Gary SpringArms - Global Game Jam 17 Mac OS

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  1. Gary Spring Arms - Global Game Jam 17 Mac Os Pro
  2. Gary Spring Arms - Global Game Jam 17 Mac Os Catalina
  3. Gary Spring Arms - Global Game Jam 17 Mac Os Download
  4. Gary Spring Arms - Global Game Jam 17 Mac Os X
  • The Global Game Jam upped the ante by opening more locations and allowing for more participants. Naturally, more games were made (900), thanks in part to the 4,300 participants. Game Jam 2011:January 28–30. Over 6,500 participants with 1,500 created games.
  • Stormont UV Monitoring 1 Free Wifi in NI 1 EMC 1 Northern Ireland Electricity 1 Augentius Fund Administration 1 Social Enterprises NI 1 Stepping Stones NI 1 Springfield Charitable Association 1 Gary Lightbody 1 Kilmacormick Resource Centre 1 Ogilvie Fleet 1 Bash 1 2013 upStart Award 1 Precision Engineering 1 Platform Planet 1 Esri Ireland 1.
  • Edwards was the executive director of the International Game Developers Association form 2012 to 2017. The IGDA is a nonprofit supporting any person involved with game development. Edwards is now the executive director of Global Game Jam, an annual event that has teams from across the world creating games over a single weekend.

Explore games tagged Global Game Jam on itch.io. Global Game Jam is a yearly game jam where developrs from all over the world are able to participate in teams to create a game with a shared theme. Amazon.com: LaCie Rugged Thunderbolt USB-C 2TB External Hard Drive Portable HDD – USB 3.0 compatible, Drop Shock Dust Water Resistant, Mac and PC Computer Desktop Workstation Laptop, 1 Mo Adobe CC (STFS2000800): Computers & Accessories.

So I'm thinking of using Observables for the GGJ, which is coming the weekend after this one. For the simple reason that It's great fun to develop in, I don't have grand ambitions (read: requiring native code for performance and such), and once done I can immediately share the results via the web very easily.

Maybe others would like to do the same?

Gary Spring Arms - Global Game Jam 17 Mac Os Pro

EDIT: Here is the template notebook I have settled on for now. It has

  • Tom McWainwright's function to easily load (multiple!) p5.js sketches
  • good fullscreen support (thanks to Mike Bostock),
  • a demo of how to use Howler to play back sounds
  • example code of checking if touch input is inbounds of the p5.js canvas
  • example code of triggering fullscreen when touching the p5.js canvas (convenient on mobile)
  • esample code for detecting whether or not the sketch is fullscreen (could be useful for freezing the sketch until running fullscreen, for example)

That should cover the most essential functionality for making games .

Gary Spring Arms - Global Game Jam 17 Mac Os Catalina

observablehq.com – 25 Jan 19

As some prep-work, maybe we could make a list of useful tricks, frameworks and ideas? For example, a bit of quick searching turned up these existing Observable notebooks that could be useful:

  • p5 (how to embed p5.js, which itself has some great libraries for making simple games)
  • Embedding PuzzleScript games into Webpages (you lose advantages of directly writing JS, but it's pretty cool that the resulting games are accessible too!)
  • Compiling Walt in an Observable notebook (A compiles-to-WASM language. Similar to PuzzleScript this loses the JS compilation advantage, but maybe there are parts of a game could benefit from being written in WASM-via-WALT)

If you see any other notebooks you think make sense to add to this list, please reply!

I also still have some unanswered questions:

  • I what is an easy way to create a full-screen canvas?
  • Can I just load p5.js libraries? (have to try this out tonight, I know it'll just be a dangerous rabbit hole if I try it now) answer: nope

Gary Spring Arms - Global Game Jam 17 Mac Os Download

EDIT: Updated lists

  • Dashboard - creating a grid of cells from imported notebooks. Xtra reward slots.

  • Howler.js notebook for simple example of loading sounds via Howler.js

  • jfxr is a website that quickly lets you generate audio samples

2 comments← Global Game Jam Day OneVicky wins MCV Women In Games 'Rising Star Of The Year' 2018! →

Following on from our Global Game Jam – Day One post, we are proud to present Untested Waters – our Global Game Jam 2017 game based on the theme ‘Waves' and a Farset Labs Selected Highlight Game!

Global Game Jam 2017 theme – Waves

You can check out the game at the:

  • Global Gam Jam website
  • Our itch.io page

'Untested Waters' is a local two player fighting game to be played using controllers, where you battle your opponent to stay on a boat as it is thrashed by waves. The game uses 2D sprites and was made using Unity and Spriter Pro. The game was made by Whitepot Studios and Richard Gillen from AppAttic. All assets are our own (including the sounds!).

Untested Waters is a vicious battle of selfishness and survival. The SS Gentle Richard has been afloat for many years – it has sailed the seven seas and plundered many a land. Lone space (masonzk) mac os.

The vessel even survived 2016 – but a curiously mathematical sea is calling for the mighty vessel's demise. There's only one life raft aboard – and only one player can survive.

Two best friends reside upon the boat – but after years of secret resentment and jealousy, it all comes to a head as they battle for their lives. Try and throw your best friend overboard as you battle the treacherous dynamic sea that will end one of your lives.

… or so the story goes. We considered a few different things for this Waves theme, including a sound-based game, which fellow Farset-jammers BillyGoat Entertainment (makers of Her Majesty's Spiffing) made with Supermarket Shriek!

But we ultimately settled on a physics-based game where generated waves would cause a ship to bob about as two players try to stay afloat – of course, this was similar to the idea Coffee Box had ? – turns out boats and waves is a good combo.

We ended up turning this into a fighting game – because, why not? This made it ten times more fun than we anticipated and had some unintended side effects with Smash-Bros-style-flying-off-the-screen effects! We decided the theme on Friday night, and by Saturday morning had some basic waves in and the character jumping about on screen.

Saturday

Gary Spring Arms - Global Game Jam 17 Mac Os X

I made the sprites and animations by working from the available pre-made sprites and animations provided with Spriter Pro – they turned out better than I expected!

Adam added in player death and the entire wave system including LERPing between different wave intensities and generating different wave strengths, as well as how the boat physics interacted with the waves. Richard, our temporary Whitepot member for the weekend, implemented the game state, player movement, fighting, menus, and… basically a lot of the core features (read: that make a game a game so we could actually get it finished on time ? THANKS GENTLE RICHARD

And now we can freely talk about the theme, which is waves. So here's what I've been working on so far! pic.twitter.com/NBUFKvNB9w

— Adam Whiteside (@adamside) January 21, 2017

Gooood morning #GGJ17 🙂 Here's some super slow parallaxing… and a headless jumper pic.twitter.com/v7cQ6AbWi6

— Whitepot Studios (@Whitepot) January 21, 2017

And now with a boat #GGJ2017#GGJ17#gamedevpic.twitter.com/QbHGd4mE7K

— Adam Whiteside (@adamside) January 21, 2017

We got the bulk of art and gameplay finished by Saturday evening – sometimes went ok, sometimes not.

I was making a gif to show the different wave intensities when…. #GGJ2017#GGJ17#gamedevpic.twitter.com/EmhilYNufA

— Adam Whiteside (@adamside) January 21, 2017

Sunday

Sunday was a day for polishing up the UI and adding in unimplemented polish features like screen checking – and making sure there was a distinct enemy to fight against.

https://twitter.com/Utsuho/status/822788314063372289

– and also playtesting!

Richard and our first playtester of the day, Corey! #GGJ17pic.twitter.com/kqBDhYsTzn

Mac dangerous lipstick. — Whitepot Studios (@Whitepot) January 22, 2017

The End of the Game Jam

After a long weekend of stress and fun, we were finished! And won a Games Highlight prize from Farset Labs (two free tickets to the NI Game Dev awards) – weekend well spent!

Game
YEAHHH!!!! #GGJ17pic.twitter.com/kqaueKVJmt

— Whitepot Studios (@Whitepot) January 22, 2017

The other games we saw were also great fun and everyone had a great weekend – looking forward to the next one! Libre trainsim mac os.

A great day had by all. Even Richard #GGJ17pic.twitter.com/N6WJxSuDZA

— Whitepot Studios (@Whitepot) January 22, 2017

Download and Play

If you'd like to download the game, have two controllers, and a ‘local multiplayer friend' to play with, the controls are as follows:

  • X – Punch/Push – hit your opponent
  • B – Charge/Boost – move faster temporarily
  • A – Jump – boing!
  • Left Analog Stick – Movement

There are Mac OS and Windows builds available. If you are using an XBox 360 controller with your MacBook, I was able to use this 360 Controller Mac OS driver to play, just download and install the .dmg as normal – you may just need to do some additional configuration in the Unity ‘Input' menu that pops up pre-start.

Bonus – Poster and more!

Every game jam game needs an edgy poster!

Here we are on the @FarsetLabs#GGJ17 live stream! https://t.co/V5RUsAx3Bvpic.twitter.com/gzQ9TWS8B3

— Whitepot Studios (@Whitepot) January 21, 2017

And here we were on the stream! Thanks for reading, looking forward to the next jam! Thank you to Farset Labs for hosting and feeding us, and the time spent by the staff there and the NI Game Dev Network.





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