d612cb No.22682
All right, time to start the /agdg/ Mini-game jam. Are you a newbie who doesn't know much about making games? Or maybe you've never even tried before, but want to start? This shit is for you. We'll spend the next week making and perfecting a simple game to play, and all of us can work as a support group to solve problems as we learn what the hell we're doing.
This week's goal? Flappy Bird. How you make it is up to you, and any little twists on the game are welcome. If you have any questions about how to do something, feel free to ask. This isn't as much of a competition as it is a support group.
90f64f No.22691
>>22682
>Flappy Bird
Fuck.
I'll try my hand on it.
Game Maker was the engine we are supposed to use right?
d612cb No.22692
>>22691
Use whatever you want, but I'm personally trying to learn GameMaker.
d2c2c1 No.22693
I'm not really a newbie, but I want to try doing something with just C/SDL and flappy bird seems simple enough.
After this ends, maybe we could collect all the source code and put it all on a single github project and link it on the sticky so other newbies can learn.
0831e5 No.22698
Hopefully I can muster out enough motivation to give it a shot. I use javascript and HTML5, if I manage to do something, I'll release the code fully "open source" (un-obfuscated with full comments and everything) in case anyone wants to learn from it or tell me how shit I am at programming.
d82efd No.22703
Wow. That was easier than it should have been. Maybe I'll try adding more to it?
d82efd No.22746
>>22703
Added some poorly drawn Thwomps and side to side movement. Art is hard.
d82efd No.22747
>>22746
Whoops forgot my picture.
b79072 No.22757
100% newbie here.
>>22703
How do you make obstacles randomized?
Also, your BG is moving?
1830bd No.22758
>>22757
Place using scripting/procedure, not via room editor.
So, simplest form... increment a variable in Step event. When var is greater than some number, it's time to make a new obstacle. Obstacles should be sized to go offscreen vertically to allow any size you want. Then just make a new obstacle at a random y position, slightly offscreen in terms of x. Then keep scrolling room left.
When obstacle is off left side of screen, destroy it.
d82efd No.22763
>>22757
Assuming you're using game maker, I did it by placing an invisible object that uses two alarms. When Alarm 0 counts down, it places a pipe with an x value of just off screen and a y value of random_range(-400,-100), which is how varying heights work. Then alarm is reset. When alarm 1 counts down, there's a 1 in 3 chance of making a Thwomp.
And the background scrolls at half the speed of the foreground. Use the Hor. Speed box under the Background tab in the room editor to set that.
ca263a No.22903
Eh, spent few hours on writing some SDL wrappers before the jam, spend 20 minutes on this on Sunday this but couldn't post
I guess I'll polish it later today
761788 No.22904
No art, no score counting. How do you like them twists?
https://glot.io/snippets/e80zfybz0y
get your bully on, cause there's some fishy shit goin on in there.
Made it pretty customizable though with all these consts.
761788 No.22906
Should we collect some ideas for the next game we make and strawpoll it?
f3207b No.22909
7ee302 No.22911
>>22906
Maybe some sort of board game with AI?
b24e51 No.22945
>>22909
Seconding this, the bare necessities of turn-based, procedural generation and hunger system are not super hard to do, but there's still a lot of room for individual improvement.
9858d4 No.22951
65c049 No.22953
>>22906
We should do this shit weekly. Little projects to keep us fresh, probably Sunday to Sunday, with a fresh strawpoll for the next game going up with each game, so we can start immediately at the end of the previous jam.
Beyond Flappy Bird, ideas that come immediately to mind for cloning:
* Simple platformer, like Mario.
* Marble maze game.
* Running stages from Lawnmower Man for the ballsy.
* Robot Unicorn attack (or generally any infinite runner)
65c049 No.22956
>>22953
Oh, Breakout as well.
7ee302 No.23059
It's been a nice week of doing nothing, I guess. I agree we should do this kind of stuff weekly.
Apparently roguelike got the most votes, although I don't like the idea of 7DRL. We should have an official start this weekend.
b25824 No.23063
So make game like roguelike game make? Just like make roguelike?
So we're starting this weekend then?
7926d0 No.23075
>>23063
Yes, let's start exactly the same time as OP posted to avoid timezone confusions. When that time hits we start making whatever's the top of the list and make a new strawpoll for the next week.
Also since this isn't a competition should we welcome any late contributions and questions about previous games?
It's not like we have too much traffic and someone might still have questions to those who made their entries, especially since entries are often posted at the end of the week.
41ca05 No.23078
Don't you guys think roguelike is both a little broad in terms of what it could be, and in terms of scope? Pretty ambitious.
Should maybe go with rogue/nethack style (classic Roguelike, text-based or tile-based) and with a very simple goal.
Keep in mind that procedurally generating rooms is not a simple problem, and not an easy one to cut your teeth on. Would recommend jamming on a few more games before approaching this one.
Unless you're talking about very very simple combat and no procedural generation. But yeah, this seems way outside the scope of 1 week to even get something worth showing.
f81357 No.23089
>>23078
It's maybe broad but it's not overly ambitious.. it's just kind of like a framework you put over a genre.
Like, a roguelike platformer means Mario with 1 life and then maybe a few other things like upgrades, some procedural generation, etc.
I think Roguelike is a fine theme.
And you don't have to have all the staples, you don't NEED procedural generation. some people might say this doesn't count, but who cares, make the game for fun
I think I am going to make a 3D space combat roguelike since I already have much of that for my space game
65c049 No.23090
>>23075
Saturday, noonish.
I'm on board.
65c049 No.23091
>>23075
And not a strawpoll. Use a dynamic poll so people can add options as well.
Something akin to: http://www.rkursem.com/poll/view.php?id=13bb21fa5214fdafc
353edd No.23092
b24e51 No.23099
>>23078
>Procedurally generating rooms is not a simple problem
There are a lot of resources out there to help though, and just reading about how some people implemented theirs is a good way to get started. I like the example here https://github.com/mizipzor/roguelike-dungeon-generator which isn't difficult to do if you make a grid based dungeon and even if you don't follow the code in the git you can read the logic.
>>23089
>it's just kind of like a framework you put over a genre.
That's a bitch way out and you know it, for consistancy's sake I think we should avoid that kind of thing since it's not easy to compare results and help other anons out when we're programming apples and oranges
b24e51 No.23102
>>23099
Also the reason I personally was pushing for roguelike is because it is complex enough to merit a weekly jam. Stuff like breakout or snake are more of an afternoon-ly jam even if you're challenging yourself by avoiding gamemaker/unity
7ee302 No.23103
File: 1445052159874.jpg (224.46 KB, 1437x865, 1437:865, Linley's Dungeon Crawl 040.jpg)

>>23075
>Also since this isn't a competition should we welcome any late contributions and questions about previous games?
Kind of, but we need more or less strict deadline, it's the primary motivator
>>23078
>Don't you guys think roguelike is both a little broad in terms of what it could be, and in terms of scope? Pretty ambitious.
I agree, I think it's out of scope for now, but if we'll settle on a roguelike then we'll have to try and do this, I guess?
>>23089
>Like, a roguelike platformer means Mario with 1 life and then maybe a few other things like upgrades, some procedural generation, etc.
>And you don't have to have all the staples, you don't NEED procedural generation. some people might say this doesn't count, but who cares, make the game for fun
Yeah, sorry dude, but this isn't a roguelike by a mile then. Procedural generation is one of the defining traits of roguelike games and roguelike-likes or whatever. It's like saying "let's make a first person shooter but in third person and you don't have guns". I'm not against making a non-roguelike game, but let's not call it a roguelike then.
65c049 No.23110
I agree. A crude roguelike isn't hard to throw together in 5 or so hours. The simplest roguelike is:
* a simple dungeon generator with scaling difficulty and size (roguelike dungeons typically get bigger and harder as you descend), which is a few hours of work at the very most
* some simple RPG logic, which is mostly fine-tuning, setting up data handling and script-handling, again, only a few hours
* Some renderer and movement logic
Everything else is fluff. Audio, items, equippables, skills, anything beyond basic text output, magic system, real graphics, bosses, ending conditions (besides death), hunger, save games, etc.
It's all nice, but unnecessary for getting something basic up, and it can all be tacked on later when the game is functioning.
These jams are about learning and exploration, not about showing off or strutting and making shit you already know will be trivial.
If you're not going to challenge yourself and push yourself out of your comfort zone, why even do it?
And I don't think it's "too broad". I don't see a problem with some challenges being cloning games and others being making a simple game in a genre. I'm fine with one week being "make a platformer" and the next being "make a simple clone of the Game Boy Kirby's Dream Land with just one stage" or something. Copying existing techniques and exploring to develop your own are both valid ways to learn new skills and practice techniques.
Besides, a voting system (especially a dynamic one) helps ensure we won't be wasting time doing something retarded, because it ensures that the jam is something a majority of the people wanted to do.
7ee302 No.23140
Lemme check what time it is...
65c049 No.23146
>>23140
It's way past time, nigga. go go go
7ee302 No.23147
>>23146
I know, right? Just wanted to post a friendly reminder that week two has started and we're making a roguelike
If anyone feels lost, roguebasin has a nice collections of articles on roguelikes. It's also a good place to check for simple solutions of common problems you might face.
a87fa9 No.23149
>>23147
Just no respect for the poll >>23091
65c049 No.23150
>>23149
That's the poll for next week's jam.
It's got the dates in the title.
1f61b3 No.23151
What's the start/end date and time?
b24e51 No.23152
>>23151
Sat 10/17 14:35 8chan time - Sat 10/24 14:35 8chan time
1f61b3 No.23153
>>23152
Okay, so Saturdays at 2:00pm-ish
65c049 No.23154
>>23152
Suggest that we switch it to Noon (or even midnight between Saturday and Sunday) to make things less arbitrary and more evened out.
7ee302 No.23159
>>23154
>>23153
>>23154
8chan uses your system timezone, no? 2pm is 2am here for me
e6963f No.23160
>>23159
yes it does, just finish up at the time of the week you see in OP's post
>>23154
No reason I think. Any time is arbitrary.
65c049 No.23181
>>23159
Then we choose a timezone. UTC or Eeastern US time would probably be best.
>>23160
Just seems silly for me to be starting at 13:35 mountain time.
7cb124 No.23190
>tfw when I already made one in game maker some time ago
Here, have at it: http://fwinest-jedithug.github.io/flappyjon/
41ca05 No.23197
>>23190
We're onto the roguelike now, bud
ce4023 No.23249
>>23075
>>23216
I think you should allow late entries. As anon said, not a competition, and the entire point of the jam is to get people motivated to do a game
65c049 No.23254
>>23249
What do "entries" matter unless we're voting on these?
65c049 No.23259
Who else is currently plugging away at this jam?
Here, you guys can have a super secret sneak peak of my game in progress.
f81357 No.23264
MAKE A NEW THREAD WHEN A NEW ONE STARTS, FAGS
b24e51 No.23268
>>23264
Nah, agdg's too slow so we'd just be flooding the board with 10 post threads/
>>23259
I'm still working on my level generator. It kinda works, but the rooms it generates are boring so I'm trying to get it to convert some square rooms into winding hallways, but keep ending up in an infinite loop for some reason.
65c049 No.23269
>>23264
Just to corroborate the other anon, the oldest thread here's latest post is 5 months old. That's enough time for 22 of these jam threads. The board would just be filled with these and nothing else.
7683f3 No.23270
>>23264
no
I would even suggest making this one cyclic
000000 No.23272
Is this week still the rougelike jam?
b24e51 No.23273
>>23272
Yes, until Saturday at noonish (not really a hard deadline)
65c049 No.23274
>>23273
The deadline is Saturday at whenever o-clock.
7ee302 No.23276
>>23275
Kind of, got very basic mechanics working, two somewhat major things left: generation and inventory, maybe I'll cut the inventory. Also pathfinding is a bit off.
65c049 No.23277
>>23275
I have. I'm adapting an old rendering engine into a new one right now so this can be done in OpenGL before I start on the game engine, so I have little to actually show, but I'm probably going to start on the game proper tonight.
7683f3 No.23278
>>23276
>>23277
post code so we can bulli
65c049 No.23279
>>23278
https://gitgud.io/Taywee/openca
This is the project I'm adapting (downloadable at http://www.axfive.net/games.html).
https://gitgud.io/Taywee/roguejam is the current codebase.
Currently, it just is a menu. The main rendering engine is off in a unit test at the moment, and hasn't been merged in yet (because it's not actually functioning).
pls bulli constructively
7ee302 No.23280
>>23278
Maybe at the end of the jam, I don't know
I don't like the idea of publishing my jam code, it's written in a very small time frame and obviously has some technical debt
65c049 No.23281
>>23280
It's still valuable to publicly publish bad code.
You should get into a habit of putting all the code you possibly can public, and you'll improve much more quickly. Worst case scenario, nothing happens. Best case scenario, you can get some pointers and improve as a developer.
b24e51 No.23282
>>23281
On the subject of posting bad code, I just finished my level generator in python (it's missing stairs/enemies/items), if anyone wants to take a peek http://pastebin.com/zExPsYxf
e62568 No.23284
>>23275
I didn't get to start until last night, so I'm pretty far behind.
Just using placeholders and working on a nice lighting system, which is obviously the most important part.
Also made a handy 2D data structure to make data transformations easier, which is backed by a jagged array so its fast in C#.
http://pastebin.com/raw.php?i=4uAxZY8M
41ca05 No.23296
>>23280
Nobody will know it's you anyhow.
Also,
>You should get into a habit of putting all the code you possibly can public, and you'll improve much more quickly.
Definitely true. Also, by posting it publicly, you'll feel like you're doing more overall, and will focus your identity of yourself more as a programmer, while contributing to global understanding/development. Can't fucking go wrong.
0a9954 No.23302
Making a rogue-like seems interesting, to bad I've only seen this thread now.
I'll try to make something until Saturday.
d61938 No.23305
>tfw been working on a shmup
>realize it would be pretty simple to adapt into a roguelike
i might just enter after all
41e71e No.23310
>>23302
I think these jams should end sometime late on Sundays. That way, people who find out too late or are busy during the week can still devote their entire weekends to the jam, while not impacting the people that do have the time to work on their project all week.
not that I will probably contribute anyway. I got sidetracked by another project.
d61938 No.23311
>>23310
yeah i think people with actual jobs would like to do most of the work in the weekend
7ee302 No.23312
>>23310
>>23311
How does it matter? It's still the same week, you either work one day at the beginning, one at the end, or two days at the end or something.
d61938 No.23313
>>23312
people work harder when the deadline is closing in?
41e71e No.23315
>>23312
Because people with jobs spend the week brainstorming and getting boilerplate out of the way, so that they can give it their all on the weekend.
If you get a new project on sunday, you aren't going to have any time to think about it and will probably just do something else that day, when you could have made good use of that time polishing a game that's close to completion.
7ee302 No.23316
>>23315
>Because people with jobs spend the week brainstorming and getting boilerplate out of the way, so that they can give it their all on the weekend.
It's not like I don't know what people-with-jobs do, but yeah, Sunday sounds more natural, I guess we could start next jam on Sunday.
65c049 No.23327
I don't think there's any way I'm getting this roguelike done on time. Took me 4 hours today just to get my png loader working and my map rendering engine functioning right, and even that's not finished yet. (Libpng is a pain in the ass, and the documentation is almost non-existent beyond the main tutorial).
I forgot how much work raw OpenGL was.
7ee302 No.23343
Yeah, so, this is something, I guess. No random map generation, no inventory, just pretty bare bones.
C++ and ncurses. No code yet to bully because I haven't cleaned it up yet. Also gitgud can't into mercurial so I'll have to open my buttbucket repo and show you that I've written some code few days before the jam.
d61938 No.23350
>>23343
yeah i pretty much got the same thing
enemies will spawn with random buffs and will sometimes drop these on death
you can pick them up by getting close and they will stack on your character
other than that no random map just the one screen
and no difficulty scaling
souce code + executable http://puu.sh/kWRyg/0e773a66fa.zip
wanted to attach mp4 but it won't work
d6d325 No.23358
When is the next theme going to get posted?
d61938 No.23360
so what's the idea of this gamejam
is anyone actually gonna play the games posted
do you just post everything in the thread or somewhere else
is anyone even here?
7ee302 No.23361
>>23360
>so what's the idea of this gamejam
Learn how to get shit done, try out new tools
>is anyone actually gonna play the games posted
Most likely not because games we've been making so far aren't much fun. Also it's not really a competition for variety of reasons so there's no point in trying to compare the results.
>do you just post everything in the thread or somewhere else
Everything is posted here
It's quite poorly organized, we're just trying to get it running for now. /agdg/ is mostly a newbie board and in general is very slow to get a real "grown up" jam.
7ee302 No.23363
>>23358
I have no idea, it seems like we're about to fuck it up again. I'd suggest to come up with a theme before 22:00 UTC or something. I'd say fuck strawpoll because like 5 people did vote for a roguelike and seems like only one of them (openGL guy) actually tried to make one. I personally didn't vote for RL and I'm not sure about shmup guy so eh.
If we're going to do the next jam, I'd go for a snake or tetris game, it should be easy enough to make but leave enough room for improvisation.
Hard to make it a full-blown contest since there's not enough people and diversity of tools is pretty high. Maybe some sort of scoring system on projects finished? People don't namefag here it's hard to make it work either. Play each other's games? They're too short/simple. It seems like the idea of /agdg/ jam isn't going too well but I'm not really ready to give up yet. And ideas on how we could make it more fun?
d61938 No.23364
>>23361
>>23363
what's the point if no one is even gonna look at any of the games
7ee302 No.23365
>>23364
First of all it's done as an exercise. Personally I think it's kind of hard to tell what's the point of looking at each other's games at this stage.
d6d325 No.23366
>>23363
>>23364
The point of a game jam is to have fun and learn about making a game, it doesn't really have to be a competitive thing. Shilling on /v/ for more feedback on games or for more participants might help.
65c049 No.23367
>>23365
>>23364
Criticism.
We should be criticizing each other's work.
cf3d57 No.23369
>>23350
I can't play more than 20 seconds without it crashing.
It's also pretty tough to get to the powerups before they despawn.
cf3d57 No.23370
>>23369
hotwheels ate my image
d61938 No.23375
>>23370
yeah it keeps crashing randomly and i can't figure out why
i should probably fix that bug before i continue adding features
also the powerups weren't despawning they are being destroyed by projectiles or picked up by enemies, either way i fixed
cf3d57 No.23376
>>23375
>picked up by enemies
That's pretty cool.
d61938 No.23379
>>23376
yeah unfortunately i didn't really work out gameplay wise so i removed it
now only you pick them up by getting close enough
though when you die you take control of one of the enemies and then you can pick up powerups
updated version here if anyone cares http://puu.sh/kYoth/a66a0793ff.zip
you can teleport now with right click if you have the powerup
which doesn't have a sprite yet so you don't know if you get it
cf3d57 No.23380
Alright, I started this last Monday, so this has been a week of progress.
Only things in it:
Simple dungeon generation
Field-of-vision implementation (using raycasting, no working post-processing to fix its bugs)
An object system that is easily expandable
I used Love2D 0.9.2 and slither for classes.
Followed this tutorial: http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod
These articles helped for the fov calculations since I didn't use libtcod:
http://tech-algorithm.com/articles/drawing-line-using-bresenham-algorithm/
https://sites.google.com/site/jicenospam/visibilitydetermination
Drag the zip on to your love application to run it.
https://my.mixtape.moe/xpsygb.zip
d61938 No.23394
>>23379
im going to be performing heart surgery on my program so here is latest version http://puu.sh/kZIsj/3e19bce47c.zip
the game is semi functional now
every time you change screen the difficulty goes up
which increases the amount of enemies and the level of the enemies
65c049 No.23395
So we just still doing the roguelike?
I'm fine with that. I was going to finish it regardless.
d61938 No.23397
>>23395
yeah i wanted to finish it too
also i think rogeulike is complicated enough to warrant two weeks of development
cf3d57 No.23398
>>23397
Yeah, I keep finding new TECHNOLOGY to add to it. Currently working or Dijsktra maps.
65c049 No.23453
Who the fuck is still working on this shit?
Well, I guess I am.
I'm trying to get down a good dungeon generator that generates maze-like corridors. I'm just about done. Now what I need to do is dig the corridors into the rooms, do some pathfinding to be sure every room is reachable, and then backtrack the dead-ends a little.
And then comes the real fun of implementing enemies and a progressing dungeon, and the little RPG elements. I've spent way too long on this map gen and actual work programming.
The mapgen in progress for the curious: https://gitgud.io/Taywee/roguejam/blob/master/mapgen.lua
d61938 No.23456
>>23453
im still working on it too
but im doing some major refactoring and it will be at least another day before i start making actual progress again
afb8bb No.23464
>>23453
Any way to implement composite rooms? i.e rooms in L-shapes or the like?
65c049 No.23468
>>23464
Not with the current algorithm, though it's doable.
I'd have to do it by either allowing the room table to include other shapes, allow specific other rooms to overlap in certain situations, or in post-generation by selecting the wall between two rooms that are separated by a wall of width exactly 1 and randomly deciding whether or not to erase it.
I'll probably do the latter of the options.
309baa No.23493
>>23468
would make more sense to do the first, at least for future-proofing, if you have any intention of doing "room-generation" like most roguelikes, where randomly a predetermined structure gets plopped down onto the map
65c049 No.23494
>>23493
Nah, there's no problem with future proofing. I have the algorithm modularized in a way that tiles are dug in and their type is recorded. Rooms could be any shape and the rest of the script doesn't care about how they were placed or in what way, just which tiles are dug, and which ones are marked as "rooms". I could do it post-hoc without trouble, the only concern is that for the maze-generation to work, rooms have to be odd-number aligned.
26064c No.23498
Are we ever going to get a new theme?
d8bbec No.23500
>>23498
Suggest one, then make a poal.me with the suggestions so we vote.
Suggestion: RPG Battlesystem. Can have teammembers, magic, items, timed attack/defense inputs, whatever you can think of and think you could implement in a week.
fee4d3 No.23501
f47ce4 No.23522
>I wanna finish my roguelike
Then do so, but don't make it the theme of the gamejam again. It's supposed to be a mini-jam so you can focus on a new thing every week, dammit.
fee4d3 No.23525
So I guess we start on the RPG battlesystem now?
7ee302 No.23534
Not having any deadlines is a good way to finish nothing at all because you get used to the fact that you can stall everything
fe5bdd No.23536
>>23534
The solution is obviously to have a poll on when the poll closes. :^)
Or just pick one of the top two now and work on which you want.
8fd00d No.23537
Hey, that mini game jam seems interesting but I already feel those projects are too big for me.
Is there somewhere a suggestion list off small projects, game oriented? Something like this pic but not a roulette. Rather something with progressive difficulty to go through and earn xp.
I've had some fun with Project Euler and Rosalind but they are math and bio-chemistry oriented. Is there something equivalent for games?
65c049 No.23558
>>23534
I agree. I've been seriously slacking on my roguelike, and it's probably because it's been a little too lax. I'll probably finish it, but to consider it a part of a "weekly jam" which went over deadline by a full week seems a little disingenuous, as proud as I am of my present mapgen.
Real deadlines are a good thing.
a87fa9 No.23572
I still have these left over from the humble bundle.
I've been thinking about giving them out as a prize, but i'm pretty sure everyone already has it by now
d1b525 No.23614
>>22682
any jams going on this week?
65c049 No.23646
>>23614
Looks like it was supposed to be an RPG battle system.
7ee302 No.23669
>>23572
Well, I don't have it. If for some reason you won't figure out how to get rid of those, we can barter or something, I have bunch of spare keys.
7ee302 No.23709
Hate to admit I've been slacking off these weekend, it seemed like more or less a game design thing than actual "implement this and this", I didn't want to go for blatant JRPG combat system so I "took my time" thinking about it instead of implementing something. I guess I'll post something more or less shaped during next week.
So, how everyone else is doing? Is the jam dead yet?
f81357 No.23712
>>23709
It's just poorly organized. You're never going to get much out of this when it's just posting randomly in a random thread.
Like I said a new one should be made every time, so it is organized with the most important info in the OP and there is a fresh start to organize and discuss
I realize there isn't a lot of posting on this board but that doesn't mean this still works as a thread. It doesn't, I specifically don't take part in these because I either never notice, or don't realize there's a new one going, even though I use /agdg/ as my 8ch portal to remind myself to JLMG
So my suggestion is archive the old threads and every time there's a new post, link to the archive of old gamejams. Then delete the old threads and have a new one for the currently started gamejam
d61938 No.23713
>>23712
seems like a pretty good idea
also maybe it's not a bad idea to post the mini-jam threads on /v/ since it would be more active there
also a lot of these mini-jam subjects are good for first/ starting devs
7ee302 No.23714
>>23713
To be fair we have yet to finish a minijam with a playable something, I don't understand how /v/ is going to help
65c049 No.23721
>>23712
I disagreed initially, but this seems like a good idea. It's more organized, more focused, less general, and would garner more interest as well. If it floods the board, it only pushes off threads that are months dead anyway.
d61938 No.23730
>>23721
just delete the old thread after the jam is over and the flooding won't be a problem
6017cd No.23732
5716f0 No.23868
>>22682
sorry guys the happening was too big this weekend, I couldn't do it ;_;
c58903 No.23872
>>23868
None of us did it, anon.
98a136 No.23877
>>23872
We did something, the theme was utter shit though and we were trying to cram RPG where RPG didn't go.
d61938 No.23893
so the last agdg minijam ended yesterday and i can't find anything about a new one /agdg/ and i kind of want to start another one
i think ill make new thread on /agdg/ and a duplicate on /v/ when we get a new theme
https://poal.me/jz003e i made a new poll for the theme you can add your own answers if you can think of something better
should have probably done this sooner i don't think i should start the thread before we get a good theme
last theme was fucking retarded
c58903 No.23894
>>23893
>3 votes for "just let me work on my rougelike"
Holy shit do you guys even know what a game jam is?
8fd00d No.23897
Mostly lurker here.
I suspect that most of us are pretty noob at game dev. I think the tetris one would be a good test cuz nodev like me can give it a try in console. If something as simple as this doesn't bring any playable prototype, we can declare this place hopeless.
I'm thinking about creating another thread for very simple projects where we can share codes. Simple games that can be done in ascii. What do you think? Any other lurker would be interested?