Thank you as well, if possible and applicable, please update the existing assets list.
kva64
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Hi, sorry to report, but we've decided to disqualify your entry as your usage of trademarked NFL team logos goes against rule 5 (only use code and assets that you have explicit permission to use). In case you're able to and willing to requalify, would you be able to replace all trademarked logos and associated names, providing there are no other changes made to the code, in the next two days?
Hi, it appears this entry is based on gameplay mechanics, code and assets created and maintained years before the jam started, which is against rule 4 (the game must feature a substantial amount of new & original work (i.e. not something you were already working on for months)), and as such we regret to inform that we decided to disqualify it. Hope this doesn't discourage you from continuing to work on your game, as it shows a lot of promise!
You can use any asset (music, code, picture etc.) made by someone else only if you have explicit permission from the original creator to do so, or if the asset was released under a permissive license such as Creative Commons. In any other case, using such assets is prohibited and may result in disqualification. Though in case of song covers, if this is what you're asking about in particular - if the original song is copyrighted, then using a music file that's a cover of it will also most likely get the entry disqualified.
Also, please keep in mind that any assets made with generative AI are not allowed, even if they were produced by someone else and released as free to use or under a permissive license.
For those participating in the GBA Jam 2026 — we have created a GItHub repository with jam logo and background assets, licensed under CC BY-NC 4.0 license terms, that you can use for your submissions!
Link: https://github.com/gbadev-org/gbajam26-assets
No. This is a Game Boy Advance homebrew jam, and as far as I'm aware, GameMaker does not support GBA ROMs as an export option.
You can view full list of supported tools at https://gbadev.net/resources.html#software-development
TL;DR: Don't use AI art and audio, use art and audio with a Creative Commons license attached
It has come to our attention that some of the submitted GBA Jam '24 entries contain assets with missing credits and/or that may have been created using generative AI tools. We would like to issue a warning to all participants in the hope that everyone gets a fair chance to adjust their entries to adhere to the jam rules before the deadline.
Using AI-generated assets for your entries is not allowed as per the jam rules and will result in such entries being disqualified from the jam, possibly without any prior notification. Exceptions can be made in the case that the AI was trained with explicit permission from all artists involved, or solely on public-domain material. Unfortunately none of the popular image generators seem to do this, so we will have to assume this is not the case, unless shown otherwise.
Proper asset usage and attribution in general is required for all entries submitted to the jam. For example, if your game uses sprites from existing video games taken from The Spriters Resource, or music from The Mod Archive licensed under its Distribution License, it will be subject to disqualification.
Not sure where to find assets? OpenGameArt.org and itch.io host tons of graphics, music and sound effects by various awesome artists ready to use for your GBA games, so long as you properly credit the artists and adhere to their chosen license. The aforementioned Mod Archive can also be used to search for tracker music by license.
We're incredibly excited to see and play everyone's jam entries and we hope this PSA will encourage you to spend some extra jam submission time on replacing the graphics and music that violate the rules, rather than removing your entry or letting it be removed during the judging period.
If you have any questions about anything related to proper assets usage for jam entries, don't hesitate to reach out on GBADev Discord's #gbajam-chat channel or leave a comment under this topic.
hey and thanks for asking! unfortunately i'm not good at both gba development and explaining things at all, so i can only advise to check out the gbadev forum or discord server's #graphics channel and ask around there, or see if the getting started guide on gbadev.net has some useful info. i will, however, say that displaying full color images on gba screen does require a decent amount of programming sorcery and, depending on the engine/gba display mode of your choice, reducing palette color count (and possibly tile count) before importing is the general way to go for graphical assets.
best of luck with your gba vn, looking forward to see what you're working on!
Oh hey, thanks so much for your nice and encouraging comment! 💚 (and what perfect timing, just as I was about to follow you for BugTris updates c':)
Really appreciate your detailed feedback on Kvalligraphy, I'll definitely try and experiment with the glyphs to make them look more recognizable and different from what I usually write on paper. I've actually wanted to update the variable width font versions since the release of notenogram, so I'm not planning to stop working on the font for now.
Feel free to go ahead and use the raw font version for your projects however you want, looking forward to anything you make with it!
here's my opinion on this as someone who grew up reading books more than watching cartoons - yes, screw disney and their winnie the pooh adaptation, a.a. milne FTW
but seriously, this is a great bittersweet novel with incredibly good writing and cute illustrations, this IS the good stuff! i've seen all its endings and i truly felt like a bad person about the worse ones c':
thanks for the font feedback, and yes, i am planning to add more puzzles and custom puzzle slots soon, as well as maybe set up a server for exchanging custom puzzle saves should i have the means!
for now i'd like to suggest you renaming various files under 64kbits in size to "notenogram_jam.sav" and seeing what custom puzzles they produce c':
thank you for the detailed feedback, really appreciate it! (especially on the font, since i worried many people would have problems reading it)
as a matter of fact, there are hints in the game, though they only activate when coloring a wrong square, just pay attention to the upper left side of the screen c:
woah, your guess is pretty much spot on! initially i thought i did a very poor job in trying to represent various aspects of development for the gameboy advance through the characters, especially considering gba doesn't have a dedicated gpu, but i'm really glad someone pointed this out! thank you so much for your kind words!! 💕
(as for the point of the game, it's much less of a ddlc reminder and more of "what if i put my already existing characters in a suzumiya haruhi meets mean girls's mathletes kind of setting and make it a vn", haha)





