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DavidA3D

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A member registered Feb 13, 2018 · View creator page →

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If you created a sprite using only black and put it on a background of white, using an alpha channel would enable you to create a full grayscale sprite with only two colors and an alpha, which is technically in line with the stated rules, but goes against the spirit of the rules. This was clarified in another post. Using sprites to get multiple shades in this way would be considered using multiple colors.

Each shade counts as another color but you're allowed to use them, granting that it's going to increase your color count and therefore decrease the color score.

This doesn't answer the question asked. I assume the answer should be no. If full grayscale is counted as two colors, RGBK covers everything a computer can display, so it's not possible for anyone to get fewer than 3 points for color usage. "Five colors" doesn't make sense if mixing colors is acceptable, so the fact that there's a "five colors" option means mixing colors (such as mixing black and white to get gray) is not considered just two colors.

The alpha channel explanation confuses this a bit, as I could make a fully-lit, detailed, and colorful 3D game by setting up my materials in three layers (red, green, and blue). By using those three colors with alpha channels over black, I can display the full range of colors that a computer monitor can display using only four colors. This obviously breaks the spirit of the rules and I should get 1 point for this, the minimum, but as worded in the rule, I would get 3 points.

We're actually considering rebuilding this, as a matter of fact. We no longer have the original files, but we'd start over and make the whole thing a bit cleaner. Thanks!

Wow, the PS4 touchpad? I didn't even realize that would be compatible, but it makes sense.

There's a lot of potential in this one. I'd love to see it continue on in the future! Also very polished for a jam game, which I really appreciate and wish I was better at doing, myself.

That was great! I'd pull the camera out a bit so you can better see the action happening around you (maybe interspersed with this closer camera in tighter spots), and the fact that the camera is off-center was a little jarring when turning around at first, but I ended up getting used to it. I'd probably just try to smooth it out a bit more. I don't mind the jump and attack being on the same button, but it's true it'd be a little cleaner if they were two separate buttons. Even just doing the flip jump from the ground  would be great, and you wouldn't have to deal with those pesky standing-melee animations.

And you never beat Cute SS, either, did you? Those are great suggestions! We were playing with both the mouse flight and WASD flight, and I liked both, but it was easier to settle on one.

Very nice! I wasn't expecting a full-fledged Metroidvania, but that's really what it is. I'd try to take away some of the floatiness you get when you land on  angled collision/corners, but it's a very neat package of a game.

Even I haven't done a no-death run yet. Nice one!

Thanks! I didn't realize the default exporter is for a dev build, so those are development messages that shouldn't have been included.

Ours didn't upload in time, so there's nothing to download. Sorry for the confusion, and thanks for looking!

You can use anything you have the rights to use for the jam, so you can use all those. I would assume there's a place to make note of what you made during the jam and what came from outside of that somewhere in the submission page.

The initial definition on Wikipedia absolutely includes the Zelda games, but they go into more detail below. Basically if it has anything more than minor action, it's not an adventure game.

Thanks! Yeah, the news feed isn't the cleanest way to tell you what you need to do since there's no time to look at it, but I couldn't give myself time for any tutorial stuff, so I made do.

Thank you so much!

Thanks!

Hm, not sure. I hope you get it! If you've played other Unreal Engine games, this one's a pretty light UE4 game, so it should be fine.

Thanks! I'm hoping to work out some kinks later.

If you're taking a look but decide not to download, you can see the whole game in the video attached to the project instead!

Yeah, that sucks. Especially with a week+ length jam, it feels like you lose so much.

Oh man. Been there, friend.

I believe the update will update your submission automatically, but as long as it's in before the deadline you can double check your existing submission and update it as needed.

This is just my two cents, but if you're designing a level using pre-made props, obstacles, and enemies that are all designed to work with specific pre-built gameplay, you haven't really participated in a game jam. I'm sure you have to submit here on Itch, so Mario Maker would be out anyway (I'm not positive, to be fair), but I'd personally see much more value in your project if you teamed up with someone who was developing gameplay and did the level design for their project. Someone was in just such a position in Discord. Again, that's just my opinion, and I'm not running this thing.

Love the music! I have a tendency to play around with my jam projects too much to finish them, otherwise I'd try to snap you up for mine.

Sorry, we haven't saved any older versions of the game.  Did you ask this of the correct game?  Because the only major change we made after publishing was allowing the evidence to be reviewed after collecting it.

Thanks for playing, and for the compliments!  I only found 5 cats myself (I did the character stuff, not the environment stuff), so you're already beating one of the devs. 

The postman is available to view in 3D on Sketchfab!

https://skfb.ly/6ORNC

As I was rushing to submit, I set up a forced 1920x1080 resolution.  It didn't even occur to me that 1920x1080 might be too big for some computers, so I'm sorry about that!  I never set up resolution controls.  Since this is for a concluded game jam I don't want to add any new content while judging is going on, but maybe afterwards I can add in resolution controls.  That's unfortunate, but thanks for bringing it to my attention, as well as warning others who may use lower resolutions!

Thanks for bringing that to our attention!  Luckily for me, perhaps not so much for you, it's an issue with DirectX on your computer.  From what I've read, it could just be a fluke, which restarting your machine could fix, but there are videos with solutions as well.  I'll link one below (though I have no real idea if it's the best one or anything).  Sorry for the inconvenience, and I hope it didn't put you off trying our game!

Every time I play I notice new bugs, but I didn't catch that one.  Thanks for the feedback!  We're considering a small polishing/cleanup pass in the future, so I'll add that to our list.

Aw man, I'm sorry.  I tried to connect with you but nothing came of it, so I wasn't sure if I failed or you lost interest.  When we thought it would just be the two of us we ended up dropping out and just started our next long-term project instead.  That's too bad.  Maybe we can team up another time?

Awesome!  Yeah, we're going to go for it, so let's team up!  I just realized this site doesn't have a messaging system.  I see your facebook account on your profile, so I'll send you an invite through there.

Hey Gui, I'm considering joining the jam with a partner, but we're undecided at the moment.  We're looking into a few different things.  I like your style and just kinda wanted to put out a feeler to see if you'd want to join up with us if we do decide to go for it.  We have a project up on my page if you want to take a look, though that was kind of an experiment for us, so here's a video of another jam game we made a couple years ago: