Prefab Jam - An unofficial Stencyl 2.0 celebratory game jam

Leaufai

  • Posts: 327

Who entered the competiton:
Pre Shippin' - Snails123
10 Shots - rob1221
Warp Zone - Leaufai

What is Prefab Jam?
Prefab Jam is a short unofficial game jam to celebrate the release of Stencyl 2.0. One of 2.0s features is the inclusion of a library of pre-shipped behaviors that almost any game needs. The goal of this game jam is to push these pre-shipped behaviors to their limits and use them to create a fully functional game. This game jam will run until 0:00 PDT on Friday May 18th.

What is the goal?
Two veteran members (captaincomic & Miasmos Games) have written a library full of the most common and useful behaviors, which are included in Stencyl 2.0. By having a game jam wherein these pre-shipped behaviors are the core of the games created, Prefab Jam will show the participants what can and can’t be done with the current set of behaviors. This in turn will allow captaincomic & Miasmos Games to further improve and add to the library of prefab behaviors. The main objective is of course to have fun making a game and exploring the possibilities of the newest version of Stencyl.

What are the rules?
-The core of the game has to be comprised of the pre-shipped behaviors that come with Stencyl 2.0 (you can find them in the window that opens when you click the Add Behavior button in the Behavior screen of an Actor or Scene). Limited modification of the pre-shipped behaviors and event scripting are allowed, so as to allow the pre-shipped modifications to work together and to achieve basic things (like making NPCs fire bullets or display text). If you’re adding pages of blocks/code to your game you’re doing it wrong. Just keep Prefab Jam’s goal in mind and you’ll be fine.
-The aforementioned limitation doesn’t apply to resources that aren’t events and/or behaviors. You can have as many custom animations, backgrounds, sounds as you like.
-You can have multiple entries

How do I submit?
Just post a link in this thread and I’ll add it to a master list in this post for easy reference. Just remember that you have to submit your game(s) before 0:00 PDT (GMT-7) on Friday May 4th.

How will the entries be judged?
Since this isn’t a real contest there won’t be an expert panel of judges. But because people like compliments I propose that in the week after the game jam, everyone who wants to, posts a list of their favorite games. This can be a short Top 2/5/10 list or an extensive review of each and every entry. It’s all up to you. If enough people have made a list of their favorites I’ll tally the results so that we can see whose games were most liked. The prize for winning will be my (and undoubtedly others’) admiration. Sadly that can’t be converted in any known currency.

How should I share my progress? If you want to show us how your Prefab Jam game(s) is/are coming along it's probably best if you create a new thread in the Announce Your Game section (to avoid cluttering this thread). To show that you're developing it for this game jam, it might be easiest to put something like [Prefab Jam] somewhere in the thread. Then post a link in this thread to inform us that you're participating.

« Last Edit: May 22, 2012, 06:33:30 am by Leaufai »

Leaufai

  • Posts: 327
To let you know, I will be covering my participation in this game on my twitter:
https://twitter.com/#!/leaufai

Bursting with ideas at the moment. Good luck to all the other participants!

KungFuFurby

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  • Posts: 487
A week? Although I've done my games in a week before, usually I have a much stronger temptation to do some programming and work my magic...

There is a major catch that I will note: unless you're hosting the .swf files elsewhere, you'll end up running into this website's internal 15-16 MB limit. Watch out!
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Leaufai

  • Posts: 327
A week? Although I've done my games in a week before, usually I have a much stronger temptation to do some programming and work my magic...

There is a major catch that I will note: unless you're hosting the .swf files elsewhere, you'll end up running into this website's internal 15-16 MB limit. Watch out!

This game jam is more geared to small, simple (in terms of complexity not necessarily ideas) games. As such it's perfect for newcomers as it's not as much about knowing all the blocks or the logic needed to create a complex behavior. Instead it's about learning Stencyl 2.0 and especially what can be done with less (aka the prefabs). The challenge is not only for newcomers though as Prefab Jam is also ideally for those who want to focus more on ideas, art, level design, etc. There's a little bit for everyone.

And if the participants feel at the end of the week that the game jam should continue a little bit longer, I wouldn't mind that at all. But that's for then.

SWATLLAMA

  • Posts: 1059
Now that I know we can have event scripting and some modfications, I would like to participate in this, but I'm unable to. Good luck to all participants!
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Miasmos Games

  • Posts: 878
I like being called a veteran :P Looking forward to seeing stuff that people come up with, although  maybe you could consider extending the deadline a bit just to get more people in on it? Hoping people come up with lots of good stuff, and hoping people come up with some good ideas of what would be really useful. I think this will be a much better gauge of what people need rather than want, as at the moment the thing holding me back from just asking the general public what they want is that the majority of people just seem to make large, ridiculous requests for things that wouldn't actually be that useful to a particularly large number of people :\ Anyway, I'll happily go through and give some feedback at the end!

Cupcake Bounce

Leaufai

  • Posts: 327
My Entry http://www.stencyl.com/game/play/12353

Good, the first entry. There needs to be more variation I think, but it's a nice start. The biggest problem it has now is that the player character slow down when it lands after jumping. Takes the speed out of the game. Perhaps this game would work best if you just had to press the jump key, like Cannabalt. Would make the gameplay a bit faster and more exciting.

My game will be a platformer as well.

@Miasmos

I'll extend the deadline by a week, maybe more in the future.

The pre-shipped behaviors that I'd like to see are the ones that were in the Controls and Motion demos, but aren't in 2.0 (examples are Interactive Path, Grid-Based Movement). Additionally some of the functions in those demos aren't in 2.0. An example would be debug drawing of paths/orbits. I'd like to see those as well.

CrimsonThunder

  • Posts: 96
As a beginner I'd like to give this a shot... Hopefully I can make something interesting before the deadline. :)

CaptMoose

  • Posts: 19
Sterling idea!
It's a great way to showcase both the new features AND the pretty awesome prefabs that were shipped with 2.0

I would, but I'm far too shy - and my leg fell off.  ;D
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Miasmos Games

  • Posts: 878
Don't worry about being too shy! We won't mind what you come up with, just entering is the big thing!

@Leaufai I'll go check out interactive path and see what the deal is. With Grid Based movement, Captaincomic couldn't get it working properly in time for the release so that's why it's not in there.

Cupcake Bounce

Leaufai

  • Posts: 327
I agree with Miasmos. It doesn't have to be the best game ever, we'll try out anything you send in.

Thanks for checking out the Interactive Path thing, M. I hope captaincomic can get the Grid-Based Movement working. A lot of people would love a behavior like that.

Anyway, I've finalized my (first) project and have started working on it. It's called Timeless. I'll be covering it furhter in another thread, so direct your comments there.

captaincomic

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  • Posts: 6108
The pre-shipped behaviors that I'd like to see are the ones that were in the Controls and Motion demos, but aren't in 2.0 (examples are Interactive Path, Grid-Based Movement). Additionally some of the functions in those demos aren't in 2.0. An example would be debug drawing of paths/orbits. I'd like to see those as well.
Everything in the demos should be there in 2.0, except for Grid-Based Movement (but it's on our definite to-do list for the next release :) )

Interactive Path is just an example of Follow Path using the custom blocks that come with the behavior to modify the path. I'll attach screenshots of the events.

Debug drawing is also there. You have to attach the Game Debugger behavior to your scene and enable it, then the Motion/Control behaviors will also draw the paths.
(This way the Motion/Control behaviors aren't cluttered with debug drawing attributes and you can easily turn debug drawing on and off for all behaviors at once.)


saulochina

  • Posts: 214
well, as i said i will make a entry. i think saturday i can show something. I'm running now to send my first iOS game to apple.  :D
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Leaufai

  • Posts: 327
Good luck with finishing your iOS game. Is there a thread/website where I can read/see more about it? Can't wait to see what you cook up for this Jam when you're done with your game.

The pre-shipped behaviors that I'd like to see are the ones that were in the Controls and Motion demos, but aren't in 2.0 (examples are Interactive Path, Grid-Based Movement). Additionally some of the functions in those demos aren't in 2.0. An example would be debug drawing of paths/orbits. I'd like to see those as well.
Everything in the demos should be there in 2.0, except for Grid-Based Movement (but it's on our definite to-do list for the next release :) )

Interactive Path is just an example of Follow Path using the custom blocks that come with the behavior to modify the path. I'll attach screenshots of the events.

Debug drawing is also there. You have to attach the Game Debugger behavior to your scene and enable it, then the Motion/Control behaviors will also draw the paths.
(This way the Motion/Control behaviors aren't cluttered with debug drawing attributes and you can easily turn debug drawing on and off for all behaviors at once.)

I figured it out. Works great!