@BenMcLean: thanks for the feedback! You're right, the lettering on the x360 is a bit washed out. I think I was trying to mimic the 'clear shiny plastic' look on the actual x360 controller buttons. In hindsight, they probably would benefit from more contrast on the letters. Of course, re-coloring them should be no big deal. Just for fun, I went ahead and re-colored them to Dawnbringer's 32 and 16 color palettes. The Y is still a bit tough, but the other buttons are indeed much improved.
Just a thought, but if your main desire is to make the music, want not make a game where the music is more central to the experience? Like a dancing prancing knights game or something?
I don't want to discourage you, but I do think any kind of city/empire building game would be difficult to create in the time frame you suggest. At least for me personally anyway. I'd also add that it seems like a large commitement if your main interest is in composing music for the game.
I suppose even if you kept the same genre you could still work out a way to make it more directly about the music. Something where you control the towns people only indirectly by choosing what music to play. Fast driving music makes them work hard, slow jams make them procreate, etc. Part of the challenge would be recruiting new bards to come to town which would bring new song/instrument options with them. Well something like that anyway.
I guess my overall advice would be, if you really are mainly interested in making the music, then I'd try to make the game about the music. Otherwise, you're going to spend alot of time making the game and not much time doing the thing you want, making the music.
Wednesday, August 23, 2017 - 07:04
This stuff is all amazing!
I hate to be 'that guy', but I've got to ask, why GPL and not one of the CC licenses?
Not trying to second guess your choice, however you want to share is fine with me. I actually ask because I have a long running project to update/re-write the submission guidelines and license FAQ, and the general take I've been going with for GPL licenses is 'these are designed for code, they are included on OGA to cover legacy cases, don't use unless you know exactly what you are doing'. So I'm sort of checking if that's the right or if you have a different take on using GPL for art assets.
@VinnNo.0: Wow! That's pretty amazing to hear as not only was 'WitchyBizness' one of my favorites from the jam, I also thought it was among the most polished entries. It certainly had more shine to it than my effort! Really liked how the opening menu was 'playable', very nice touch! Great job especially for a first ever public showing, keep at it, I think you've got touch! :)
This set is awesome! Not only do they all look great but you've really shown alot of creativity with what is normally considered among the most generic of RPG monsters! Great work!
Yay! Congrats to Red Voxel! That was well earned! Arrows of Love really had it all, a great concept and solid execution!
And congrats to everyone else, you guys really did a great job showcasing all the different things that can be done with all the wonderful art up here on OpenGameArt!
Finally, I'm not sure on the ettiquite around such things, but I just wanted to toss out MedicineStorm's "Celestite" as my personal favorite from the competition. Really cool idea, would love to see it developed further! There's something very satisfying about working out the right path for those cosmic lasers!
Played and rated everything. Lots of good stuff! You guys all did a great job! Special thanks to chasergaming for setting everything up!
I thought the itch.io interface worked really well. Very smooth, had never thought about how an online game jam should work, but they seem to have gotten it just about right.
My only feedback on the jam itself would be that next time we should find some way to let the public writ large vote. Perhaps some kind of 'People's Choice' award of something. I am guessing there's alot of ways that could go horribly wrong, but at the same time, it'd be great if non-contestants could participate somehow. There are lots of folks on OGA who only do art, or just wouldn't have time to make a game for the jam, and it would be great to include them in the process somehow.
Oh dear. In my entry credits are just shown when you quit/close the window. They're just sort of tossed up and you can either watch them or hit escape/close window again to quit right away. Hope that's enough. Honestly I only did it this way because I was crunching and ran out of time to do a proper title menu with a credits option. Of course, full credits are also listed in the readme file.
great stuff! You guys are making me hungry! :)
nice work! You make that NES palette sing! :)
@BenMcLean: thanks for the feedback! You're right, the lettering on the x360 is a bit washed out. I think I was trying to mimic the 'clear shiny plastic' look on the actual x360 controller buttons. In hindsight, they probably would benefit from more contrast on the letters. Of course, re-coloring them should be no big deal. Just for fun, I went ahead and re-colored them to Dawnbringer's 32 and 16 color palettes. The Y is still a bit tough, but the other buttons are indeed much improved.
Just a thought, but if your main desire is to make the music, want not make a game where the music is more central to the experience? Like a dancing prancing knights game or something?
I don't want to discourage you, but I do think any kind of city/empire building game would be difficult to create in the time frame you suggest. At least for me personally anyway. I'd also add that it seems like a large commitement if your main interest is in composing music for the game.
I suppose even if you kept the same genre you could still work out a way to make it more directly about the music. Something where you control the towns people only indirectly by choosing what music to play. Fast driving music makes them work hard, slow jams make them procreate, etc. Part of the challenge would be recruiting new bards to come to town which would bring new song/instrument options with them. Well something like that anyway.
I guess my overall advice would be, if you really are mainly interested in making the music, then I'd try to make the game about the music. Otherwise, you're going to spend alot of time making the game and not much time doing the thing you want, making the music.
This stuff is all amazing!
I hate to be 'that guy', but I've got to ask, why GPL and not one of the CC licenses?
Not trying to second guess your choice, however you want to share is fine with me.
I actually ask because I have a long running project to update/re-write the submission guidelines and license FAQ, and the general take I've been going with for GPL licenses is 'these are designed for code, they are included on OGA to cover legacy cases, don't use unless you know exactly what you are doing'. So I'm sort of checking if that's the right or if you have a different take on using GPL for art assets.
@VinnNo.0: Wow! That's pretty amazing to hear as not only was 'WitchyBizness' one of my favorites from the jam, I also thought it was among the most polished entries. It certainly had more shine to it than my effort! Really liked how the opening menu was 'playable', very nice touch! Great job especially for a first ever public showing, keep at it, I think you've got touch! :)
This set is awesome! Not only do they all look great but you've really shown alot of creativity with what is normally considered among the most generic of RPG monsters! Great work!
Yay! Congrats to Red Voxel! That was well earned! Arrows of Love really had it all, a great concept and solid execution!
And congrats to everyone else, you guys really did a great job showcasing all the different things that can be done with all the wonderful art up here on OpenGameArt!
Finally, I'm not sure on the ettiquite around such things, but I just wanted to toss out MedicineStorm's "Celestite" as my personal favorite from the competition. Really cool idea, would love to see it developed further! There's something very satisfying about working out the right path for those cosmic lasers!
Played and rated everything. Lots of good stuff! You guys all did a great job!
Special thanks to chasergaming for setting everything up!
I thought the itch.io interface worked really well. Very smooth, had never thought about how an online game jam should work, but they seem to have gotten it just about right.
My only feedback on the jam itself would be that next time we should find some way to let the public writ large vote. Perhaps some kind of 'People's Choice' award of something. I am guessing there's alot of ways that could go horribly wrong, but at the same time, it'd be great if non-contestants could participate somehow. There are lots of folks on OGA who only do art, or just wouldn't have time to make a game for the jam, and it would be great to include them in the process somehow.
Oh dear. In my entry credits are just shown when you quit/close the window. They're just sort of tossed up and you can either watch them or hit escape/close window again to quit right away. Hope that's enough. Honestly I only did it this way because I was crunching and ran out of time to do a proper title menu with a credits option. Of course, full credits are also listed in the readme file.
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