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paulguy

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A member registered 80 days ago

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Hah, wasn't expecting a visual novel.  The art was very effective. :p

if you delete the i at the end it's there.

Neat concept.  Trying to drop things faster was a bit tedious.  Seemed to be a delay in how that responded, otherwise cool.

Yeah I liked that about this.  Seeing things just gradually decay in to familiar but distorted forms.

I figured the building was being corrupted by the like, fungus or whatever making it uninhabitable.  So not like a computer corruption but like a more broad corruption I guess.

It could've been a trick for people who intend to cheat!

Not looking to argue against the rules, just wanting clarity on what sorts of assets we're specifically not allowed to use which are not made by our own hands during the duration of the event.  I imagine obvious stuff like map layouts, text, characters and stuff that makes a game unique from another but what about models, sprites, textures, etc.  or sounds or music.  Obviously engines are probably acceptable, but what about code?  Would it be possible to use existing code for like for example platforming, dialog systems, etc?  Maybe more difficult things to get right like fonts?  Does it differ if it's our own code we made prior or if it's something acquired from an asset library/store?  Or is the expectation just new project in our engine of choice and everything put in (logic/data/visuals/sounds/music) is by us individually within that period of time?  I'm fine with it if that is the intent.  I'm not used to what is typical or common precedent for game jams as this is my first.

I think there's a bit of a charm to handmade low quality slop.

What's the perspective on asset library/store stuff though?  That's kinda in the same vein as unoriginal slop if it's abused.  Or should this be asked about in a new thread or should I wait for clarification in some later update to the rules?  I probably will be drawing everything myself but just curious.

Godot 4.3 recently got some improvements to its web export, though it comes with a bunch of tradeoffs you can potentially make. See: https://godotengine.org/article/progress-report-web-export-in-4-3/ for your options.  I'm not familiar with Unreal, though.  I've also not tested this at all, but I can't make anything particularly ambitious that would be affected too badly.