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Terran

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A member registered Jan 09, 2020 · View creator page →

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Yup! Those are fine too.

That's all Hammy and his CSS magic! I have no idea how it works :D

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!

Yup! You can mix and match game ideas.

Yup! You can make your own story if you want to.

You can do that, but it doesn't make that much sense time wise. Since you only have a week to make an entry I suggest focusing on making one great entry instead of two good ones.

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!

That's no problem. As long as you make your game feel like an Atari game and you follow the console restrictions go right ahead!

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!

Yup! It doesn't get more authentic than an actual working ROM file. However many people tend to not play jam games you need to download, so for a game that would need an emulator to run you'd probably not get many plays, sadly.

Yeah that's fine, go right ahead.

My suggestion is to avoid infringing IPs directly, so don't put "Mario" or "Final Fantasy" in the title or game. You can probably mention them in the description but I'd be extra cautious with very protective companies (Nintendo, Square Enix, Zenimax, etc).

PLATO is 100% fair game. Any consoles/computers released around/before the listed consoles are also fair game.

What do you mean by ns? I'm a bit lost.

Yup, you can use whatever tool you want.

That's completely fine, as long as you follow the requirements & guidelines you can use any game idea at all.

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Yup! As long as your chosen platform allows it, as an example: a 3d game on an Atari 2600 wouldn't make much sense since it's not powerful enough to do it.

I don't see why not, just make sure you follow the requirements & guideline.

Kalyen is right. You can start planning your game whenever you feel like it but you can only make it during the jam period.

Yup! The Game Boy is 100% fair game.

You can redesign just about any game idea at all, just be sure to make the idea your own in some way.

Yeah that's fine, just make sure to say you used PICO-8 in your description.

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!

Yes! You can make a game in any way you want as long as it meets all necessary requirement and people can play it.

I forgot to add that you can only use general purpose assets, so things like character controllers.

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 to hear the game is tense, that means I must've done at least a decent job with the spooky parts. Thanks

Thanks for the feedback. The text speed seems to be a common dislike in my game, though in case you didn't know you can skip the typewriter animation by holding down E.

Glad you like it. I really wanted to fix the choppy camera tilting, but after an hour or two I wasn't successful, and at some point I just needed to call it quits and continue with the rest of the game.

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 kind words, I spent a lot of time on immersion so I'm glad to see it paid off.

Very true. I was gonna add the ability to run but I ended up not doing that, it would used up too much development time (Largely due to my spaghetti code).

Glad you enjoyed my game. It was kinda hard to get the text to feel right and even then not everybody would like it.

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.

What a coincidence me and PouPou used the same music and genre. The beat bar is a little janky because I couldn't find any good way to make sure it's 100% in sync with the music, so I had to settle for something less than ideal.

Glad you enjoyed it!