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What was the hackiest thing you did during the game jam?

A topic by Crime Dog created Aug 07, 2019 Views: 6,483 Replies: 161
Viewing posts 1 to 20 of 54 · Next page · Last page
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Yo jammers!

I love hearing about all the workarounds, hacks and 'I'll definitely fix this later' moments that happen during gamejams.

So in the spirit of that, what's the hackiest, quick-fixiest, that'll-do-iest thing in your game jam game?

For our game, Negative Nancy, I uh... may have derived the colour palette entirely from screenshots of the Emmy-Award winning 90's sitcom 'The Nanny'. In my defense, it's got a lot of range!

(Game here if you wanna check it out: /jam/gmtk-2019/rate/462193 )

I've shown you mine, so show me yours! What's YOUR secret quick-fix shame?



Submitted

Every animations you could see in our game were not really made like regular animations, they are all done with a primarily UI Tweening plugin haha

"If it works, ship it!" was said a lot during that weekend.

(Find it here /jam/gmtk-2019/rate/462077)

Haha, as someone who personally hates doing animations, I respect this!

Pretty sure there was more than one sleepless 'ship it' muttered during our jam too.

The animations for the only Neone turned out pretty good! What plug-in did you use, out of curiosity? 

Submitted

On Unity, the plugin DoTween, easy one-liner animations.

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Thanks dude, that looks great. I'll have to use it on my next project!

Submitted(+2)

I  had the user press space to start playing the game, which then switched to the play scene, but space was also the controls for aiming and shooting, so no matter what, the space bar would trigger the aiming action in the play state. So, instead of messing around with cancelling input listeners and events and things, I just ignored the first key-up event for spacebar when the play scene loads. 

Here is my game: /jam/gmtk-2019/rate/461622

Classic! 

We were doing something similar at one point and kept wondering why we ended up stuck in a scene-select debug loop...

Submitted

I probably should have done the same thing - Space to start + no delay means you could jump straight into the enemy at the start.

Submitted (1 edit) (+1)

I wanted to have a restart level option but I couldn't get the Reload Scene function in Unity to work. Since my game is pretty much just moving in a straight line, I had the reset button set velocity and position to zero.  So it looks like the level is being reloaded but it's actually just the player character getting sent back to the starting point :P.

here it is: https://swegdude.itch.io/bullet-heaven

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Haha, that's amazing! Yeah, Unity's scene system can get pretty janky. I think we just ended up using  the one. 

Speaking of weird workarounds, I think you just posted a link to a Joe Rogan podcast instead of your game?

Submitted

woww im dumb. had the wrong thing in my clipboard. fixed it now, sorry.

haha all good, it's been a looong week

Submitted(+1)

Everything in my game, You have One Shot,  is modeled with the Probuilder tool for Unity; Every Environment, Character, and Object is either a unity primitive (in the case of the perfect spheres) or a Probuilder object xD 


Oh dude, Probuilder is the best. We used it too. The less time I spend staring at blender, the better!

Submitted(+1)

i had about an hour to get the enemy fireballs up and working before the deadline and i didnt have time to code proper spawning and ricochet code.  So i literally picked a random point around the player (slightly off screen usually) and a random direction and launched it at velocity...  rather than coding the movement i gave it to the physics engine in unity with zero friction and 100% bounciness. And let it go.  If it gets too far from the player it just respawns and goes again, technically there are only 3 fireballs at all in the game, but with this, it seems like the maze is full of them

Ebrius Maleficus

This version was a bug fix after the deadline (about an hours worth of work the next day) so its not really judgeable for rating, but I would love honest feedback.

Hahahaha, that's greeeat! I'll play it now!

Just played it! Man, I wouldn't have picked the fireball hack, it's even more hilarious now that I've played it. What was that vocoder you used? It's great!

Submitted

Acapella box for the voice

Submitted (2 edits)

In the beginning you can just move left and right in the game and see the title blinking in the background

pressing the up arrow actually starts the game........and you need to be really quick about it since you jump as well and a pair of platforms appear which are basically the crux of the game . I felt this was a much more visceral and fast-paced into than having a menu or anything else in the way

Game: https://vcp.itch.io/only-one-pair-of-platforms

Rate : /jam/gmtk-2019/rate/461979


Good stuff! We did something similar, in that you have to  say 'no' to remaining on the menu page (our game is dialogue driven with 'no' being your own option.

Submitted

Made a tower defense with no actual proyectiles fired x)

I really wanted to have some kind of lightning effect come from the eye of the tower, but having no idea how to do it with sprites in an elegant fashion (to have the sprite get stretched between the enemy and the tower ina  good looking way) i just made it look like the enemies die FROM THE EVIL GAZE OF COUNTERFEIT SAURON. It's hacky and i love it, and i totally need to change it when i get a chance, hahahaha

Hah! Yeah, stretching sprites in a way that doesn't look horrible is a pain. I remember wrestling with literally this problem a while ago, lightning and all. I think there a Line Renderer thing in Unity you can use.

Submitted

Using gamemaker, though! Which does have a draw_line function, though using draw events at all in GM is wonky and i kinda have bad experiences with it, hahahah

I guess i might need to master them if i want good effects though! god help me (?

Yeah, I remember when I was learning particles in unity most of it was me replacing sprites in preexisting particle effects with random UI elements and textures to get ideas for proper fx, haha.

Are there some FX you could grab in a pack or something to pull apart and see how they work?

Submitted

For my game Ride Share, I wanted to make all of the maps using svg in HTML to make them procedural, but I didn't have time, so I exported them as a png and used mspaint to find the pixel locations and loaded those into my .js. It would have wasted a lot of time to make each level that way, but luckily that was not an issue... Play my game to find out why lol

/jam/gmtk-2019/rate/461186

That's.... that's out of control. That might be hardest hard-coding of all time.

Submitted

I didn't really want to make art for the game so I made all the players and enemies circles

My game is called One Shot In The Chamber, a wave based survival game where you must fight off hordes of enemies with the catch being, you have only one bullet. Fortunately, the bullet is magic and you can summon it back to you or teleport to it. Using this unique ability, you must survive as long as possible in the chamber. Here is a screenshot of the game and the link to the game page: https://mark-auman.itch.io/one-shot-in-the-chamber

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The subtle glow around the circles definitely helps to sell the art, though! Great sound as well. It looks pretty good with the VCR scanlines too.

If you play our game you probably noticed that most of our characters are behind counters or tables, because who has time to draw legs...

Submitted

Nick Hack ;)

Submitted

We made this game where the idea is that you are a jelly that has to shoot enemies with a rock-paper-scissors mechanic using colors (Blue > Red > Green > Blue). Every time you get shot, you absorb the color of the bullet and then shoot it back to try to defeat your enemies. Since we only cared when things made contact with another, we used Triggers for everything.

Anyway, at some point during development we decided it would be cool for the bullets to bounce around and to reflect them once you were hit with the color that is weak against you. But we had already used Triggers instead of Colliders!!! And time was running out!!! And we hadn't slept!!! So... we hacked collisions and bounces using recasts after each trigger 😂

It was horrible, we are not proud, it's a bit buggy, but it worked! And I honestly think our game has potential to become a real game someday. But before that day comes we'll rebuild it from the ground up using collisions for everything. Lesson learned. Here's a gif showing off our super awesome Trigger physics haha. You can play it at the link above and give us any feedback and ratings here :)


Oh man, I once worked on a mobile game where reflecting things was the main mechanic. I would NOT want to have to hack that in 48 hours, nice job haha!

Submitted

Sooo many "that'll do" moments for this one! The humanoid animation pack wanted to move the model outside the player's position with "root motion", sort of fixed it but not really. The dragon is calling functions from inside its animation to get it looping. There are three separate methods checking for "isGrounded" (for jumping) being used and it still doesn't always work lol!

/jam/gmtk-2019/rate/462198

Yeah, collision detection can be a real pain (as can Unity's inbuilt animation system). We kept our animation pretty light for that reason!

Submitted

Umm,,, That's hard, since there are so many, but I think the main one is with how I structured my code.

My game is chess inspired (/jam/gmtk-2019/rate/459874, if you want to check it out. And if you do, don't forget to read the section after IMPORTANT in the itch.io page's description, and don't forget rating the game), and I decided to use class Tile, Player, and the main one. In player I didn't really have much, other then the variable "hisTurn" (which I could keep global as a boolean "white's turn" or something like that) and was useless, and the having only the Tile class makes it a mess of a code.

It's always so tricky trying to decide when you need to refactor your code, and when doing so would be a waste of time. It's doubly hard in a game jam; trying to weigh up how much time any given rewrite will save in the long run is definitely a skill!

Submitted

Yeah!

Ah, the old entire-program-is-one-class trick. Hope you didn't have to spend too much time debugging that monster ;)

Submitted

Well, I only had one day to work on the game anyways, so it was ok to write hackey code. But it did mean that now I am having a hard time making a better version. The first thing I did was make like 5 more classes. 

Sometimes I find it's almost nicer to take a step back and start from scratch with the code.

I like drawing out my class dependencies on a whiteboard or big bit of paper, but it probably makes me look like a crazy person.

Submitted (1 edit) (+1)

I never animated before, but decided to do a fighting game. The whole code is a clusterfuck of public stuff, where everything knows about everything.  Oh, and Unity crushed 9 hours before a deadline,  and corrupted my project (I was able to recover). 

But the most hacky thing is this. I encountered a bug, where menu music never started playing. I solved the problem calling PlayMusic twise in a row. 

Submitted

Yeah, for my game, almost every variable in the game is a global.

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I feel like calling PlayMusic twice in a row is the gamedev equivalent of kicking a jukebox to make it work

Also "I never animated before, but decided to do a fighting game" is maybe the bravest thing I've ever read!

Submitted

The strangest thing that this worked out somehow. /jam/gmtk-2019/rate/462244

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Oh man, yes it did! Just finished playing your game, really really funny. The animations are exactly as good as they need to be to sell the concept. Glad you were able to recover, the world deserves to play more one-character fighting games.

I guess gamedev is sort of a one character fighting game... Past me garroting present day me with spaghetti code.

Submitted

Just played yours and damn it's good. 

Submitted(+3)

Our game isn't multiplayer.

https://big-breakfast-collective.itch.io/waldoio

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low key best hack

The theme is “only one” so we felt it’d be a good twist on it haha

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absolutely devious

Submitted

dude, thats absolutely amazing :D

Submitted (1 edit) (+1)

At one moment in the game there is a "reverse action" card, and it's in fact the opposite of the one before with a different sprite because I didn't have the time to actually code the method :'( 

The game: /jam/gmtk-2019/rate/462407




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Oh, that's clever. Your game looks really good in motion, just gave it a play then! Such clean art.

Submitted

Thank you!

Submitted

RPG Maker VX Ace doesn't allow for out-of-the-box manipulation of random encounter probabilities, so I had to write a custom Ruby script for my game that manipulates the current map's encounter table in the memory after each battle. I then discovered during playtesting, that this table is reset every time you re-enter the dungeon, so I had to move the code to a common event with two separate triggers, which would be carried across locations, which was a lot of ugly code, but it worked. I have since made the code much more elegant, and it will be included in the post-rating period re-upload...

There's something so satisfying about cleaning up a hacky solution... we've got a laundry list of fixes and quality-of-life improvements for our next build. We somehow managed (largely due to our very talented programmer) to not have too much spaghetti, but there's certainly some err... sub-optimal ways I handled branching dialogue in our game behind the scenes.

Submitted

I have a one-bullet top-down shooter. I had the idea of recalling the projectile while it is travelling, but since it's powered by physics, applying a force towards the player while it is travelling in an unknown direction proved to be quite unreliable. So, I decided to make the recall work only at low projectile velocities to lower the randomness of the trajectory.

Judging by the comments on my rating page, I should have actually fixed this, instead of sweeping it under the rug. :D

Game is here: /jam/gmtk-2019/rate/461473

Oh, this speaks to my soul. The fact that we didn't have to worry about physics when making Negative Nancy is probably the only thing that stopped me dying from stress-related complications...

Submitted

When I started working on my second level, I couldn't get the directional light working properly on 2 walls without one wall being covered in shadow. I tried using a point light instead which did light up both walls but gave the level a creepy dimly lit atmosphere. Was too lazy to figure out the lighting problem so I decided to roll with that and my game ended up becoming a horror game. Definitely don't regret it!

https://jotlane.itch.io/one-leg

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As hacks go, "I fixed my lighting problems by changing the context of my entire game around them" is certainly up there! (Also oh my god I'm bad at your game)

Submitted(+1)

We actually used many hacks to make a game feels right. Name just a few of them:

- Distance of dash towards enemy and without it is vary - you can dash to enemy from a slightly longer distance
- At the end point of the dash we're checking if any enemies in a range and if any - we'll stick to them. This and hacks makes dash way easy to control without noticing it
- We used specific shader material on characters in order to not create any UV and textures for them
- Props are not have UVs either - it's just a three separate materials for 3 different colors
- Colors of environment was chosen from Japanese flag - just clear white with a little of red. Nice and simple!


Game is here: /jam/gmtk-2019/rate/462992

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The game-feel is really good! I love the hit stop on the impact, lends a lot of weight to the hits.

Any art style that means not having to UV is a good art style in my books.

Submitted

Haha, thanks a lot!

What books do you read? I want them too! :D

These would be my metaphorical books, but if you want actual book recommendations most of mine are going to be fantasy novels, haha!

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