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Omulette

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A member registered Jan 01, 2017 · View creator page →

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Thanks! I appreciate your feedback!

Clickable buttons make a lot of sense. I was on the fence about implementing that feature because I wasn't too sure how to go about it, but you convinced me to try! So far it's working out.

Ooh, I like that idea. Would definitely be too ambitious to add narrative elements at this point, unfortunately. My free time is a bit limited now that I'm working part-time, but I'm determined to submit this project.

Hello! Hopefully I'm not too late to the playtest party. Current build is for Windows, with plans for a web-playable version.

Game Title/URL: ToyBox: Little Witch

Pitch/Information: An itty-bitty interactive toy where you press buttons and make various cute things happen.

**Pending Additions: BGM, SFX, interactions for S, D, Z, X, T, and G keys.

I'd like feedback on:

  • Accessibility: Are there any issues with color/contrast, or animations that feel too jittery?
  • UI: Does it make sense? Is it user-friendly enough?
  • Interactions: Any favorites so far? I'd like to know what little surprises people enjoy most!

I'm open to user experience (UX) advice, if you have any! It's one of my biggest challenges in game design, and one that I care very much about! Feel free to suggest ideas for interactions, too. I have all of the key mappings  planned out for this version, but I plan to make more toys like this in the future!

Many thanks & have fun!

Oh man, that's great! Thanks for the heads-up, Melon!

1. Hi there! What's your name? Want to introduce yourself?

Hello, it’s nice to be back! I’m Kayleigh, a combination illustrator/game developer, recent MFA graduate of CCAD (Ohio, USA), and self-identified soft egg. I use she/her/hers pronouns.

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

I had every intention of participating in the Winter 2020 jam. Shortly after posting to the intro Q&A thread, my mental health (and productivity) took a nosedive amidst working on my Master’s thesis. Now that things are settling down post-graduation, I’m hoping to be more active in this jam...and I really look forward to making something fun with all of you!

This time around, I plan on developing a little interactive toy of some sort. I have a nasty habit of over-complicating my projects, so starting small and limiting my initial scope should hopefully curb that impulse.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

I enjoy playing cozy, casual games like Animal Crossing the most, but will reach for a cute RPG or platformer every now and then. A couple titles I keep in mind when making my own include “Hamtaro: Ham-Ham Heartbreak” (GBA) and “Tearaway” (PS Vita). The simple minigames and pixel styles you find on Tamagotchi or other digi-pet toys have also been a major influence.

I’ve been inspired by Louie Zong’s musical toys here on itch, particularly dream.piano & guitar friend! His illustrations, animations, and music have this super-relaxing aura to them.

4. Do you have experience with game development? What did you do/with what engine?

I worked with RPGMaker MV and bitsy to release a couple games in the past, and briefly tried out Unity 3D with Blender for a small VR project. 3D modeling is quite out of my depth, so I currently use Unity 2D and Fungus (a Unity plugin) to implement custom assets and develop games. I tend to go solo with jams and make everything myself when it comes to assets...art, sprites, animation, music, the whole kit and caboodle.

Aseprite has been handy for my pixel work, which I highly recommend if you’re looking to streamline your animation/sprite-making pipelines!

5. Tell us about something you're passionate about!

I journal quite a bit these days, and I really enjoy it! I have a sizable collection of stationery, stickers, acrylic stamps, washi tape, and cute notepads...so checking in with myself via pen-and-paper helps keep the stash manageable.

6. What are your goals for this game jam?

* experiment with UI, interactivity, & sound design

* keep an up-to-date devlog & connect with other jammers

* submit a polished digital toy!

1. Hi there! What's your name? Want to introduce yourself?

Hello, hello! I’m Kayleigh (Omulette), your friendly neighborhood soft egg. I’m a 25-year-old illustrator/game developer completing my MFA degree at Columbus College of Art & Design (CCAD). You can usually find me knitting up little yarn friends, reading graphic novels, or doodling characters for my video game projects.

(I use she/her/hers pronouns.)

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

I haven’t participated in the previous couple of jams (full plates of schoolwork kept me quite busy), but I joined MFGJ in Summer 2018 and Winter 2017. This time, I’m hoping to keep things simple so I can properly submit a game!

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

In terms of genre, I pick up and play casual games the most. Animal Crossing (New Leaf) is my obvious favorite for its coziness and quirkiness. I’ve loved the series since its GameCube days, and I can’t wait for March 20th and New Horizons!

The most recent game I’ve finished (and adored) is GRIS on Nintendo Switch. Everything about it is beautiful and evocative, from the artwork to the soundtrack. It’s definitely one I’d recommend!

4. Do you have experience with game development? What did you do/with what engine?

I’ve worked with RPGMaker MV extensively in the past, and released a couple titles on itch: "Walk With Me" and "My Friend Melon" (demo). Briefly tested the waters in Unity 3D for a small VR project. I’m currently working in Unity 2D (with the Fungus plugin) for my MFA thesis called "Apple & Worm’s Day Out". I’ve also switched my sprite creation workflow to Aseprite, which has been VERY beneficial! For $15, it’s a super-handy tool if you’re looking to make animated pixel art!

5. Tell us about something you're passionate about!

I enjoy lots of different fiber crafts! Right now I’m really into knitting and embroidery, but I also crochet, hand/machine sew, and needle-felt. Most don't have patterns since I freehand 'em. My favorite projects have plenty of colorwork and smooshy textures, like this little alien below!


Her name is Pleesh and she’s the perfect size for hugging.

6. What are your goals for this game jam?

* make at least one functioning minigame level

* experiment with UI design

* keep things simple!

7. Any advice to new participants?

Don’t feel pressured to make something perfect. Game jams (especially this one) are for learning, connecting with other jammers, and having fun!

8. What can the admins do to improve your jam experience?

Just keep up the awesome work! I’ve always appreciated the hosts’ engagement with their jammers, as well as the inclusivity of the community they’re building here.

9. What are some of the past works you've made for the jam? Show off your favorites!

Haven’t submitted anything to jams before, since they were very rough and unfinished, but you can find my devlogs for MFGJ at the links below!

Winter 2017: “Little Room: Snacktime”

Summer 2018: “My Friend Melon”

Final Jam Day:

Before I say anything else, I want to thank everyone—the hosts, commenters, awesome devs and everyone in between—for a great jam! It’s been fun connecting with all of you through our mutual love of video games, and I can’t wait to try out the submissions!

“My Friend Melon” is still in a very skeletal phase (not much to play around with in its current state), so it won’t be joining the submission pool. Development on the game WILL continue post-jam! You can count on that! Pan and Melon’s little world is one I’d like to share, so if you’re keen on staying informed, I’ll be sure to post updates to my Twitter (@Little_Egg_Tart). I’m considering creating a MFM-specific Twitter account, so that announcement will happen here and/or via tweet.

I had a bunch of other things I wanted to say in terms of reflection and personal hurdles, but I’ll save them for another time. Until then, congrats to those of you who submitted, and to everyone who had some fun participating!

Love and hugs,

Omulette, Pan & Melon

Future Goals:

See this project through!

Day 6:

No progress to report on, I'm afraid. Between taking care of daily life and attempting to work through a creative block, I don't have anything to show for today. Even trying to produce art unrelated to "My Friend Melon" (sketches, doodles...anything really) was a frustrating time. At least I anticipated the need for a catch-up day far enough in advance that I won't fall further behind on my current schedule.

Day 7 Goals:

  • Catch up on missing assets (sprites, animations, etc.) from Day 1-6

Day 5:

Furniture tiles are coming along, though veeeery slowly. Got a bit hung-up on what each space needed and kept drawing blanks. Decided to map out the final 1:1 layout of Pan's Apartment anyway with some placeholder tiles, which definitely gave me some more direction for my next foray into the furniture sets. Melon's House now has a floorplan sketch like Pan's place did. I think my next steps will involve switching into BGM/SFX mode and working on illustrated bits while I'm away from my laptop to avoid burning out on all the sprites/tiles.

Floorplan sketch for Melon's House

Progress:

  • Tilesets: windows, misc. furniture
  • Floorplan for Melon's House
  • Map for Pan's Room and Apartment (mostly placeholder graphics)

Day 6 Goals:

  • Music: Title theme
  • Music: Pan's Room
  • Music: Melon's Room
  • Music: End Credits
  • MISC: "Credit Roll" illustration/splash screen

Thanks~!

Aw, thanks! Cute 'n cozy is what I aim for, and I'm glad I'm not the only one who enjoys that super-casual exploration genre. (Eggy breakfast pals represent!)

Day 4:

I was probably a little too ambitious with my daily goals for today. While I didn't make much headway with the Key Items or furniture, I did manage to finish the walls and floors. Broke away from my laptop screen for a bit to make the title illustration, as well, which I'm rather fond of. Hopefully I'll get to catch up with all the little doo-dads that need attention in the next couple days!


Progress:

  • Title screen is finished
  • Pan's apartment: floors & walls complete
  • Melon's house: floors & walls complete

Day 5 Goals:

  • Tilesets: furniture, doors & misc. objects
  • Key Item sprites
  • Melon's House map
  • Pan's Apartment map

So cute! I’m really loving the premise in combination with your artwork!

Wah! I can’t wait to try this out~ The art and concept fit together so nicely...I’m in love with the little paper boat. Good luck with the movement scaling weirdness—you got this! (I feel like you’d enjoy playing “Flower” by ThatGameCompany.)

Thanks, Leia!

Thanks much~ And yeah, I suppose Pan’s sheet looks kind of intimidating, heh. Small world, for sure! That’s one heck of a coincidence!

Thank you so much! I’ve never owned any sylvanian families personally but I see where you’re coming from! My games tend to feel like dollhouses in practice—cute characters and simple objectives. I hadn’t worked with VX Ace extensively enough before switching over to MV, but they did improve on certain aspects of the program that I had been struggling with.

Thanks!

Day 3:

Plugging away and taking steps. Got immediate character selection for Pan to function in-game without any hiccups via this plugin. It was a little harder to find a solution to custom animations outside of combat (I was likely overthinking exactly how you'd achieve that), since most tutorials cover the combat animations.

For anyone curious, you take the same principles of the attack animations in terms of frames/cells. This video was a helpful resource for understanding the parameters and generally how you break up the frames, layer them to create the animation, etc.  It also explains it much better and more concisely than I could. Once you import your animation sheet and get everything flowing smoothly (and scaled down by 50% to keep the sprites a consistent size), you create a new event. There's a "Show Animation" option under the second page of event commands, and from there you simply choose the animation you created and make sure it affects the "Player". I'll be using this technique on Pan and Melon when they collect key items like snack ingredients, and for "snack crafting" (...cooking) animations such as the one below.

So far so good!


Progress:

  • "Pan Selection" is up and running
  • Special cooking animations for both versions of Pan are operational
    • Animation frames complete
    • Event implementation works
  • Rough draft of Pan's apartment floor plan
  • Found useful "Quest Log" plugin; may simplify for facilitating game objectives

Day 4 Goals:

  • Tilesets: floors & walls for Pan's apartment
  • Tilesets: floors & walls for Melon's house
  • Tilesets: doors & basic furniture
  • Sprite out Key Items (ie snack ingredients)
  • Draft "Item Get!" animation frames

Aw thanks so much!

Day 2:

Managing to stay on-track so far! Tomorrow will involve some implementation research for MV, since I would like to include some special animations (like picking up key items) in the game. Another point of research there will be how to choose which Pan you play as. Hopefully it won't be too tricky to figure out (Google and YouTube tutorials have been extremely helpful in the past), but I'd rather give myself more time to muddle through that process in case it ends up being more difficult than anticipated.

Progress:

  • All Pan sprites are a suitable size & animation-tested in RPGMV
  • All Pan speech portraits are finished
    • 3 unique expressions
  • Melon's sprites are complete
    • 4 outfit variations
  • All Melon speech portraits are finished
    • 3 unique expressions
  • Ann (Melon's mom) sprite & portraits complete
    • 2 expressions
  • Cherry (Melon's sister) sprite & portraits complete
    • 2 expressions
  • Set up a "Test Area" map

Melon + Family sprite sheet
Melon + Family portraits
Pan portraits

Day 3 Goals:

  • Research & implement "Pan Choice" mechanism
  • Research "Special Animation" mechanisms & integration methods
    • Lay out animation cells in Medibang
    • Insert practice event(s) in Test Area
  • Start on Wall & Floor tiles (if time allows)
(1 edit)

Day 1:

A bit late since I had work in the evening, but I thought I’d post progress from yesterday.

  • Production schedule for week one
  • Broke up required assets & components into manageable chunks via checklist
  • Preliminary pixel sprite sheets for Pan (bunny) and Pan (bear) in Medibang
    • Bunny version has 4 total variations on outfits
    • Bear version has 4 total variations on outfits

Day 2 Goals:

  • Finalize Pan sprites (resize)
  • Melon sprite sheets
  • Ann & Cherry sprites
  • Expression/speech portraits for all characters

My Friend Melon

Pitch: Pan and Melon are the best of friends. With work and school keeping them busy, it’s good to set aside time for relaxing together. Help them prepare for a chill day of hanging-out at Pan’s new apartment: explore their quirky homes, collect ingredients for Ultimate Snacks, and find some cute treasures along the way!

Gameplay:

  • Choose from two playable Pans: bunny or bear
  • Switch between Pan and Melon as you complete unique objectives in each space
    • Collect snacktime ingredients to cook up tasty treats
    • Find interesting trinkets by interacting with objects (you never know what you can find in the couch cushions until you look...)
  • “Couch Multiplayer” encouraged with controller handoff! Rock-paper-scissors to see who plays as Pan and who plays as Melon, perhaps. Don’t have a buddy? Just play as both!

Engine: RPG Maker MV

Art & Assets: Medibang Paint Pro

Music & Sound: Ableton Live 9 (Lite), Audacity

1. Hi there! What's your name? Want to introduce yourself?

Well, hello! I’m Kayleigh, but you can call me Omulette. I’m a grad student in the fine arts with a passion for storytelling and making things with my hands. Still finding my creative voice somewhere between the odd, heartfelt, and familiar.

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

I didn’t participate in the previous jam, but I joined MFGJ Winter 2017 (and was very easily overwhelmed with my project at the time). This time around, I hope to engage more with the jam community and finish a playable demo/alpha.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

I have a soft spot for casual games. I default to Animal Crossing (New Leaf) when I need a pick-me-up or just can’t decide what game in my library I want to play. Since its GameCube years, Animal Crossing has really influenced my relationships with video games and the friends I’ve met since then. I could write many pages (and I have before) on the series and how it’s fostered my growth as a person and as someone who wants to create meaningful, enjoyable experiences for others.

4. Do you have experience with game development? What did you do/with what engine?

I have the most experience using RPG Maker MV, with a small array of background projects in VX Ace and RenPy. Code isn’t exactly my strong suit, but I have a good time working with the RPGM series, from creating custom sprites and tiles to making my own music/SFX. My undergraduate thesis was actually my first finished video game with the MV engine: “Walk With Me”! It’s published here on itch.io (free of charge) if anyone’s interested in that sorta cute/weird/homey vibe!

5. Tell us about something you're passionate about!

I have a growing collection of ball-jointed dolls that I love to bits! I’ll be attempting to sculpt my own during the upcoming school semester, based on Hako from WWM. Playing D&D has also been great fun for me!

6. What are your goals for this game jam?

*Make a solid, mostly-complete demo/alpha version

*Learn more about composing unique BGM

*Have fun & meet other aspiring indie developers

Aww thank you so much for your kind words! It means a lot to me to receive feedback like this, and I'm glad you enjoyed your time with Hako and her friends~

Yep! Go for it!

Hello there, Mel! You may translate "Walk With Me" into Spanish, if you wish. I am tweaking a few aspects of the current version for a "1.1" patch, so if you want to wait until the update goes live (or would rather translate the game as-is), just let me know. Thank you for your interest in my little project--it makes me happy that others enjoy my work!

Day 3

It was a slow day of work. I've been having some trouble falling asleep for the past couple days so I doubt that's helping.

Either way, progress was made. Not monumental, but I think I can finally say that Vesta's room is VERY close to done.


I did change up the awkward green. Lots of brown, but I hope it's easier on the eyes. Vesta's hobbies are more fashion-oriented, so I gave her some items related to that.



Hazel's letter now has some physical form, too. (Might come back to it if there's time.)


Action shots? Yep! Made some GIFs so that the animation and whatnot stand out.


The outfit-change transition is a little more natural now.


I'll need to do some more research into how I actually add Hazel's Letter into your inventory so you can access the hint. I was burning out a bit trying to figure it out, so I figure it's a Google search/implementation for tomorrow.


Other work from today includes some practice for music composition. Nothing solid besides the bedroom theme yet. I like listening to music, but always run into issues when I try to make it myself.

Next Steps:

  • Get item collection for inventory in working order
  • Make more progress on the hallway & other map tiles
  • Play around with puzzles, already!

Day 2

I'm so slow at making sprites. Thankfully there won't be too many for me to handle.

Vesta now has a cute outfit:


And her room is coming along. (I'm not sure how I feel about the green. Might change it to wood since the green is a tad artificial.)


It also clashes with the pink tones of her wallpaper, now that I think about it.


Other progress bits from today...

  • Outfit change event is up and running
  • Formulating flavor text for the bedroom
  • Brainstorm-stage: implementing puzzles

I'll make some GIFs starting tomorrow. Games really come alive when you see them in motion!

Next Steps:

  • Vesta's Bedroom: puzzles
  • Hazel's letter
  • Misc. tweaks to current furniture assets (green --> wood, add clutter)
  • Hallway: finalized floor/wall tiles & furniture

Wow! I agree with J, your pixel style is so charming! And that is quite a bit of progress, too.

I can't wait to see more~

Day 1 (playing catch-up)

Vesta, our playable pumpkin gal, is ready for clothes!


And her room's wall and floor tiles are in order.


Also have a working BGM track for the bedroom, and re-familiarized myself with some event creation aspects. It's not a lot, but I think it's a decent start.

Next Steps:

  • Clothed sprite for Vesta
  • Furniture assets (Vesta's bedroom)
  • Testing more complex events
  • Flavor/Dialogue text

While I've made sure to keep the Little Room tumblr active for the jam, it completely slipped my mind to make devlog updates here (oops!).

"Little Room: Snacktime"

Quick Pitch: It's the Autumnal Equinox, and the only things standing between you and a delicious slice of shortcake are your sister's puzzle challenges. Complete them to claim your well-deserved prize!

Genre: Exploration & Puzzle-based RPG

Game Engine: RPGMaker MV

Assets: Custom pixel-style sprites, tilesets, music, and sound effects

I might dive into more detail on the tumblr than I will on here, but feedback is ALWAYS appreciated (and probably works better in a forum environment)!

1. Hello, all! I'm Kayleigh, though I tend to go by "Omulette" online. I'm in my fifth year of undergraduate study for a BFA in Graphic Design and BA in English (mostly for creative writing), and have far too many stories and characters floating around in my head. I don't post much (though I really should), but you can find links to my website and social media on my profile.

2. I did not, nor have I participated in a jam before this one. A friend linked me to the list of games published for the previous jam, though, and I immediately followed the MFGJ tumblr. I've been interested in making games for a few years now, so I figure working alongside other developers through this jam will give me the inspiration and push I need to make something fun.

3. My tastes definitely lean towards casual, experimental, and exploratory video games. The Animal Crossing franchise has been near and dear to my heart since my GameCube years, and New Leaf is my go-to game whenever I need some unwinding. Tearaway and Tearaway: Unfolded (for the Vita and PS4), as well as Proteus, have also been major sources of inspiration for making meaningful player/game experiences. As an artist and casual gamer, what draws me most to these games are the interactions between the player(s) and what the game has to offer. I hope to explore these further in the weeks to come!

4. I have some experience; not a lot, but more than nothing at all. I've worked with RenPy to make a short story and toyed with Unity, but most of my development work is in RPGMaker VX Ace. I've been working especially hard on refining custom sprites, tilesets, and creating more complex event chains.

5. Aside from playing/making video games, I love to knit and crochet. I also have a passion for collecting ball-jointed dolls (BJDs)--they've been my models for a collection of small knitted sweaters I've made over the past few months.

6. I'm no veteran, but I can agree with what's already been said. For anything creative, I find that starting small is the best way to manage projects that may turn out to be larger than you intended. I'm definitely guilty of trying to execute overly-ambitious ideas. Just don't get discouraged; keep making, and you'll have something wonderful by the end of your labors!