Low Rez Jam 2014 (ends on May 31st)

linai

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Just make sure you find a way to keep your pixels constrained to the enlarged pixel grid (as per the rules!) At this point, you're probably going to have to design your game unscaled, and then use the image API to upscale a portion of the game to fill the window... Bit of a pain, as you must manually keep track of your "gameplay view," but that's the only way that seems to work (thanks to NobodyX for suggesting it.)

NobodyX

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I'm having tons of fun with my game. Another gif:

:D

mitserm

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Thanks for the tip linai and NobodyX. Some awesome looking stuff appearing here from you guys. Looks like I'd better get digging into the Image API D:

linai

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Haha NobodyX! Self-immolation?? Your game looks.. interesting indeed...

Sylverstone14

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Hey guys! I'm also participating in this jam - my first one, actually.

I've been trying to compile the game, but I keep getting the error #2015: invalid bitmapdata message popping up.

I've read all around and I'm somewhat unsure what the fault even is - some sources say that it deals with the size of the actors and other stuff like that. Any help?

The screen res is at 32x32, though my assets are quite small (lower than 16x16). Could that be the problem?

ceosol

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I am confused a little about the submissions. If you have a game with physics enabled, everything changes when you are at 32x32 than say 128x128. What I mean by that is the pixels (now 4x4 blocks from the scale up) will move through 4 pixels of space to get to the same location as a 1x1 block would do in 1 pixel of space. This becomes even more apparent when an object is moving with angular velocity.  The rules says that you can scale up the graphics so it is easier for people to see. Would the change in physics break the rules of the jam or is it only concerned with low rez graphics?

Satyre

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@Hypnohustla: Your game is interesting. I played it and it is very hard for me to get more than 30 seconds.
@NobodyX: Awesome pyro effects. I'm curious about the finished project :)

A screenshot is in the attachment.

And a prototype video:
http://tinyurl.com/l79963b

It will be some kind of a simple 2d harvest moon game about different plants, fishing, a cow, a horse, a chicken, tool upgrades and a currency system.

« Last Edit: May 20, 2014, 03:28:48 am by Satyre »

linai

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... What I mean by that is the pixels (now 4x4 blocks from the scale up) will move through 4 pixels of space to get to the same location as a 1x1 block would do in 1 pixel of space...

Ceosol, see the previous page of this thread for some ideas of how to get around this. Essentially, designing / running the game at 1x and then using the image API to scale a 32x32 px area up to fill a larger window. This will eliminate "subpixel" movements, even with physics.

ceosol

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1x and then using the image API to scale a 32x32 px

I don't actually know what Image API means (I'm not a computer person and have only been at this a few months). However, I tried changing the settings to full screen and that seems to work when testing. Thanks for the help :)

linai

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Sorry,  the new "image" blocks are how you can access the new "image API," so that was all i was referring to. You should check out the image blocks in the newer betas, some really interesting stuff is possible using them. :) I've just been playing around with them the last couple of days myself--great stuff!

ceosol

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Ah cool, thank you. I've always been more into hardware than software. Building games is fun for me because I don't really know how computers think. I am a scientist, though, so I keep trying different commands until I get closer to what I want.

Things seem to be running fine with my game now at  32x32 fullscreen. The backgrounds are blurry, but going to low quality in flash fixes it. I'll just put that into the instructions of the game. I'm building a puzzle game where you move blocks (pixels) around to get them into the right locations. I kept the actor/scene behaviors pretty simple. I got it all working the way I want it to a few minutes ago. Now I have a week to think of as many puzzle stages as I can :)

mitserm

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Aw, darn it. I was looking into the Image API to make this jam a bit easier and it's not available to us freeloaders.

Sadface.

ceosol

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How's everyone else doing? I'm having a mental block on making stages for my game (partly from having a migraine for 3 days straight). I have around 5 completed stages and 9 others that have a few things thrown in. Maybe I'll take a break for a couple of days and come back to it :)

mitserm

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As it's my first ever game in Stencyl and my first project in a long, long time I thought I'd keep it simple so I could realistically get an entry in.



I'm trying to recreate the Game & Watch game where you load falling barrels into a van within the 32x32 limit. I've got my scene set up, now time for some logic.

Does the Jam really end on the 19th? I thought it was until the end of the month. D:

NobodyX

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It seems to have changed from the 19th originally to the end of the month now.