to anyone with other published games, i assume the obvious has already occurred to you - that you should reserve a few minutes to insert some promo into your jam - but i’ll mention it anyway just in case it hasn’t
I don’t know if @adrianm has filled out a Case Study or Featured App form, but it looks like the type of game I’d like to feature!
https://coronalabs.wufoo.com/forms/case-study-app-submission/
https://coronalabs.wufoo.com/forms/showcase-app-submission/
Rob
We got our first submission!
Congratulations authorwjf for Patience! That’s a nice game you put out there.
You can try it out here:
https://itch.io/jam/corona-blitz-2017-01/rate/132583
Oh! We got some coverage
http://ultimacodex.com/2017/04/corona-blitz-2017-chose-virtue-as-a-theme/
@Rob happy to discuss my journey with Corona in the making of Designer City - it has been a long but enjoyable one! No I’ve never filled out one of those forms but I’ve just done it.
Feel free to reach out to me on adrian@spheregamestudios.com if you need any more info.
wanted to +1 this before i forgot.
(though a total characters limit might work better, because “;” isn’t needed to do run-on lines)
but runs the risk of becoming an obfuscated code contest instead!
I must have totally misread the rules (or they changed after my initial read) but, question: I’ve been keeping track of “art time” (and “sound time” too), but on re-read none of that appears to count, “only thing that counts…is coding part”, right? That is, it sounds like “any assets…that you create” aren’t part of the time.
Not that I have an artist on-staff to take advantage of it, and it’s too late to change anyway, but… having a few extra minutes that I could “restore” that I had previously allocated to art might come in handy. thx
- Thinking of an idea, designing your game or testing gameplay does NOT count against your 4 hours. Only thing that counts as your 4 hours is coding part.
- You CAN use any assets, libraries and plugins (except “Remove Splash Screen” plugin) that you create, rightfully own or have the right to use it with appropriate licenses but you have to state the corresponding licenses in your game page and your binary.
Well, I detailed the rules a little bit after we started. The 4 hours is for coding only so yes, you can restore your art / sound minutes.
Alright, the game I’m going with this time around is “Save Everything”.
You start with a house, the house catches fire, the fire spreads, and you try to rescue things from the house.
In the end, you can’t save everything. So you try to maintain virtue in the decisions you make about what to save and what to abandon. This becomes increasingly difficult and complex as the constraints tighten.
Probably way too much for four hours, but hopefully I can pound out a basic concept.
my submission is done: Fall From Grace
(so hard to use the word “done” in this context but i’m out of time so it’s “done enough”)
@dave This is super cool. And really impressive for just four hours. Also enjoyed looking back over the devlog. Nicely done.
@davebollinger Love it! I’m looking at your devlog too, nice! How did you assemble the skeleton, did you use Spine?
@bgmadclown Your choice of a challenging theme is bearing fruit. I like seeing all these creative minds at work.
My shading and physics/trig libraries are quite challenging for all Android devices - especially for the older and cheaper models - so as I’m at the 4-hour mark, I’m going to have to go into overtime to make an Android “dumb-down” module to reduce the load by detecting device. This means that I’ll probably add yet another plugin (Device by Pelagic Games) to the mix. I’m going for the most-plugins-used award!
Here’s a preview
@brainofsteel, looking forward to it!
@Dave, congratulations Dave! Nice game with your “programmer art”
@sharp100, I just started trying the new submissions and I agree with you. They are pretty different from what you can see at a traditional game jam. Looking forward to your submission. There seems to be something weird cooking there, too :)
I’ve been pretty impressed by what I’ve seen and we’re not done. I’m almost embarrassed to share what I did…
Rob
I did not get finished…, but I did post where I ended up and for 4 hours I’m pretty happy. Everything (art, design) was done in the same time frame as the development. I did have a little help from one of our devs (Scott) who looked for card art and added them to the card template. Even f i took my art time out, there was no way I was getting to anything “game like…”
https://ponywolf.itch.io/virtue-and-vice
I also did a timelapse so you could see where I spent my time. The timer got paused (accidentally) in the middle but I pushed it forward after we got back from lunch
And here’s the source. There’s a decent drag-drop to a slot module in there.
https://github.com/ponywolf/corona-blitz
Oh well, it was a good exercise for sure…
@Rob, same here.
@no2games, I can’t seem to run the .exe successfully. I managed to see what you’ve done from GitHub code but all I see from .exe is a black screen. I thought you should know that.
Other than that, the animations look really nice and smooth. Also, making it open source and sharing a timelapse, thank you for that
I took the liberty of extending the jam time to use weekend period. Waiting for more entries
@no2games This is great. FWIW I got a lot out of watching the art creation as part of the workflow. May I ask how you did the time lapse video?
Damn, I have planned to do this through the week, but I ended up starting this evening
Still have some things to finish, but I am sure to finish before deadline and before reaching 4hrs…
Even though the idea got far less complex then I intended…
@bgmadclown That’s so weird… it runs after building, but i won’t run on the second launch. I’ll try moving to a newer build of Corona and re-post
@brainofsteel It’s just OBS with a 1 frame a second frame-rate.
@krystian6, I’m pretty sure you can make it work before the extended deadline
@no2games - great concept/style/design, looks sweet!
@sharp100 - yours is looking great too!
as for tools used, it’s all Illustrator, scripted, emitting lua code - image sheet spec, physics export, image export itself. it may be the wackiest tool chain ever invented, but it works for me. :) I can CODE with Illustrator, I just can’t DRAW with Illustrator! but fe it saves me time exporting ~20 individual images, just to fight with Texture Packer to get them all reassembled, instead I just do it “in-place”. example (showing normally hidden image sheet and physics layers)