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kva64

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A member registered Jul 28, 2019 · View creator page →

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TL;DR: Don't use AI art and audio, use art and audio with a Creative Commons license attached

It has come to our attention that some of the submitted GBA Jam '24 entries contain assets with missing credits and/or that may have been created using generative AI tools. We would like to issue a warning to all participants in the hope that everyone gets a fair chance to adjust their entries to adhere to the jam rules before the deadline.

Using AI-generated assets for your entries is not allowed as per the jam rules and will result in such entries being disqualified from the jam, possibly without any prior notification. Exceptions can be made in the case that the AI was trained with explicit permission from all artists involved, or solely on public-domain material. Unfortunately none of the popular image generators seem to do this, so we will have to assume this is not the case, unless shown otherwise.

Proper asset usage and attribution in general is required for all entries submitted to the jam. For example, if your game uses sprites from existing video games taken from The Spriters Resource, or music from The Mod Archive licensed under its Distribution License, it will be subject to disqualification.

Not sure where to find assets? OpenGameArt.org and itch.io host tons of graphics, music and sound effects by various awesome artists ready to use for your GBA games, so long as you properly credit the artists and adhere to their chosen license. The aforementioned Mod Archive can also be used to search for tracker music by license.

We're incredibly excited to see and play everyone's jam entries and we hope this PSA will encourage you to spend some extra jam submission time on replacing the graphics and music that violate the rules, rather than removing your entry or letting it be removed during the judging period.

If you have any questions about anything related to proper assets usage for jam entries, don't hesitate to reach out on GBADev Discord's ⁠#gbajam-chat channel or leave a comment under this topic.

thank you!

We've created a GitHub repository containing jam assets licensed under CC BY-NC 4.0 (with currently only logo and banner images being available), feel free to download and use these in your jam entries!

https://github.com/gbadev-org/gbajam24-assets

hey and thanks for asking! unfortunately i'm not good at both gba development and explaining things at all, so i can only advise to check out the gbadev forum or discord server's #graphics channel and ask around there, or see if the getting started guide on gbadev.net has some useful info. i will, however, say that displaying full color images on gba screen does require a decent amount of programming sorcery and, depending on the engine/gba display mode of your choice, reducing palette color count (and possibly tile count) before importing is the general way to go for graphical assets.

best of luck with your gba vn, looking forward to see what you're working on!

thank you!! hope you'll enjoy the art just as much in the eventually upcoming demo updates c:

Great job on making this, loved the simplistic and fun concept of infinite randomized puzzles, as well as the visual presentation! There's something quite satisfying about seeing the squares spin around after solving a puzzle c:

(also a bit late but thanks for your nice comment on my game!)

Oh hey, thanks so much for your nice and encouraging comment! 💚 (and what perfect timing, just as I was about to follow you for BugTris updates c':) 

Really appreciate your detailed feedback on Kvalligraphy, I'll definitely try and experiment with the glyphs to make them look more recognizable and different from what I usually write on paper. I've actually wanted to update the variable width font versions since the release of notenogram, so I'm not planning to stop working on the font for now.

Feel free to go ahead and use the raw font version for your projects however you want, looking forward to anything you make with it! 

please do not feel like you have to apologize for your creative choices, as making players feel different emotions is an integral part of any story-centered game and also something that i personally really enjoy about games in general!

thank you for sharing this story with the world!

thanks for the feedback and kudos to you for using thorn!

here's my opinion on this as someone who grew up reading books more than watching cartoons - yes, screw disney and their winnie the pooh adaptation, a.a. milne FTW

but seriously, this is a great bittersweet novel with incredibly good writing and cute illustrations, this IS the good stuff! i've seen all its endings and i truly felt like a bad person about the worse ones c':

thanks for the font feedback, and yes, i am planning to add more puzzles and custom puzzle slots soon, as well as maybe set up a server for exchanging custom puzzle saves should i have the means!

for now i'd like to suggest you renaming various files under 64kbits in size to "notenogram_jam.sav" and seeing what custom puzzles they produce c':

thank you for the detailed feedback, really appreciate it! (especially on the font, since i worried many people would have problems reading it)

as a matter of fact, there are hints in the game, though they only activate when coloring a wrong square, just pay attention to the upper left side of the screen c:

woah, your guess is pretty much spot on! initially i thought i did a very poor job in trying to represent various aspects of development for the gameboy advance through the characters, especially considering gba doesn't have a dedicated gpu, but i'm really glad someone pointed this out! thank you so much for your kind words!! 💕

(as for the point of the game, it's much less of a ddlc reminder and more of "what if i put my already existing characters in a suzumiya haruhi meets mean girls's mathletes kind of setting and make it a vn", haha)

thank you!! 💕

(i'll admit i had a tiny bit of a struggle with fitting mainly because the portraits were originally drawn at 320x240 resolution in flipnote studio 3d c':)

thank you for your insight! i agree with what you said about text (it looks fine when enlarging the emulator's screen, though), which is why i already have plans for remaking everything related to text output for the post-jam release when i find some free time to work on that.

thank you!! 💖

the confusion is totally understandable given the lack of proper context i failed to provide with my story c': thank you for your comment, i appreciate it!!

thank you so much for your comment!! and yes, i definitely don't mind my game being added to the readme, i feel honored even!