Yup! Those are fine too.
Terran
Creator of
Recent community posts
Try to avoid infringing on IPs, especially the ones owned by very protective companies. On the other hand, the jam games should be similar enough so you can tell what game was redesigned. The only thing to watch out for is Shadow of Mordor's nemesis system, Warner Bro's holds a patent to it so you can't use it without paying them. (typical 😒)
We have a FAQ channel in our Discord server, in that chat it says:
"This is a jam where you take a pre-existing game, and fit it in the style of a retro console! It's all about getting creative, or being more unique than just changing the colour palette. You could remake a pre-existing game, such as Portal, and place it in a SNES console's style, making it 2d, or redesigning some levels. You should not only convert the game into a different style, but also add some of your own stuff! You don't have to strictly stick to the limitations of the console, or the limitations of your game, but if you have the main idea there, and it is recognizable enough, then you're set!"
Hope this helps!
Nah, you're more than welcome to make a GB Studio game. It doesn't get more authentic than game ROMs that run on the real hardware. The only concern I have with making actual Gameboy ROMs is that you need an emulator to make them run, but since GB Studio can export directly to the web that's no longer a problem!
We have a faq on our Discord server, one of the questions is this:
What limitations do I have to follow?
You must follow certain restrictions, such as color palette, screen resolution etc. however it is more for the feel of the console. It must be distinctly portraying that consoles feel, but it does not have to stick to technical stuff such as storage space. It is mostly for the fun of it!
Hope that answers your question!We have an faq channel in the Discord server linked on the jam page, it says:
You must follow certain restrictions, such as color palette, screen resolution etc. however it is more for the feel of the console. It must be distinctly portraying that consoles feel, but it does not have to stick to technical stuff such as storage space. It is mostly for the fun of it!
Hope this helps!
Sorry for the late reply. The idea for the jam isn't necessarily to make a fully fledged game. It's more to just to make a short jam game, alternatively a prototype. Moreover it's easier for most people to spend a week on a jam than it is to spend a month. I do get that longer jams can be fun but I don't think it would fit this jam.
Hi Rosko, I happen to know some good resources you should look into.
Some standalone programs for making chiptune are:
FamiTracker: http://famitracker.com/
MilkyTracker: https://milkytracker.org/
Pxtone: https://www.cavestory.org/pixels-works/pxtone-collage.php
Some VSTs if you want to use a DAW:
https://transverseaudio.com/posts/best-free-chiptune-vst-synths
https://www.tweakbench.com/
https://woolyss.com/chipmusic-plugins.php
Hope this helps!
That's a good question. Assets made before the jam are fair game as long as you follow these rules:
1. You have the rights to use them.
2. Write which assets were made before the jam in your description.
3. Credit any assets you don't own in the description.
As for using older build ideas I don't see anything wrong with it so that's fair game too.
Glad you liked it. There is "technically" a checkpoint when you first pick up the toolbox but I get where you're coming from. I would've liked to add an outline to any object you'd interact with, but I thought of it way too late into development so there was not time to add it. The directions were made sparse for a reason, I wanted the player to figure out most of the stuff on their own. (Also a 9.999/10, I'm flattered)
Thanks for the feedback, I think the slow opening in the beginning is caused because I used WaitForSeconds in a coroutine instead of WaitForSecondsRealtime, the clipping audio is just caused by my own dumb code written at 5 am. Also, huge thanks for finding the bug at the end where you couldn't finish the game.