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View Poll Results: Which game was your favorite?
Tempestas: Civilization's Shackles 11 10.78%
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Old April 22nd, 2018, 05:43 AM   #11
Lelmaster
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Awesome! Can't wait to see what people come up with. There is an severe lack of games in the spanking genre.
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Old April 22nd, 2018, 08:08 AM   #12
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Other tools that may come in handy, all FREE (Open Source), from the Linux Game Jam suggestions (source https://www.youtube.com/watch?v=3s68kdS8xhg and https://www.youtube.com/watch?v=P4mo_Q-MEnQ ) .

Engines:
- Godot
- Phaser (html 5 games)
- Monogame
- Love 2D

Graphics tools:
- Krita (painting, drawing & raster graphics)
- Blender (3d modeling)

FREE to use art & music:
- opengameart.org


Are there any shared resources for spanking art to use in the game? That may help some people who don't have time/experience to draw something similar to a butt.
Also, same question for smacking sounds...
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Old April 22nd, 2018, 11:09 AM   #13
Bagool
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The options for the game engines are more like suggestions right? Because I use Construct 2 for all of my non-rpgmaker needs (which is also free) and I'd argue it's easier to use than game maker.

@reaper: Fighting games are actually quite time consuming to make, at least good ones with balanced game play and good animations, so they aren't well suited for a week long thing. Though if someone wanted to rig something together in a short amount of time the battler sprites from rpgmaker MV could be a source of inspiration.

@42idiot: The smacking sounds that my games had, along with godspeaks and a few others are basically open to anyone. So you'll need to salvage those files.
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Old April 22nd, 2018, 02:17 PM   #14
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Can’t wait to see all of your ideas.

Do you want to collect money too as a additional price?
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Old April 22nd, 2018, 03:24 PM   #15
aka
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Quote:
Originally Posted by 42idiot View Post
Other tools that may come in handy, all FREE (Open Source), from the Linux Game Jam suggestions (source https://www.youtube.com/watch?v=3s68kdS8xhg and https://www.youtube.com/watch?v=P4mo_Q-MEnQ ) .

Engines:
- Godot
- Phaser (html 5 games)
- Monogame
- Love 2D
I can vouch for Love 2D. I'm using that for my latest incarnation of Scarlet
Moon's engine. The documentation is excellent, there are some very good GUI
toolkit's out there (like SUIT), and they don't try to do anything "magical."
It's also dirt simple to build native executables for all three of the major OS
flavors (Windows, Mac, Linux), even *without* owning said flavor (so I can
very easily build a Mac App on a Linux box). It also uses the Lua programming
language, which is a beautiful, extraordinarily simple programming language.

That being said, I don't think it'd be appropriate for a game jam, not
unless you already have a programming background or you'll be doing
nothing *but* the gamejam for the entire week.

I'd definitely encourage people to look into it if they have a programming
background, or if they want to learn programming for use in a game. I'd
say Lua is probably the most beginner friendly programming language I've
encountered.
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Old April 22nd, 2018, 04:12 PM   #16
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Quote:
Originally Posted by Bagool View Post
The options for the game engines are more like suggestions right? Because I use Construct 2 for all of my non-rpgmaker needs (which is also free) and I'd argue it's easier to use than game maker.

@reaper: Fighting games are actually quite time consuming to make, at least good ones with balanced game play and good animations, so they aren't well suited for a week long thing. Though if someone wanted to rig something together in a short amount of time the battler sprites from rpgmaker MV could be a source of inspiration.

@42idiot: The smacking sounds that my games had, along with godspeaks and a few others are basically open to anyone. So you'll need to salvage those files.
Yeah, feel free to use whatever engine you feel most comfortable with.

---------- Post added at 04:12 PM ---------- Previous post was at 04:11 PM ----------

Quote:
Originally Posted by dirtyferdi View Post
Can’t wait to see all of your ideas.

Do you want to collect money too as a additional price?
I'm gonna say no on the collecting money thing since that will exclude a lot of people and make it more discouraging for newbies to game making to join.
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Old April 22nd, 2018, 05:31 PM   #17
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Quote:
Originally Posted by Bagool View Post
The options for the game engines are more like suggestions right? Because I use Construct 2 for all of my non-rpgmaker needs (which is also free) and I'd argue it's easier to use than game maker.
Obviously, it's up to Godspeak to make the rules, but frankly I would argue that you shouldn't need a game engine at *all*. If you want to do some sort of Dianne's Promotion style gamebook where the player keeps track of everything, and does all the comparisons manually (i.e. if your willpower > 5, go to page 124) in a giant word doc, then I think you should be able to.

Though in that case I would ask people to convert their docs to PDF's. Not everyone owns Microsoft Office, and PDF's tend to age better anyway.
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Old April 23rd, 2018, 06:47 AM   #18
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Quote:
Originally Posted by aka View Post
Obviously, it's up to Godspeak to make the rules, but frankly I would argue that you shouldn't need a game engine at *all*. If you want to do some sort of Dianne's Promotion style gamebook where the player keeps track of everything, and does all the comparisons manually (i.e. if your willpower > 5, go to page 124) in a giant word doc, then I think you should be able to.

Though in that case I would ask people to convert their docs to PDF's. Not everyone owns Microsoft Office, and PDF's tend to age better anyway.
That would also be acceptable! I suppose I should say that the end product should be what one of my game dev professors used to say that a game was. "A series of interesting choices." ;P
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Old April 23rd, 2018, 04:04 PM   #19
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Games are an series of interesting choices locked in with unfortunate events twisted around multifunctionality. Now roll for initiative! Attributed to Gygax.
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Old April 23rd, 2018, 09:58 PM   #20
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Quote:
I have an idea for someone, if it is possible I mean
Pro tip: everyone has ideas, and everyone prefers their "ideas" to anybody elseˇs. If you are to actually see any of your ideas through, either flesh them out yourself and make them so whoever you need help with WILL be interested in working in them, learn how to make them happen yourself or stright up cough up the money and become a stakeholder on an outsourced project.


Quote:
How about the idea of a spanking fighting game where the roster has the character's finishers being different ways as to how to give a spanking. And the way to win is that when the opponent's health bar is empty, the character's bottom is red. lol
That's not an idea. It's a pitch (not even detailed enough for a high concept) and a feature. If I had to draw up a game design document of this, I'd barely have enough to fill the preface. And as a pitch, it commits every capital sin a pitch can commit. If I got 10 mintues with a Lead Desginer and a Project Manager (as much as you'll get, usually), and showed them this, I'd be out of the door in 10 seconds with a "Not Approved" stamp and a chat with my superior to not look forward to.

First of all, you lie. You say "Spanking Fighting Game", key word spanking. So where is spanking, the main focal point you place first so it's the end user sees? On ONE move which might never be actually triggered and that requires skill and buildup to execute, and a feature that will show on the win/lose animation loop so, say, about 5 seconds per 3-minute match.
That's not a spanking fighting game. It's a fighting game with spanking as an afterthought.

Second, you tell us nothing about the selling point of the pitch. Why would anyone want to work in this and produce it? What does this concept, or the execution you have thought of, gives the player that no other game does? Why take your idea and not mine? No clue.

Third, a game is something you, uh, play. How does this game PLAY? There are a bazillion questions to answer in making a fighting game. We don't need you to have answers for matchups, frame counts, combo breakdowns, advanced cancel/break mechanics or other more advanced stuff, but even the most basic things are missing:

-2d or 3d? This is not purely aesthetics- it's an entire new movement and range axis to consider.
- Tactical, requiring pacing and use of strategy and timing in hits, or focuses on combos and fast action?
- Armed? Unarmed?
- Actual character concepts? (and hitboxes, play style...). What about setting, since we're on it?
- Attacks? Number and type? Combos? Combo cancelling?
- Defence? Input method and levels of defence? Advanced defence (parry, perfect guard, counter...)?
- General idea of damaging and balancing?
- Ranged combat options available or not, and if so what are they used for? Zoning? Chipping? Mix-ups? Are they actually integral to gameplay?

Answer some of those (or most) and you MIGHT be able to say you have an idea and pitch in the jam as a designer. If ideas were executed like development into adulthood is, right now your "idea" is a "come hither" look from her mom to her dad on a bar.
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