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TIGSource ForumsCommunityJams & EventsTIGJAM UK 4 - 4-7 February, Cambridge [ SOLD OUT ]
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increpare
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« Reply #260 on: January 28, 2011, 09:03:01 AM »

What might make sense is having the documention for all of these frameworks (and maybe the frameworks themselves) avaible on memory sticks so that we can access them if the internet goes down. Someone is going to forget to make a local copy.
Yeah, this we'll definitely do.  I strongly encourage everyone to have all the necessary docs on their laptop.  Internet access tends to be spotty in CB2 when there're a lot of people there.
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Klaim
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« Reply #261 on: January 28, 2011, 02:00:50 PM »

I already have SFML and Ogre installed but it's not enough for 3 hours concepts. I'll work on some of my projects first, then participate to 3 hours concepts (or the other way around) but I'm not sure witch tools for rapid prototyping are good for a mostly C++ dev.

I can work with python and flash too, but I'm not as at ease as with c++. That said, I'll certainly install Flash/FlashDevelop and take a look at PyGame too.

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increpare
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« Reply #262 on: January 28, 2011, 02:43:04 PM »

I already have SFML and Ogre installed but it's not enough for 3 hours concepts. I'll work on some of my projects first, then participate to 3 hours concepts (or the other way around) but I'm not sure witch tools for rapid prototyping are good for a mostly C++ dev.

I can work with python and flash too, but I'm not as at ease as with c++. That said, I'll certainly install Flash/FlashDevelop and take a look at PyGame too.
I'd recommend to look at renpy or construct (or thegamesfactory or whatever you want).  They're designed to be easy to pick up.  Renpy takes no more than a couple of minutes so long as you've documentation to hand. 

I've done 3-hour things before in allegro, so it's possible - probably I'd do it with SFML now rather than allegro/sdl for 2d stuff.
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bluescrn
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« Reply #263 on: January 29, 2011, 12:58:27 AM »

What kind of frameworks / engines will people be bringing, just out of curiosity? 

I'm very much a C++ person, so for mini-jams it's going to be C++ with some pre-built 'base code' to get things on screen quickly.  Was trying to get SFML set up with C#, as that seemed a better option for these, but it seemed to be a bit of a mess, with dependencies on additional libraries (Tao) that aren't included with the SFML package - so I dropped that idea...

Will have Flex/Flashpunk installed if I feel like trying something completely new. Might install Python/Pygame, as that's something else that I've been meaning to take a look at...

Also set up with Blender, an assortment of paint packages, Mappy, and SFXr. And remote access to my SVN server running on a MiniITX box at home Smiley

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Klaim
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« Reply #264 on: January 29, 2011, 01:39:18 AM »

increpare> Thanks for Renpy, didn't know about it! I'll take my graphic tablet then.

I'll have to try more construct, just checked it years ago when it was first out.

For SFML I think it's fine as far as you already have a main loop and "general" collision code (because most of the time it's required for "simple" games), but yes it's possible. I just don't feel good enough (on the speed side) to do something playable in 3 hours with SFML. That said, if I keep trying I'll certainly learn how to.

I'll try to re-learn blender too and setup a prepared environnement for SFML and Ogre based games. I'm not sure I'll have time, but if I have at least prepared environnement for SFML that will be enough I guess.
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increpare
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« Reply #265 on: January 29, 2011, 02:47:54 AM »

increpare> Thanks for Renpy, didn't know about it! I'll take my graphic tablet then.

I'll have to try more construct, just checked it years ago when it was first out.

For SFML I think it's fine as far as you already have a main loop and "general" collision code (because most of the time it's required for "simple" games), but yes it's possible. I just don't feel good enough (on the speed side) to do something playable in 3 hours with SFML. That said, if I keep trying I'll certainly learn how to.
Platformers aren't suited, but puzzle games might work out in that timeframe.
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Klaim
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« Reply #266 on: January 29, 2011, 04:15:18 AM »

Hmmm interesting... are there other type of games that non-obviously suits the timeframe? Maybe experimental shmups?
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« Reply #267 on: January 29, 2011, 04:57:51 AM »

Hmmm interesting... are there other type of games that non-obviously suits the timeframe? Maybe experimental shmups?

Simple shmups work OK in very limited time - think something like a simplified Geometry Wars, maybe.  I've coded a Space Invaders clone in about an hour (C++/Allegro) for a Ludum Dare warm-up a few years back.

For me, I think my laptop keyboard is going to be the limiting factor, not used to coding with it, so it'll be slower-than-usual going...
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Klaim
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« Reply #268 on: January 29, 2011, 05:10:00 AM »

I chose my laptop specifically to be able to join those jams, and work in transit each day. This year will be a great game dev year for me, that makes me so excited XD

edit> By the way, I have an older laptop I used to develop NetRush some years ago, good enough to work on 3D and compile C++ fast. It needs to be repaired and next time (maybe BIGJam) I'll certainly come with it for people who wanted to come but didn't have any laptop. I hated the times when BIGJam started and I was living at Strasbourg but couldn't come because of work and lack of laptop.
If I can help someone avoid the feeling I had at that time that would be awesome.
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« Reply #269 on: January 29, 2011, 01:34:39 PM »

I have never heard of any of these tools everyone is talking about..  Concerned

I will have to check it all out.. the extent of my game making is basically unity/udk

I feel like im a bit out of the loop!  Facepalm
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Klaim
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« Reply #270 on: January 29, 2011, 02:11:56 PM »

Well knowing a lot of tools don't help if you don't master them enough to do something with it. If you master unity I don't see any point in working with another tool.

I guess.
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increpare
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« Reply #271 on: January 29, 2011, 02:24:44 PM »

Well knowing a lot of tools don't help if you don't master them enough to do something with it. If you master unity I don't see any point in working with another tool.
There are lots of reasons, but they are not for this thread.  You'll be fine with unity, but if you want to do stuff with other tools, there'll be plenty of people on-hand to help Smiley
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Anthony Hart-Jones
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« Reply #272 on: January 29, 2011, 03:41:56 PM »

Unity is not a bad tool in a medium timescale, as long as you are not trying to do everything yourself.  I managed to go from no knowledge of Unity to a basic blocked out level in a single day, including a triggered 'rocks fall, bridge collapses' cut-scene, but I had a load of art assets and a coder working non-stop on the camera controller at the same time.

The problem I have, and TGEA is the same, is that you can really easily get out of your depth and end up overambitious just from the freedom.  Game Maker might be simple, but that simplicity encourages ingenuity more than blue-sky thinking and keeps you grounded.  I got one whiff of Unity and wasted a whole day playing with physics objects to see what I could do. 

If you have better self-control and discipline than me, as well as a strong understanding of what you can do in three days, I think it is still viable though.  Even if you end with a basic proof of concept demo, you've got something worth devoting a weekend game-jam to...
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« Reply #273 on: January 29, 2011, 03:59:22 PM »

Yeah I always see what Unity can do and greatly overreach. I'm sure I could finish some of the things I start but I usually get bogged down and go and look at something new and shiny.

Flashpunk is kinda similar in that respect. It's so easy for me to quickly knock up a basic gameplay prototype that once I've done that I feel like the idea I had is developed and I want to do something else.

I cannot wait for next weekend. I AM GOING TO FINISH SOMETHING SO HELP ME.

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Hayden Scott-Baron
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« Reply #274 on: January 29, 2011, 04:35:11 PM »

It really helps to know which languages/kits let you get what up and running quickly. Construct, for example, has per-pixel collision and platform controls out of the box, so you can literally sketch out your level layout and that works great. It's more limited if you need to mess around with very specific code rules, however. Understanding your other tools like art packages, text editors and 3D modelling apps are also important in terms of knowing what you can deliver quickly without problems.

I aim to learn Renpy this week so that I have that in my pocket, and I'd also like to solidify my knowledge of Construct a little better.
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Klaim
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« Reply #275 on: January 30, 2011, 08:24:24 AM »

Like you I'm aiming to learn:
 - Renpy
 - PyGame
 - Construct

And setup:
 - A ready SFML based game c++ project base
 - A ready Ogre based game c++ project base

I guess that will be enough for me.

edit> I should also get ready to do some drawings.
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Anthony Hart-Jones
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« Reply #276 on: February 01, 2011, 03:55:37 PM »

It's kind of a shame that I ended up so specialised from AAA.  I'd like to think I am a great narrative designer, but it also means I am a lousy artist and coder compared to most indies...

Also, the whole Linux thing means I don't even get Visual Assist when I code, so I'll probably stick to writing and designing mostly.  I do have one idea my 2 year-old daughter helped me come up with, but it needs a physics programmer who knows the difference between a trebuchet and a catapult and has a love of razing cities...
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Klaim
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« Reply #277 on: February 01, 2011, 04:16:41 PM »

Wow I think it'll be too late to learn all the tools I listed. I'll not have time to explore them all. I'll try to do more in the train.
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« Reply #278 on: February 01, 2011, 04:46:52 PM »

It's kind of a shame that I ended up so specialised from AAA.  I'd like to think I am a great narrative designer, but it also means I am a lousy artist and coder compared to most indies...

Also, the whole Linux thing means I don't even get Visual Assist when I code, so I'll probably stick to writing and designing mostly.

Personally I would highly recommend playing with some of the easy dev tools that have been discussed here. I'm a terrible coder but can makes games with Game Maker, Construct, Ren'Py, Unity or Stencyl. You've still got a few days to get some experience with them.

At a game jam if you're just offering to design or write games you might end up being a bit of a 3rd wheel, because when you're making a game in 3 hours or whatever you don't usually have time to wait for someone else to design/write stuff for you. You just want to get going.

Ultimately if you have a go at making games you might learn you're better at it than you realise.
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Anthony Hart-Jones
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« Reply #279 on: February 01, 2011, 05:18:58 PM »

Personally I would highly recommend playing with some of the easy dev tools that have been discussed here. I'm a terrible coder but can makes games with Game Maker, Construct, Ren'Py, Unity or Stencyl. You've still got a few days to get some experience with them.
Well, I am looking into PyGame, but half of those frameworks are not so good with Linux.  I've applied to beta-test Stencyl, but I'll never get any practice with it before the jam.

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At a game jam if you're just offering to design or write games you might end up being a bit of a 3rd wheel, because when you're making a game in 3 hours or whatever you don't usually have time to wait for someone else to design/write stuff for you. You just want to get going.
I have been working on a game in Ren'Py and I develop for Facebook apps using XAMPP five days a week.  I might suffer a little without access to the online PHP help, but I am not quite the helpless ND I might have implied I was.

(I may have a different definition of 'lousy artist and coder' too; I used to work with coders who wrote missile guidance and code-cracking software for the MoD and artists who later moved on to polishing Weta and Pixar's 3D art.  I always felt like a dilettante around them...)

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Ultimately if you have a go at making games you might learn you're better at it than you realise.
I thank you for your confidence...
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