Nuts! I was sure I saw a note saying no external libraries. Sigh…
Oh well, what is done is done. It was still a fun exercise.
Cheers,
Ed
PS - Lesson learned: “Re-read the rules before starting to be sure you have them right!” :blink:
Nuts! I was sure I saw a note saying no external libraries. Sigh…
Oh well, what is done is done. It was still a fun exercise.
Cheers,
Ed
PS - Lesson learned: “Re-read the rules before starting to be sure you have them right!” :blink:
Yes, originally there were to be no external libraries but it changed when the event went to itch.io and the final rules were listed. It’s a little funny that I got to use a bunch of SSK in my app while the creator of SSK had to slog through arduous lines of raw code
Maybe the experience inspired some new SSK modules?
There is a certain irony there…
Hmmm… so I did put my submission out there. (https://graham-s.itch.io/virtue-tic-tac-toe) but I did run into a slight hiccup.
I did a build for MacOS, (no prov.profile) and it built fine. I tested it on 3 Macs. No problem.
Why do I NOT get a Corona splash screen? I don’t own the ‘remove splash’ plugin, so I didn’t take it away. Is it because it’s OSX?
I didn’t get much choice other than leave it as is, but I’d like to know why it doesn’t show. (Or Corona might )
Edit: Most was up and running in about 3.25 hours. No external libraries. Some scary looking copy/paste code
On the same topic, but a different aspect. I’ve written many apps in Corona but not many that I’ve needed to build and none away from Apple.
While stuff ran fine in the simulator I had a lot of trouble with the build version not looking right, sprites in wrong places etc.
Eventually I abandoned the PC/apk effort as I was running out of time, but it was an eye opener.
Lots more to learn.
@graham07 I had similar experiences with Android builds and I realized that I wasn’t using
[lua]
display.viewableContentHeight
display.viewableContentWidth
[/lua]
I was using one other display measures for object height and width. Hopefully, it’s something that simple for you too.
Hey again,
thankfully there’s still time and I was able to remove a print statement which crashed my game from time to time
I’ve also pushed the source code to:
It is done!
The game took me just about 4 hours to make. (Just coding)
Overall I needed some 12 hours, with making the map and getting used (or not) to the ponyblitz template.
I uploaded only an exe file, as I could not get it to work on ANdroid. File permission/folder_structure/wtf problems
Maybe I will get this done tomorrow.
Overall it was a great experience!!
https://dev-ze.itch.io/jetjumpingvirtues
Looking forward to have a look at the other entries, saw already some great looking stuff out there.
Anyone having trouble with ponyblitz on devices only need to change a couple of lines to the tiled map loading…
Replace this…
local data = json.decodeFile("scene/game/map/yourmapname.json")
…with this…
local filename = system.pathForFile("scene/game/map/yourmapname.json") local data = json.decodeFile(filename)
Hopefully that helps
Yes, this was the first part, of the problem for me, second was a wrong linked image in the exported json file (pointed to my local image sheet, *stupid me*) but the third part of the solution was in the ponytiled.lua file itself, line 95 ish, I replaced this
return graphics.newImageSheet(dir .. tileset.image, options )
with this
local imageFile = dir .. tileset.image if system.getInfo( "platform" ) == "android" then imageFile = system.pathForFile( "scene/game/map/tmw\_desert\_spacing.png", system.ResourceDirectory ) end return graphics.newImageSheet(imageFile, options )
This only a solution for this specific game, as the image file is hard coded (game jam hack;)
I am building on a windows machine. and if I use the pathForFile line without the check for android, the code crashes on the simulator.
Anyway, this solution was not really tested and could have other sources of problems as well…
(I actually could build an apk file now and I already uploaded it to the itch.io page. This, however, was done after the deadline and should not be taken into account for the contest…)
Maybe I should look for a way to override the image directory too…
Hey friends,
Here’s my submission:
Save Everything.
https://brainofsteel.itch.io/save-everything
This was a blast. Can’t wait to go check out everyone else’s submissions now!
The Blitz is now over!
Thanks to each and every one of you for your contributions and the interesting games you’ve built around this theme.
Now, it’s time to VOTE for your favorite game! Send it to your friends, post it on your pages so everyone can vote!
My personal thoughts…
One thing this jam highlighted is the massive differential between timescales (I personally am end-to-end in 3 hours yet others are pushing 12 hours). I’ve seen all the entries and there is clearly a vast (visual) gap between the entries - this was my original point about banning existing libraries and assets. Hey, even Ed didn’t use his own libraries when others did!! It’s like playing golf against Tiger Woods, yeah he will win, but factor in your handicap then it’s game on.
I think it is only fair that someone from Corona - like Rob - makes the call as he can evaluate code v time v existing libraries/assets used and make an impartial call. Speaking of which, Rob, which was your entry?
These events should highlight the positives of Corona and not put off up and coming developers. If the entire Corona developer base only managed 15 completed entries (which is real sad) then clearly the vast majority of devs were put off entering and I would wager that they thought “hey, I’m new and I cannot compete with established devs”. Thus my point about banning all existing code/assets and my “build it from scratch” philosophy - it levels the playing field and then everyone feels they have a chance a “winning”.
My entirely unprofessional (and totally satirical - if you are in anyway offended it’s just light hearted British humour!) summation of the entries
tidy UP - utter drunken genius obviousy but such a trashy game - Note to self, must do better!
Save Everything - cool retro game - not entirely sure the point
Eight virtues - didn’t really get it tbh
Road to purity - like outrun (but without cars or music or corners)
Brave - 2D minecraft without a torch (or mining or crafting)
Jumping Jet virtues - bounce around a word and don’t fall off… Jet Pac spelling!
Virtue tic tac toe - not fooling anyone its just tic tac toe (in Orange)
Fall from grace - fall down a random landscape and not get burned - quite cool
Virtue in game design - Not sure if Ed is being philosophical or not but we don’t do this for virtue… its all about the $
9. Vir Tiw et Lupus Fenrir - I’ll admit this one went over my head
Floss - AKA plugin hell! Sure Oral B bods will be queuing up for the license
Courage - KILL THE CHICKEN… Oh he’s round… hey KILL THE CHICKEN
12. Colors of Virt(h)ue -sure I seen this somewhere before… oh yeah the app stores!
13. Virtue and Vice Prototype - if only you had more time this would of been the killer app for sure! (Not joking - this gets my vote)
15. Balls of Virtue - cool two player vibe
This post is just a bit of fun and please don’t take offence or a fence - as I quite like my fence.
Well first, our host (round of applause for @bgmadclown!!!) decided against making this a formal competition. So I’m not sure I have anything to judge, but if that’s the will of the people, I’m certainly open to providing some critique and picking a best in show if @bgmadclown wants me to.
Where’s mine? Just in case I’m asked to be impartial, I decided not to submit one.
Rob
Actually, that was a choice that I made to encourage more people to join in but it may have failed big time. Also, that was the reason why I didn’t want to turn this into a contest. Maybe if we had a prize at the end like Rob offered, there may have been more participants and more games completed.
On the other hand, I’m not entirely sure if all the participants(42 was the last number I guess) were involved from the start. Considering the number of followers in this topic(now it’s 18) there is a chance that the number of involved developers were far less than it was listed on itch.io.
In the end, those are all assumptions. I guess we have to talk more on this to make it work better.
@Rob, thank you It wouldn’t have been possible without your support!
As always, I’m open to critique and any feedback which I think is or should be the heart of any game jam. So, yes. If anyone is willing to make things better or host another event in the future, let’s start talking!
Thanks to Adrian for his comments in this thread, I think there’s a lot of fair comments raised and valid opinions. I like his reviews B)
Per the quote above, I somewhat fell in that category There are a LOT of talented devs in this forum (you know who you are) and I know I can’t compete. In fact I sat for most of the week just watching. However, I then figured that I’d make this attempt for me. I wasn’t sure if I’d be able to get anything up and running in 4 hours. OK, so I just picked tic tac toe and badly incorporated the theme, original no, but still a challenge for a newbie.
The fact that I got it all up and running in 3 hours impressed myself. Which made it worthwhile #1. The code was far from normalized and I knew it, but doing it with tables would have cost me precious time since tables drive me crazy!
For worthwhile #2, I learned that creating the binaries created a whole host of new problems I’ve never experienced and will need to focus on if I ever release something else :). Sprite positioning went haywire, resolution caused headaches etc. But that was a good thing as I learned something.
So, it wasn’t about winning or losing, it wasn’t about impressing anybody. It was about participating in my first (hopefully not last) jam, and have some fun doing it.
For our host (thank you to bgmadclown) I would suggest better rule clarity moving forward.
Ambiguity around the plugins/templates etc was unfortunate. (Ironically I’m a huge fan of SSK but didn’t use it (didn’t need to) and found it quite ironic that Ed missed that memo. (it WAS no plugins at one point)).
The theme was OK, but some would prefer something more material, but I really don’t think that should throw too many people off.
Time: 4 hours was OK, albeit tight. In my limited capacity I was able to pul lit together (once it took me that long to get a sprite on screen and move it ), I’d like to see a full day effort too.
Keep it up, and I look forward to future jams.
I loved the theme and I loved the experience. We got some wonderfully wacky results that I’m not sure they would have been quite as clever and esoteric if the theme were “castles” or “donuts” or “cars”.
I appreciated the time-limit as it broke me out of my usual “over-do-it” tendencies (if you can all mashing up a half dozen plugins not over doing it ). It was a different sort of code I wrote under pressure and I think it will benefit my future programming.
I’d gladly help with the next one. I imagine a prize would improve the turnout - even if it were a small token of a prize. We could all pitch in a few bucks for the winner to spend on the Corona Marketplace.
And now as a special thanks from Corona to all of the participants: +1 year enterprise subscription [or until it will finally get free].
I’m up for one since I just ran out