video/ BaiYu's tool. , so I think I'd need some kind of demonstration to understand better.

I do have a suggestion that might work, though it does require renpy -- Nai's shader pack has shaders has both VHS bar effects and staticwhich sounds like that's what you're going for.

Submitted

yeah sorry, i realise now that my explanation wasnt exactly the best 😪 the image in my head definitely leans more towards small particles than the image example i sent 🙂‍↕️
im gonna try out the shader pack you linked (tysm for linking it, it looks super cool!! 💜). if i dont like any of the shaders, ill probs come back once ive tried to mock up a demonstration of what i had in mind hehe

Submitted

Hi! I had a question regarding the shaders in renpy!

I know you mentioned above in the thread that there was only one normal map for lighting was allowed, does this apply to shaders as well for gradient effects for example?
Like would I be able to have multiple coded in shader gradients (EX: 1 black to transparent, and then 1 like black to red) or are those just limited to one as well? 

Jam HostSubmitted

Shaders are fine! I've suggested them as solutions to certain questions in the past (and I'll be using them myself!)

If it's all done in code, you can have as many/as much as you'd like!

Submitted

So would this apply to coded in squares and rectangles as well?

For example,. we have one coded in as a screen with fixed rectangles to cover part of the screen (not to get around bg or anything, but like the square is between mc and the background)

would that still be allowed or no?

I know you said as long as its all coded, but I don't wanna push the rules too far. Just trynna get creative 

Jam HostSubmitted(+1)

Shapes with code is also fine! (I know this first hand, last year I used code to make bars for the jail scene!:

Submitted (1 edit)

Hiya,

I have a quick question (again). Do times displayed like this (displayed a screenshot, don't know if its showing up: its  "08/08/113 - 1:00 AM") count as word count? Since I can't really find it in the rules.


Jam HostSubmitted (2 edits)

"08/08/113 - 1:00 AM" (assuming narrative text to set the scene?) would  count as 3 words. 

Edit: Apparently I was wrong! My word processor counts it as 3, but Google Docs, which we defer to, rules it at as 6. sorry for the mistake ><

Submitted

I'm writing out my first draft right now and was curious about something regarding word count. A few different branches lead to the same decision points. This means that I have decisions like "I'm out" that lead to the same passage of text but can appear from different routes. I know that the passage of text is only counted once, but is the choice text also only counted once? or is that counted for each time it appears? Thanks for any help!!

Jam HostSubmitted(+1)

Same as with text, if you're just displaying one menu choice again (but it's only written once in code), it only counts towards the total wordcount once. But multiple choice buttons pointing to the same place would count once each.

Submitted

Thanks a ton!! That really helps to know

Submitted
have an "extra item" which is a single non-central element that will be hidden (man loses a hat, child's balloon flies away) or appears

does it apply only for strites but not for the background? what if we do not use pose change/extra item for sprite but use extra ittem that apeears at the background? is that allowed?

Jam HostSubmitted

This is listed under the sprite rules and so is intended for the sprite only!

Submitted

Hello! I’d like to ask about particle effects!

use custom particle effects, so long as there is only one type of particle being used (e.g, cherry blossom petals, fire, etc.)

I’d like to have rain in my game and have several different particles (long drops, short drops etc.) for the rain. Is that alright?

Jam HostSubmitted

A single asset for the particles make the most sense to me-- but I'll check this with the other judges as I'm not 100% sure ><

Submitted

Thanks for the reply! Really hoped multiple assets for particles would be allowed because variety. But I understand if only one asset for the particles is allowed!

Jam HostSubmitted

Have checked with the others and the consensus is that that the wording should say "asset" instead of type-- since "only one of any asset" is the aim of the jam, sorry! ><

Submitted

I understand! Thank you!

Submitted

Hi there I just want to clarify can we do a sprite + background AND a cg? Or is it a choice between sprite + background OR cg? 

Thanks 😊 

Jam HostSubmitted

CG is in place of a bg + sprite, so it's either-or! (Not both!)

Submitted

this is a silly question, but since fangames are mentioned to be okay, is there restrictions on source material the fangames are based off of? is a fangame based on a more popular videogame/franchise like minecraft or batman okay? i dont plan on referencing batman nor minecraft but im curious about what type of source material is acceptable

Jam HostSubmitted

( As long as the other rules are followed, such as no use of the original assets) No restrictions on source material from us! :0

Submitted (1 edit)

Hi! I had three questions.

1. Do the names of the characters for the dialogue count?

   MC:
How are you?

So would MC or another character's name count as a word for every time they have dialogue? Like how the name is above the dialogue text in Ren'py games?

2. If a character is a werewolf or a were-human, is it allowed for their eyes, nose, and/or mouth to change to be animal-like or do they have to stick to humanoid features?

3. For sprites,

have a "suggestion" of another character represented by a shadow or a reflection with very vague detail (see Illustration/CG rules)

can we have a blurry, undetailed, or blacked-out outline or silhouette of another character on the screen at the same time for the Sprite/Background rules?

Jam HostSubmitted

1: No, name tags don't count towards the 1k!

Does not count against the 1.000 word limit:

  • name tags, so long as they are not directly conveying narrative

2: I think this a "to what degree" kind of situation-- individual changes of those features is fine,  changing the base head to swap out to an entirely different head is not.

3: Under illustrations, but applies to sprites too:

Illustrations (CGs) cannot:

  • show a silhouette next to a fully shown character

(The exception to this being if you achieve this affect using the sprite in-engine, in which case it's allowed as you're not using an additional asset.)

Submitted (1 edit)

Hello! I have a doubt regarding GUI. I made this mock:

The entry I'm currently planning has choices with consequences, and I'd like to let players know the consequences of their choices with statbars (marked in red). Are these considered GUI and okay to have in-game?

The game will work just fine without these bars, but I think these visuals would be very helpful in players' decision making, which hopefully can improve their experience. >,<;

Thank you in advance!

edit to add: players cannot interact with these statbars, these are just visual indicators, GUI I'd like to say, but I'd ask here to make sure these are fine!

Jam HostSubmitted

The statbars are GUI, that's totally fine!

Submitted

Hi again! I wanted to ask something regarding backgrounds! Is it allowed to use solid colored backgrounds as long as its generated in-engine? I'm currently doing a black screen with overlaid text for an ending segment and wanted to just make sure that this wasn't technically a second background. Clarifying a little more, if the black screen is okay, would a solid red screen also be alright? It's all generated using code in Ren'Py, so I just wasn't sure. Thank you for any help!

Jam HostSubmitted(+1)

Yep, that's totally fine!:

GENERAL CLARIFICATIONS

You can:

  • have unlimited solid color backgrounds in menus and in-game generated by the engine, alongside your illustrated BG
Submitted (1 edit)

hi ! i just wanna check in that the gui i made follows the rules:



image 1: how it looks when all menus and other gui windows are closed (slightly visible)

image 2: how it looks when all menus and other gui windows are open

these are fery rough sketches so i hope they make sense 😅😅

concern as to why it may not follow the rules:

ive made the gui look like a bunch of monitors overlaying one large/main monitor. they are always slightly visible (and hovering over lil 3-lines menu in top left corner brings out the menu buttons), and thus integrated into the large/main monitor. howerver, since the large monitor would be overlaying the sprite and background (creating an illusion that the sprite and background are viewed on a monitor), im worried that this is not seen as being actual gui, and would thus be seen as a second overlaying image.

i hope this makes sense ?? im having a difficult time describing it lol. i just dint wanna do all the work for my idea tonthen have it be rejected on a possible technicality heh

Jam HostSubmitted

I can understand the concern, it's a bit of a tricky area, but in this case this is very clearly GUI to me as long as the frame remains on screen the entire time ;0;/

hiiI i had a quick question! Is it allowed to have like a character bleed, without changing the pose? Will it count as an expression change if he bleeds from the face?


Also im a little confused if like removing parts of clothing counts as sprite change? Like removing a mask perhaps? Thank you in advance!

Jam HostSubmitted

We had a ruling last year that makeup counts as an expression, so bleeding on the face is fine!

And regarding the 2nd question (and blood on the body):

You may not do the following:

  • have multiple changes of clothes for the sprite, or any other separate layers that overlap with their non-transparent parts
however, if it's just a facial mask, I'd consider that within that expression/facial range and so that's allowed!
Submitted

I see that Credits don't count against the 1000 Word limit, but does that mean Credits listed in a menu screen, or can the Credits be in the flow of my script at the end of the game?

I think I'm tripping myself over the fact that Author's Notes are included in the limit, and I wouldn't expect that to be in the normal script flow?

And does something like "Thank you for playing!" in the credits count as well towards the limit?

Apologies for my confusion if I'm misunderstanding!

Jam HostSubmitted(+1)

I think both cases apply-- It'd be unfair to punish a larger team having to use more words to credit the people that worked on the project no matter where they're credited :0

"Thank you for playing!"  I think is fine to be lumped in with credits! As it's acknowledging the player's contribution to the game.

Submitted

Hi! I have some questions about the music/soundtrack!

I created a song which contains 2 parts, A and B. They have a little change on the harmony, are part of the same song  and fits the same style (similar idea of a verse-chorus on a popular song), it that allowed? The rules says "only a single segment is looped", does that mean I need to choose either using only 'A part' or 'B part'?

Jam HostSubmitted

If it's identifiable as the same song throughout, it's fine! The rule is there so people don't stitch several tracks together and use it as a singular piece of music.

Submitted

ok, understood! thank you!! :D

Submitted

Hello again! Wanted some clarification on the title screen image.

have multiple variations of the title screen / game menu background

This means I can have two images for the title screen (empty bus stop & non-empty bus stop) yes?

Jam HostSubmitted

Yes, that's fine! As long as they're not then also used outside of that (for the in-game BG)

Submitted

Thanks for the reply!

Can I put a dedication to start my credits without it counting towards my word limit? Or would that count more as the end of the script?

Jam HostSubmitted(+1)

I think if it's clearly a part of the credits, that's fine!

Submitted

About translations, I don't understand if they count or not against the word count.

First it says, "Counts against the 1.000 word limit: ... any additional parallel language / translation" and later on this:

"TRANSLATIONS/DIFFERENT LANGUAGES

In the case that you want to release a game in several languages: the restrictions on 1k words and the one VA would apply to each version.

It is within the rules to:

make a game with several languages, where the text of each version does not surpass 1000 words.

use a different VA for each language."

Jam HostSubmitted

Huh. Looking at older versions of the rules, it seems the translation section was added last year and the "translations" counting towards the limit wasn't removed. Our bad for not noticing!

You can add additional translations! This is allowed as stated in the section on it, please follow that!

Hello! I have a question regarding this part of the rules:

have a single alternate movement of a single body part that is drawn differently (head, single arm) so long as it doesn't change the pose

I'm using said single alternate movement of the hand which goes back and forth, and is a loop of 4 frames total. Does it need to be 2 frames only, or is 4 okay? It is pretty much only panning between two positions with a few hand-drawn adjustments to it and two inbetweens to make it look more natural.
The rules say you cannot do extensive animation, but in a previous comment extensive has been defined as 5+ frames.

As a follow-up, I'd also like to ask if it is okay to have an object with a 2 frame animation within the illustration - specifically a candle on the table that however is layered over the sprite part of the illustration. I feel it still counts as the background, but it is technically the foreground...?

I'm sorry if I had missed anything in the rules, I've been reading through them many times but some of the details have been a bit hard to figure out for me. I'm also sorry for asking a bit late in the process, I was sure it was okay until I thought about it some more and got nervous.
Thank you for your patience!

Jam HostSubmitted

A single alternate movement of the hand would be 2 frames, not 4. (4 would be the original pose and 3 alternates)

It would still be background, but I think this would fall under this rule:

ONE BACKGROUND

It is within the rules to:

  • have a small looping animation (e.g. inside of train with passing scenery, waterfall)

and so I'd allow it!

Submitted

hey ! i couldnt find anything on this, but would trigger warnings at the start of the game count against the 1000 word limit? there's a couple topics in my game that may be triggering, and i wanna have a screen at the start just to state that. would this perhaps count under a sort of splash screen, or no?

Jam HostSubmitted

Trigger warnings don't count towards the  1k!:

Does not count against the 1.000 word limit:

  • in-game content warnings
Submitted

the way that i only thought to search for the word "trigger" and not "content" 🤦 i swear im looking through the rules before asking, my brain is just fried from coding ahhh 🤧

My background is coming together so it's generated one more question!

Since colors/effects generated in-engine are allowed, would it be possible to leave part of my background image transparent where the windows are, and then use a background generated in-engine with programming to change what color is behind the background to change what color shines/shows through the windows?

Jam HostSubmitted

Yep! that's fine if it's done in-engine!

Great thank you!!

ONE LAST QUESTION (hopefully) Can my "Single Sprite" be a food bowl with various amounts of food in it as its "expressions" (full, half full, empty, different food?)

Jam HostSubmitted(+1)

Huh....interesting.  I guess if it's still identifyibly the same bowl? I don't think we ever specified rules regarding layers towards inanimate objects sprites.


I think this case is in the correct spirit, so I'll allow it!

Submitted

Hi!  I had a question regarding this clarification at the top:

You can:
- update your game after the jam is complete (we highly recommend making it available as a separate download for posterity's sake, but this is not necessary)

Is "after the jam" just any time after submissions close on the 14th, or is there a time period wherein participants are encouraged to play the games, and then the jam is "officially over"?  I'm trying to be strict about keeping with the gamejam's rules, but there is an edit to my game I'd like to make at some point that would disqualify it from submission, and I'm curious as to when I'd be able to go back and update the game after everything is done!  Also, apologies if this was answered already, and I missed it.

Jam HostSubmitted

After the jam is once the deadline's passed! 

(Though I'd suggest keeping up a separate O2A2 ver if you make major changes as I'm sure there'll be a period the other judges and I will be playing through the entries, and anything too heavily changed might result in some confusion  ><)

Submitted

Oh, wow, I forgot about the judges playing the games - I'll definitely make sure to wait a bit to give them time to look over all the submissions.  Thank you for the clarification!

Submitted

Hi! I have a few questions within the rules about word count

1. Does ending slides count as separate words? (like on the screen below)

2. Does names of the objects counts as separate words (they appear when you click on interactive objects at the background)?

3. If a word is a part of the background but it's just a a set of random letters (like "DJJGNNSJ") does it count as a word if it advance the story?

Jam HostSubmitted

1: If as a screen (slide) onto itself, I would say that is like a chapter title and so I don't think it would count.

2: Just as labels for point and click items I think is fine and won't count, as long as it's just the name and not giving any additional story information.

3: In what way would the words be displayed? like as a sign/poster in the background?

Submitted

Thank you! As for your question, it will be like graffiti (made through code rather than art) 

Jam HostSubmitted

Ooooh Graffiti in code sounds cool!

I think that would fall under signs/posters, so that's fine!

 

Submitted

Hi again!

I want to know if the menu/preferences/options sound effects are part of the GUI or it would be considered the "one sound effect" as the rules says. We created a SFX to appear in a specific point in the game AND the menu options like start, pause, load, skip, etc; Is that allowed? 
Also, using a sound to choose a reply in-game is permitted?

Jam HostSubmitted

For menu/preferences/options, that's considered GUI/seperate!

ONE SOUND EFFECT:

This limit does not apply to interface sounds, which are considered part of the GUI. Having different sounds assigned to button hover, activation, etc. could be an accessibility feature for low-vision players, as that's audio feedback for different actions.

For a sound to choose a reply in-game, if it's the activation sound of the button, that's allowed, yes :0

Submitted (2 edits)

For text of choices, I often have duplicates (if player chooses “A”, character will say “A”), I suppose it doesn’t go against the count?

Even then I need to be smart so my word counter does not count redundant text. I stored them in variables and injected them with “[this syntax]” on both menu choice and the text that appears when selecting that choice…

EDIT: it doesn’t work with Word Counter+ as it will count string variables as 1 word per variable, so the count will be too optimistic. You can manually reinject that count anyway.

Jam HostSubmitted

If it only appears once in the code( but is repeated on-screen multiple times in-game), it only counts once!

Submitted

But surely if a developer doesn’t have the courage to make a string variable for every choice and duplicates a choice text string for convenience, it would also count as once? (it makes more sense to me to evaluate the game on its final result that on how it’s made internally - for instance if I paste 5 static sprites on a background together for convenience of tuning precise sprite placement, but the sprites never mode, it’s identical to a CG in final render, and nobody would be able to tell otherwise without looking at the code)

Either way I used the variable trick and found out I was already below 1000 words so I could submit the game!

Jam HostSubmitted

We do operate to a certain extent on good faith-- we probably won't disqualify someone for sub-optimal coding practices if we can't notice the difference when playing, but this is a jam where you're encouraged to be resourceful-- 1000 words is the most you get to work with.

Submitted

One last question while I'm polishing my submission up; songs that have ambient noise mixed into them aren't permitted, right? Since that'd be two assets mixed into one.

Just wanted to check how much ambience is allowed in the track, for lack of better phrasing. I was considering using something from this album, but I assume the persistent electric hum would make it a no-go.

Jam HostSubmitted(+1)

That's correct, that's not allowed ><

Submitted

Hi! Sorry to bother after the jam is over, but I have one thing to ask!

We couldn't submit the project in the jam page in time, but we release our game before the jam was over. Can we still be eligible to participate? I mean, we had everything ready :( please considerate.

Jam HostSubmitted

Replied on discord yeye all added in now!