Hello, this jam requires you to submit a video game that is free to play in the browser on itch.io. Your game does not meet this criterion and has been disqualified from the jam.
xenobrain
Creator of
Recent community posts
First, congrats on shipping a tiny game!
Looks like you used BlitzBasic
I was definitely amused by the art and music
I’m sure you’re aware collision detection is a bit glitchy. There’s a few other bugs too, but the game is indeed completable.
Also the game speed seems tied to refresh rate. It ran too fast on my 165hz monitor.
What would be really appreciated is a way to quit the game before the ending without having to kill it in the Task Manager
This is specifically a Dragonruby game jam.
The engine’s creator has made it free for a limited time around the start of the jam.
We’ve also made the jam long enough that people who have no prior experience with the engine can have an opportunity to learn it.
Folks experienced with code-focused frameworks like LOVE, Pico-8 and Raylib should feel right at home, though the community does have some people coming from engines like Unity and Godot.
We hope you download DragonRuby and “kick the tires” a little. If it feels good to you, please join our very, very friendly Discord where we’ll give help and lots of encouragement!
If it’s just not for you, keep a lookout for our team’s next jam, 20 Second Game Jam which will be returning in Nov-Dec and will be open to all engines
Below are links to tutorials that take a deep dive into making things boingy. They are sorted from simple to complex so be prepared for some heavy duty math as you get near the bottom. If you want help with maths stuff, come see us on the DragonRuby Discord and head for the #math-physics channel.
Tutorials
Build a simple 2D physics engine for JavaScript games https://developer.ibm.com/tutorials/wa-build2dphysicsengine/
Collision Detection and Response https://www.metanetsoftware.com/technique/tutorialA.html
Newcastle University Game Engineering - Physics https://research.ncl.ac.uk/game/mastersdegree/gametechnologies/physicstutorials/
Rigid Body Dynamics http://www.chrishecker.com/Rigid_Body_Dynamics
Game Physics Series https://allenchou.net/game-physics-series/
References
These are the resources that almost everyone builds on. They can be tougher to learn from but it’s the most definitive information
Dirk Gregorius. March 2013. “The Separating Axis Test Between Convex Polyhedra.” Game Developers Conference. http://media.steampowered.com/apps/valve/2013/DGregorius_GDC2013.zip
Dirk Gregorius. March 2015. “Robust Contact Creation for Physics Simulations.” Game Developers Conference. http://media.steampowered.com/apps/valve/2015/DirkGregorius_Contacts.pdf
Erin Catto. GDC 2005. “Iterative Dynamics” https://box2d.org/files/ErinCatto_IterativeDynamicsSlides_GDC2005.pdf
Erin Catto. GDC 2006. “Fast and Simple Physics using Sequential Impulses” https://box2d.org/files/ErinCatto_SequentialImpulses_GDC2006.pdf
Not speaking for the host, but there is some general guidance on this topic that applies to most game jams.
If you’ve been coding for any length of time you’ll have a library of fairly generic functions you’ve written that apply to multiple projects. Maybe some of those functions were “borrowed” from stackoverflow originally. Some might be fairly large like a grid drawing and querying system or an animation system if the engine doesn’t provide one.
Bringing in the grid or animation systems is typically fine in most jams (not Ludum Dare), but a larger system that also includes character movement, and pre-programmed abilities that is nearly a playable game already, is not.
If it’s code you feel like you have to ask about–don’t do it
Thanks for playing! There are quite a few known bugs as I was unable to work on the game during the last week and had to ship it unfinished. I haven’t seen the scoring issue mentioned but I have a good idea what it might be,
The game is absolutely inspired by Bubble Bobble, good catch! As I continue working in it, I will be bringing more ideas from that game
Took me about 10 tries in all. Felt extra punishing since it’s doesn’t auto restart when you die.
Physics feel good, nice balance of momentum and friction. The actual platforming is forgiving which is nice taking into account the other obstacles since it let’s you get some nice forward momentum going. Who knew snails could move so fast?