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Very nice graphics, but isn't this way outside the scope of the rules? Room graphics must by 256 by 80 pixels or 128 by 40 pixels. The lake shore, forest path, cave entrance and treasure room must be included. I don't think you can just enter any old game. It must be based on the skeleton provided.

The rules are:

  • "Each location requires a graphic, even a bad graphic. Location graphics are suggested to be 128 x 40 pixels, or 256 x 80 pixels, or whatever resolution you prefer if not using pixel art style graphics. Pixel art style is strongly recommended for this jam but this style suggestion is optional.  The original graphic assets should not be used. The game requires a loading screen. The loading screen resolution is up to the author (256 x 192 is recommended if using pixel art style)."
  • "The game must contain the forest, outside cave, the lake, and the treasure room locations. Location descriptions can be altered."

There is no rule for not re-using existing material.

Any entry that doesn't adhere to the rules is technically not eligible to enter the competition, but looking at the map, there appears to be a forest, a lake, outside of a cave, not sure about a treasure room.

It may be that you are devaluing buzz for your own game by entering it in such a competition, but feel free to use the forum of this jam, even if you decide not to enter it in the jam, and instead just release it separately?

You are super welcome though, and really excited to see what you can do with Adventuron, and your experiences / frustration with it too.

(1 edit)

I hear you Gary. I thought the same. So I resized the images. The location images I attached to my post are 240x180... I could make them smaller. The game has a forest, a cave, a lake and a place you must bring all of your treasure... plus a little more.

Maybe I should just release it instead of entering the jam. Thoughts everyone?

On re-reading the rules, it does now say "or whatever resolution you prefer if not using pixel art style graphics", so I think you'll be okay. Mind you, the compiled html file will be huge after the images are converted to base64.

You don't necessarily need to base64 graphics. You can reference an external file. I'll put this in the cookbook tonight ...

Essentially it's like this

graphics {
  // The png file will be read from the same path as the game html file
   blah : png "mypngfile.png";
}

The catch is that it's not possible to test it (currently) using relative paths in the web based editor. You need to compile it and run it from the same base folder as the assets to see the images in-game. When you upload to itch, you can upload a zipfile containing your html and all assets, and it will just work. This can be a nice approach for games with larger files, or with a lot of mp3 sound files.

Ooh, that's good to know. I was thinking about including an original Adventuron adventure as an Easter egg in a chm file. Having the images as separate files is more efficient for that.

You're right about the file size and editor response - however, I was in contact with Chris and it looks like I can use a relative URL to point to a file location so I don't have to ember the Base64 :-)