It's no longer supported. GameMaker went to 64 bit and since the DLL is 32-bit so the current incarnation won't work.
babyjeans
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Okay sounds good! The source is available here: https://gitlab.com/rousr-release/imguigml
If you want to try doing that. The cmake project will prep a linux build to get you started.
Well put, can't really add much to this!
It's also good to remember the theme, Virtual Pet, is really easy to keep a small scope on, and you definitely should. If you try to plan for making a very simple virtual pet with all the basic features, get that working, then in the remaining time you can start trying to just tack on features. Like PhilBlank said, it's more like a tech demo, so if you're hacking things together at the end, as long as it works, there's no shame!
I see on the Crowdforge that Bill's team is looking! https://crowdforge.io/jams/virtual-pets/teams/957
oh man, i love that idea...
so maybe along the same lines as you had of "feeding the dungeon," maybe make the 'living dungeon' theme two fold and have it occaisonally 'poop' out rewards. for instance, you could have sort've random "food" pellets that when you drop them in the dungeon it spawns either a monster (a skellie, or a slime maybe) or perhaps a hero (sometimes a fighter maybe a healer or nuker-type). so players can kind of treat it as a bit of a terrarium, sprinkling the pellets in, and then watching the 'eco-system' settle itself. depending what dies, maybe that is what spawns new 'pellets' to come outta the dungeon.
that way you try to lean the tables in favor of different outcomes - maybe if more skellies survive, the dungeon is more likely to produce more 'undead' related foods, etc.
Also, if you're looking for a team, feel free to post a reply here, or checkout the #virtualpetjam channel on Rousr Discord!
Really though, the time zones might be difficult for you... we're going a bit honor system here so if you'd like to start a few hours earlier and finish a few hours earlier, that works... the jam is also actually a 75 hour submission period so if you need to finish a little later, you've got a bit of a buffer. Enjoy!
Been at it all day - I've broken my project into 5 'phases' so that I can hopefully finish SOMETHING to submit, but have a plan for more of the features I want... here's a demonstration of what I've got so far:
My 'Phase' plan looks something like:
Phase 1
Add Brewing WindowBrew Potions by filling slots in the Brewing Window with Inventory ItemsPre-fill player Brewing Inventory, make potionsIngredients: Berry, Stick, Bone, Eye- Brew
Phase 2
- Add List of Discovered Potions
- Grey out undiscovered potions
Add Count to ingredients- Find ingredients in forest and cave
- Brew
Phase 3
- Add Mailbox, in the morning it has recipes for the day
- Add Recipe / Letter UI
- Lose if malibox req isn't met
- Add Shipping Box
- Ship Potions in box manually
Phase 4
- Add Catalog with house upgrades
- Add Ordering Upgrades
Phase 5
- Add NPCs w/orders, mailbox only for catalog
Continuing last night's goals tonight... I've got her entering her house now:
I actually had a pretty good 'eureka' moment with this last night... as I was two-days deep into an Entity system I caught what I was doing (writing an Entity System during a GameJam? what?) and rather than continue along my stubborn path and finishing it I stopped myself resolving to just hardcode my Entities... I'm writing this with in Lua after all (I'm using LÖVE), might as well take advantage and get sloppy with it.
So kids, today's lesson is to get sloppy with it.
I also realized the jam doesn't end tomorrow and ends midnight sunday, so with my new direction and all this time I have some hope I can get something finished!
Thanks everyone!
I spent a lot of time today cutting up my mockups into workable sprites, and then loading everything into the game. I'm using Love2D since I have a bit of a soft spot for Lua and can get stuff up and running pretty quick with it.
As of now, I've figured out how I'm going to organize the game related data, build the world, and build the game objects... I'm using a 'builder' pattern and chaining function calls to basically use script as a game editor:
WitchHouse = EnvBuilder('Its a WITCH... houuuseeee') :addLayer('outside') :visible(true) :addTexture(resources.witchHouse.outside) :addPathSegment('trigger', { triggerArea = Rectangle(), -- TODO: Measure stair trigger area segments = { { { 53, 59 }, { 63, 69 } }, } }) :addLayer('interior 1') :visible(false) :addTexture(resources.witchHouse.interiorLvl1)
Not that it's the best time to make a new framework, but it's working out. It's inspired by what I did on my LD36 project (which is admittedly still a work in progress). Anyways, here's a gif of not-much-more-than-before:
If you guys are interested in more of 'how it works' though, I'm glad to post!
I'm not sure if there's a better way, but I click the <> for HTML mode, then type <img src="http://whatever" /> for it.
AFAIK, the forums don't support hosting / pasting images directly... so you'll need to link from somewhere
First time doing GBJAM and I've only participated in LD a couple times, but thought I'd give it a shot! I'm working on a game I'm calling "Brew Witch" where you play as a little old lady who runs a potion shop. During the day you'll forage through a forest and cave for ingredients needed to make potions, and towns people will slowly travel to your shop and submit orders for potions for their discreet needs... however, the 'magic' of your potions is a rare resource, a rare resource indeed. In the evenings, you'll travel to town locating unsuspecting sleeping villagers to 'leech life force' out of, but carefully, as if you take too much they'll wake up - It's a tumultuous relationship you have with the village as a Witch, and if they knew what you were up to the jig would be up.