I have signed up for the itch.io Unofficial Gameboy Jam 2017!
The Jam will run from the 2nd to the 17th of September 2017.
Software used for this will be Corona SDK (Lua), Photoshop, Illustrator, Tiled and MODO as well as Visual Studio Code as IDE.
Development will be done on macos 10.12.06, a Windows 10 PC and a Windows 10 Laptop, depending on my location.
Have a peek in at my Twitch stream when it’s live.
*** UPDATE: The NOE game page with my result from the jam is now up here! ***
*** UPDATE 2: The Win32 and macOS v1.1 of the game is out at the download location given above. Both OS versions fully support and strongly suggest twin-stick gamepads to enjoy the game as it was intended.
I will be participating in the month-long Post Apocalyptic Jam 2017 running from this Sunday, 23rd of July to the 20th of August 2017.
I really do enjoy the Post Apocalyptic genre in general, and it would be a great opportunity to try a single-player game idea with Unreal Engine 4.
I’m off the first week so can only do designs away from the computer, but hope to stream a few sessions during the remaining 3 weeks jam time on Twitch showing the C++ coding, Blueprinting and 2D/3D graphics creation.
*** Update ***
Sadly, I didn’t get enough of the game done in time to submit a playable prototype to the public.
Basically, it came down to me having lots of problems with setting up physics, problems with the creation, movement and collision of vehicles and their surroundings. I lost a lot of time working out technical issues which prevented me getting enough content and logic done to make the game playable.
What went well was the C++ coding, the Component and Blueprint creation, UI as well as the material setup, so this is lots of learning and experience for my next UE4 project.
My thoughts are to stick with UE4 compared to Unity 3D for now and continue learning those areas which are still less known to me: (Character) Animation and Physics.
our collection of Unity Tool – Level Export Scripts is now available at itch.io!
The available scripts export Unity scenes in JSON and TEXT formats, providing hierachical object, camera and light data in these two common text formats.
Head over there and see if these scripts can help you making content using Unity as a Level Editor.
We’ve just launched the MKS Launcher Toolkit v1.0beta at itch.io!
The MKS Launcher Toolkit is a collection of two dependant tools which are the MKS Launcher Client and the MKS Launcher Backend.
The Toolkit enables a user to configure a software package called the MKS Launcher which can used to publish a custom client executable and data that checks a HTTP file repository for updates at each client program start prior to launching the wrapped package. If a newer version of the software is found, the client is updated automatically and can then be launched.
This type of functionality is generally used with MMOs and more recently in online multiplayer games which need to be updated at each launch to enable the user to connect to the servers with only the most recent software version. Examples of this kind of software is the itch.io app or Steam.
This package can be used for any kind of software though and is not limited to game applications.
Check it out as it’s currently available for pay-what-you-want!
it’s Ludum Dare time again!
However, I will not be particpating in this one at this time due to other priorities.
You can currently register and vote here.
I’ll be sure to look in through Twitch during the event.
The #Resistjam 2017 game entry submission “Plight Of The Extruder” now has it’s game page up here.
You can read more about the jam and game there, and it’s a free download.
today, v1.4. of the game “Van Sang’s Pain” was released. New features are unified python application for various OSes, fullscreen window and gamepad support to specifically enable seamless integration into Retropie’s game frontend.
Check out our game page here to find out where to download it for free!
Please note, for Windows users with their displays not scaled to 100%, there is a DPI aware version of the game available for download shown as v1.5.
there will be a #ResistJam game jam event running from March 3rd to March 11th 2017 here.
In our current time, this event is a small but important contribution to showing our colours about the various situations around the world today.
I’m in and planning to stream some of the work during that time, preferably at the weekends and in the evenings. Spent some time thinking about what I want to do as a game and think I have something to go on which also reflects my feelings about that situation. Details when development starts on the 3rd…
*** Update 11th Dec. 2016 ***
The game page is up here with everything to it. The entry has been submitted to the LD site. Details on the game page.
*** Update 10th Dec 2016 ***
Theme for the event is ‘One Room’ and I’m currently working on a Unity-based WebGL 3D game to that principle. I hope to show something in the next stream and will be finishing Sunday evening to submit for the 48-hour compo.
It’s Ludum Dare time again!
Theme voting starts on the 4th, so we’ll be seeing soon what comes up this time. I’m currently planning to participate, but I will decide quite short-term before the event starts.
If I join, i’m planning to stream again too, at least during the weekend.
*** UPDATE 23.11.2016 ***
The multi-platform update v1.1 (Win, Macos, Linux) is now live on the game page for free download. Please see the readme file in the ZIP for instructions on running the shell scripts to start the game if you are on Macos or Linux. Also, the readme details what is new, has changed or been enhanced in this version.
Prerequisites are: A recent Mono or .NET runtime and OpenAL. On Macos and Linux, the starter shell scripts will need executable rights to use, e.g. through “chmod +x *.sh” in the main folder where the scripts are. Remember to choose a compatible display resolution when running in fullscreen mode.
*** UPDATE ***
The GbJam5 ‘Assault On Metaluna 6’ game page has been updated with the Windows x86 download as well as the source code and assets for the game.
I’ll be participating in the Gameboy Jam at itch.io starting this Saturday and going for 10 days.
You can find the game page here.
The game type to be developed and the technology to be used has been decided, more details on the game page linked above.
I plan to stream parts of the sessions at Twitch, but it will probably be shorter streams in the evenings only when I can work on this project.
I’m looking for an artist and musician/SFX person who wants to collaborate on this, I will be doing all the coding.
The source code and all assets will be available for free here as soon as possible after the Jam.
Stay tuned for updates here during the Jam.