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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?

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!

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