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#fedijam

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Això ja va prenent forma. El periplus ja té cara i ulls, tot i que només es poden modificar els volums.

Més endavant es podrà canviar l'idioma, veure el mapa, les missions, etc.

He ficat ja tres emplaçaments, tot i que per ara no s'hi pot fer res a cap d'ells.

Queden 14 dies per acabar la jam, ara toca implementar una missió senzilla i ja estarà llest per entregar la primera versió completa del joc!

#FediJam day 17: after putting my source code into several files like a normal person, I decided to redraw the stars (sticking to main sequence stars for now).
Some kind of walls are planned too (stardust/asteroid clouds?).
Given high_impact's limits, I don't know how I'll do banners like checkpoints or the finish line. Probably by aligning several 1px wide sprites.
#GameDev #PixelArt #Aseprite

I implemented basic settings, music and (some of the) sound effects. I'm starting to have some doubts about the one-source-file game programming pattern, but nothing alarming for now.
Remaining tasks: gameplay sounds, real commentary, real racing, and a proper pause menu that respects your progress.
#FediJam #C #GameDev #PixelArt

Bé, us ensenyo les dues últimes coses que he afegit al moviment del vaixell. Això ja és tot i més del que tenia pensat fer en aquest sentit i "només" m'ha costat 4 dies de feina. Deu n'hi do!

En aquest vídeo es veu com el vent afecta a la velocitat del vaixell. Al següent tut veure-ho una altra cosa que crec que us agradarà molt 😜

Sky Islands Dev Log 2: Didn't get as much done as I hoped in a week. I did model a character, rig, and animate them. I also made a 3rd person character controller and got them to spawn off ship on back on. I'm hoping this week I can block out some platforming some levels, time trail races, and enemy characters for melee fighting. I still need to come up with a story and some lore too.

So, recently, when my kids again asked about "learning to program", we came across the amazing #microstudio IDE¹. You develop your games online, collaboratively, in Microstudio script (or Lua or Python), and it can export to web, desktop or mobile.

They were familiar with #Scratch, but the next step into using actual code - syntax errors on top of the logic errors - is always daunting.

So, after a few experimental projects in different directions, and building on the microstudio jump & run examples, we decided to join this month's #FediJam (#FediJam3) and hoist the sails.. ⛵

We're now one week in. It's been a fun venture into not only programming, but also managing expectations, focusing on a game mechanic and essentially what the player sees. Not too heavy on the programming for them (dealing with syntax errors is tough), but the collaborative IDE allows them to interactively change everything and discover the effects, and to contribute with game assets and see how they magically (cough) pop up in the game. Highly recommended!

So now we spend a good part of the weekends sitting around the family table, each on a laptop, cursing like pirates, tinkering and playtesting. Arrgh!

¹microstudio.dev