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#fedijam — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #fedijam, aggregated by home.social.

  1. @growfediverse

    Also note that not too long ago there was this great initiative started by @houkime to organize #FediJam events. Several have been held, see e.g. ..

    itch.io/jam/fedi-jam-3

  2. And the winner of the third FediJam iiiiiiis...

    ➡️ iakobs.itch.io/paraploimos-emp

    "Paraploimos Emporion" by @iakobsdesamos! Congratulations!!! 🥳

    But really, *everyone* who submitted a game to the jam, should consider themselves a winner! As long as you had fun and learned a thing or two, don't be sad. Be proud! 🙂 Don't get hung up on a few ratings and rankings!

    #FediJam

  3. And that concludes the third edition of the #FediJam! ⌛We've got 8 entries this time, which you can check out here: itch.io/jam/fedi-jam-3/entries

    If you submitted a game, you'll have 7 days to play and rate the other titles now before the results will be revealed. But really, you're all winners already! 🙂

    #GameDev #GameJam #Mastodon #FediVerse

  4. @iakobsdesamos For my english speaking people:

    Jacob here is in the polishing phase of his project for the #Fedijam , and he would like you to test it!

    Jacob stuff is pretty nice, give it a look!

  5. Still haven't found energy to bring fedi.jaenis.ch/ back online -- but that shouldn't stop me from participating at #FediJam with ryuno-ki.itch.io/hoist-the-sai

    Basically built this version in two days.

  6. March is almost over, so if you've been working on a #FediJam game, don't forget to submit it on time! There's only about 6 hours left! 😱 (You can update the submitted build as often as you want before the submission deadline is reached)

  7. I don't think I'm going to be submitting anything for #Fedijam 3. I've been preoccupied elsewhere to even start on a game

  8. March slowly nears it end, but there's still a week left to join our little jam and submit a game. You can follow the official theme ("Hoist The Sails!"), or ignore it completely. Everybody is welcome: professionals, hobbyists, even total beginners! Shoot for the stars, or build something tiny. But most importantly: Have fun! 🙂

    ➡️ itch.io/jam/fedi-jam-3

    And: Don't forget to share your progress with us, right here, in the Fediverse! 👀

    #FediJam #GameJam #GameDev #Fediverse #Mastodon #March

  9. Well... it could be better, but that's enough for today.

    #FediJam3 #FediJam

  10. Well... it could be better, but that's enough for today.

    #FediJam3 #FediJam

  11. Well... it could be better, but that's enough for today.

    #FediJam3 #FediJam

  12. Well... it could be better, but that's enough for today.

    #FediJam3 #FediJam

  13. Well... it could be better, but that's enough for today.

    #FediJam3 #FediJam

  14. Things that are surprisingly easy to explain: gradients and the sobel operator. Not so intuitive: dot and cross products.

    In other words, there is now some terrain shading.

    I still kind of like the voxel-ish 2d look - porting the terrain to Babylon.js or PIXI seems totally feasible and the smart thing to do. I'm just scared of how it will change the look and feel.

    #FediJam #fedijam3 #microstudio

  15. Things that are surprisingly easy to explain: gradients and the sobel operator. Not so intuitive: dot and cross products.

    In other words, there is now some terrain shading.

    I still kind of like the voxel-ish 2d look - porting the terrain to Babylon.js or PIXI seems totally feasible and the smart thing to do. I'm just scared of how it will change the look and feel.

    #FediJam #fedijam3 #microstudio

  16. Things that are surprisingly easy to explain: gradients and the sobel operator. Not so intuitive: dot and cross products.

    In other words, there is now some terrain shading.

    I still kind of like the voxel-ish 2d look - porting the terrain to Babylon.js or PIXI seems totally feasible and the smart thing to do. I'm just scared of how it will change the look and feel.

    #FediJam #fedijam3 #microstudio

  17. Things that are surprisingly easy to explain: gradients and the sobel operator. Not so intuitive: dot and cross products.

    In other words, there is now some terrain shading.

    I still kind of like the voxel-ish 2d look - porting the terrain to Babylon.js or PIXI seems totally feasible and the smart thing to do. I'm just scared of how it will change the look and feel.

    #FediJam #fedijam3 #microstudio

  18. I'm very late! But, I finally got an idea for #FediJam 3, and I'm very excited about it! ✨.

    I'll use this thread for the devlog.

    (This sketch was made on Rnote, a FOSS program with infinite canvas, which uses vectors instead of bitmap for the sketches, works pretty well 😄 )

  19. A video from the gameplay so far. Yes, there's a treasure marked by the X on the other end of the map.

    Happy with the wind and steering mechanics. Realistic, a bit arcade style exaggerated, tough but playable. Takeoffs are possible if ugly, landings are... not so soft.

    The terrain rendering - currently all 2D sprites - is hitting some limits on mobile, so I probably have to look into some of the accelerated libraries. Currently I'm taking shortcuts and scaling down FOV when that happens, because we want to focus on the fun parts. Refactoring is for when the kids are sleeping...

    We're thinking of adding badges for achievements and sightseeing goals. That'll allow us to add lots of things to discover.

    #FediJam #fedijam3 #paragliding #microstudio #gamedev #kidsakoder #kodeklubben #soaring #pirates

  20. A video from the gameplay so far. Yes, there's a treasure marked by the X on the other end of the map.

    Happy with the wind and steering mechanics. Realistic, a bit arcade style exaggerated, tough but playable. Takeoffs are possible if ugly, landings are... not so soft.

    The terrain rendering - currently all 2D sprites - is hitting some limits on mobile, so I probably have to look into some of the accelerated libraries. Currently I'm taking shortcuts and scaling down FOV when that happens, because we want to focus on the fun parts. Refactoring is for when the kids are sleeping...

    We're thinking of adding badges for achievements and sightseeing goals. That'll allow us to add lots of things to discover.

    #FediJam #fedijam3 #paragliding #microstudio #gamedev #kidsakoder #kodeklubben #soaring #pirates

  21. A video from the gameplay so far. Yes, there's a treasure marked by the X on the other end of the map.

    Happy with the wind and steering mechanics. Realistic, a bit arcade style exaggerated, tough but playable. Takeoffs are possible if ugly, landings are... not so soft.

    The terrain rendering - currently all 2D sprites - is hitting some limits on mobile, so I probably have to look into some of the accelerated libraries. Currently I'm taking shortcuts and scaling down FOV when that happens, because we want to focus on the fun parts. Refactoring is for when the kids are sleeping...

    We're thinking of adding badges for achievements and sightseeing goals. That'll allow us to add lots of things to discover.

    #FediJam #fedijam3 #paragliding #microstudio #gamedev #kidsakoder #kodeklubben #soaring #pirates

  22. A video from the gameplay so far. Yes, there's a treasure marked by the X on the other end of the map.

    Happy with the wind and steering mechanics. Realistic, a bit arcade style exaggerated, tough but playable. Takeoffs are possible if ugly, landings are... not so soft.

    The terrain rendering - currently all 2D sprites - is hitting some limits on mobile, so I probably have to look into some of the accelerated libraries. Currently I'm taking shortcuts and scaling down FOV when that happens, because we want to focus on the fun parts. Refactoring is for when the kids are sleeping...

    We're thinking of adding badges for achievements and sightseeing goals. That'll allow us to add lots of things to discover.

    #FediJam #fedijam3 #paragliding #microstudio #gamedev #kidsakoder #kodeklubben #soaring #pirates

  23. So, recently, when my kids again asked about "learning to program", we came across the amazing #microstudio IDE¹. You develop your games online, collaboratively, in Microstudio script (or Lua or Python), and it can export to web, desktop or mobile.

    They were familiar with #Scratch, but the next step into using actual code - syntax errors on top of the logic errors - is always daunting.

    So, after a few experimental projects in different directions, and building on the microstudio jump & run examples, we decided to join this month's #FediJam (#FediJam3) and hoist the sails.. ⛵

    We're now one week in. It's been a fun venture into not only programming, but also managing expectations, focusing on a game mechanic and essentially what the player sees. Not too heavy on the programming for them (dealing with syntax errors is tough), but the collaborative IDE allows them to interactively change everything and discover the effects, and to contribute with game assets and see how they magically (cough) pop up in the game. Highly recommended!

    So now we spend a good part of the weekends sitting around the family table, each on a laptop, cursing like pirates, tinkering and playtesting. Arrgh!

    ¹microstudio.dev

  24. So, recently, when my kids again asked about "learning to program", we came across the amazing #microstudio IDE¹. You develop your games online, collaboratively, in Microstudio script (or Lua or Python), and it can export to web, desktop or mobile.

    They were familiar with #Scratch, but the next step into using actual code - syntax errors on top of the logic errors - is always daunting.

    So, after a few experimental projects in different directions, and building on the microstudio jump & run examples, we decided to join this month's #FediJam (#FediJam3) and hoist the sails.. ⛵

    We're now one week in. It's been a fun venture into not only programming, but also managing expectations, focusing on a game mechanic and essentially what the player sees. Not too heavy on the programming for them (dealing with syntax errors is tough), but the collaborative IDE allows them to interactively change everything and discover the effects, and to contribute with game assets and see how they magically (cough) pop up in the game. Highly recommended!

    So now we spend a good part of the weekends sitting around the family table, each on a laptop, cursing like pirates, tinkering and playtesting. Arrgh!

    ¹microstudio.dev

  25. So, recently, when my kids again asked about "learning to program", we came across the amazing #microstudio IDE¹. You develop your games online, collaboratively, in Microstudio script (or Lua or Python), and it can export to web, desktop or mobile.

    They were familiar with #Scratch, but the next step into using actual code - syntax errors on top of the logic errors - is always daunting.

    So, after a few experimental projects in different directions, and building on the microstudio jump & run examples, we decided to join this month's #FediJam (#FediJam3) and hoist the sails.. ⛵

    We're now one week in. It's been a fun venture into not only programming, but also managing expectations, focusing on a game mechanic and essentially what the player sees. Not too heavy on the programming for them (dealing with syntax errors is tough), but the collaborative IDE allows them to interactively change everything and discover the effects, and to contribute with game assets and see how they magically (cough) pop up in the game. Highly recommended!

    So now we spend a good part of the weekends sitting around the family table, each on a laptop, cursing like pirates, tinkering and playtesting. Arrgh!

    ¹microstudio.dev

  26. So, recently, when my kids again asked about "learning to program", we came across the amazing #microstudio IDE¹. You develop your games online, collaboratively, in Microstudio script (or Lua or Python), and it can export to web, desktop or mobile.

    They were familiar with #Scratch, but the next step into using actual code - syntax errors on top of the logic errors - is always daunting.

    So, after a few experimental projects in different directions, and building on the microstudio jump & run examples, we decided to join this month's #FediJam (#FediJam3) and hoist the sails.. ⛵

    We're now one week in. It's been a fun venture into not only programming, but also managing expectations, focusing on a game mechanic and essentially what the player sees. Not too heavy on the programming for them (dealing with syntax errors is tough), but the collaborative IDE allows them to interactively change everything and discover the effects, and to contribute with game assets and see how they magically (cough) pop up in the game. Highly recommended!

    So now we spend a good part of the weekends sitting around the family table, each on a laptop, cursing like pirates, tinkering and playtesting. Arrgh!

    ¹microstudio.dev

  27. Okay, it's kinda fixed, but it's kinda bad.

    However I don't think I'll be able to touch this project again for #FediJam, however, I do like the gameplay idea I'm planning on this one, so I probably will continue even after the jam.

    #O3DE #GameDev

  28. Hier soir j'ai annoncé mon gros projet de jeu sur scène !
    Et cet après midi, à partir de 14h je serai en live pour en parler, faire un bilan de la #githubgameoff et démarrer la #FediJam
    Retrouvez moi sur #twitch : twitch.tv/naejdoree

  29. Hier soir j'ai annoncé mon gros projet de jeu sur scène !
    Et cet après midi, à partir de 14h je serai en live pour en parler, faire un bilan de la #githubgameoff et démarrer la #FediJam
    Retrouvez moi sur #twitch : twitch.tv/naejdoree

  30. Hier soir j'ai annoncé mon gros projet de jeu sur scène !
    Et cet après midi, à partir de 14h je serai en live pour en parler, faire un bilan de la #githubgameoff et démarrer la #FediJam
    Retrouvez moi sur #twitch : twitch.tv/naejdoree

  31. Hier soir j'ai annoncé mon gros projet de jeu sur scène !
    Et cet après midi, à partir de 14h je serai en live pour en parler, faire un bilan de la #githubgameoff et démarrer la #FediJam
    Retrouvez moi sur #twitch : twitch.tv/naejdoree

  32. Hier soir j'ai annoncé mon gros projet de jeu sur scène !
    Et cet après midi, à partir de 14h je serai en live pour en parler, faire un bilan de la #githubgameoff et démarrer la #FediJam
    Retrouvez moi sur #twitch : twitch.tv/naejdoree

  33. We're using a 1920x1080 canvas size for our #FediJam adventure game and I'm preparing to knock up some programmer character animations to go with that.

    So while I work today, I'm trying to learn about proportionality and scale, which is in part covered by this pixel art class video:

    Pixel Art Class - What's The Right Canvas Size? - Character Sizes
    youtube.com/watch?v=upEGBGCiWE

    I originally concluded that Escoria's demo character, the rather punchable Graham (no relation to Graham of Daventry) was far too big for how I'd like to imagine a P&C adventure protag to be when in Escoria's default setting, but it's also become clear that I'm working on far too vast a scale for my programmer art (TM) and should be upscaling Graham (200px tall) more to match my 1080 scene height.

    But also maybe everything needs to be lower res?

    We need to set some firm rules about proportion and, maybe, depth. Or wing it on a scene-by-scene basis, as there's only going to be maybe three scenes, tops.

    Okay, back to paying work now.

    #Escoria #Godot #GameDev

  34. My first steps into making my game for the #FediJam is working great 😊

    I now have a better implementation of a jump mechanic that I took from this video:

    youtube.com/watch?v=IOe1aGY6hX

    This makes easier the task of designing the maps while beign sure that the platforms are exactly where they suposed to be :godot:

    #Godot #GameDev #IndieGame #LinuxGameDev #MakingGames