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Post submission discussion

A topic by Vaughn Raphael created 21 days ago Views: 297 Replies: 18
Viewing posts 1 to 11
Submitted

What were your takeaways from this game jam? I thought I performed pretty bad, couldn't really implement the features I wanted.

Submitted

also fml, didn't know that using c# in godot would mean being unable to export to a web build

Submitted

I learned this lesson the hard way on my first game jam. It's not Godot... its Microsofts .net frameworks fault. 

Submitted

A good habit I learned in other jams was to always set up a project in my current tools, and try out a web export/itch.io upload a couple days before the jam, just with a stupid sample project, to make sure web, sound, keyboard and mouse all work.

Game tools (and browsers!) change so often, there always seems to be some new wrinkle web export, whether it's because you've picked up some new tools since last time or because  some update moved things you need to care about around.

I learned it trying to make a löve2d project work in a browser a few years ago, but it's a thing i've always found a little tricky, and it's one of the things you can get out of the way before the clock starts.

Submitted

Also with godot, you can set up your export settings to let you constantly test in browser play. 

Once you get your export settings setup, it will give you the drop down of testing options.

Submitted

I was sweating bullets for the last 30 minutes, I will have nightmares of unreal's UI widget blueprints for the next month, im still not 100% sure they will scale properly on different resolutions 

Submitted

How easy is using unreal nowadays? I wanna use it for other game jams but I got flashbanged by its UI when I first started

Submitted

Unless you need to graphics power of Unreal... Unreal is not the best for Jams. It's really tough to get a good web build using Unreal because they dropped native exporting support. 

Unreal is a tool, make sure its the tool for the job. 

Submitted

j'ai trop aimé , c'était ma tout première Jams

Submitted

Поддерживаю. Бесплатных ассетов, лично мне, было достаточно , чтобы фантазия и креатив могли разгуляться

Submitted

I feel like it was a very nice theme. Lots of interpretations that can easily be tied to different mechanics.

Submitted

You know the sweat gamer meme? I was that that  guy in the final hour, I had to finish the game AND to fix a major bug. But the moment I pressed the button "Submit" I felt soo happy and satisfied. I'm ready for GMTK now.

Submitted (1 edit)

In the last hour, the spaghetti code multiplied by a factor of 100 :). Scoping is definitely important and having a fall-back scope was good but still maybe needed a bit less stuff.

Submitted

Yeah, I had to ditch a lot of things on my list to get my HTML export to work, especially since I lost a day to bad weather in the area. What can you do? 

Submitted

Forced me to keep the scope small. It was difficult, but valuable. I learned you can do a lot with a little if you focus on making that little bit good.

Submitted

so after about 5-6 jams, this was my first jam where I had a decent breathing room to publish, test and fix a few bugs. Major learning was to limit the time to half of the jam deadline, so had only 24 hrs to deliver, reduce the scope as such and made an approachable design.


It was a lot fun this time as I got to play my own game enough before publishing.

Submitted

I learn that to not use godot physic engine to create a physical scale Haha.

Submitted

wdym by this

Submitted

If you want you can check my submitted game you will understand ^^