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8 votes
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Street Fighter II - It sounds dumb but they really fixed a typo with a human leg
14 votes -
Godot 4.4 release candidate 3 — "We are almost ready to release Godot 4.4 officially!"
28 votes -
Implementing achievements for MTG Arena
3 votes -
Game Programming Patterns - State
11 votes -
Moving my game project from C to Odin language
15 votes -
Gamedev in Lisp. Part 1: ECS and metalinguistic abstraction
9 votes -
Scaling One Million Checkboxes to 650,000,000 Checks
22 votes -
Game simulation programming: Continuous time
7 votes -
Picotron is a Fantasy Workstation
23 votes -
Announcing the MonoGameJam5
9 votes -
Beyond 'Killzone': Creating new AI systems for 'Horizon Zero Dawn'
4 votes -
Rewriting wipEout
22 votes -
A peek into the MTG Arena rules engine: "On Whiteboards, Naps, and Living Breakthrough"
18 votes -
The SDL3 Audio Subsystem
10 votes -
Commander Keen's Adaptive Tile Refresh
18 votes -
Godot 4.1 is here, smoother, more reliable, and with plenty of new features
16 votes -
Solarus, a lightweight, multiplatform, free and open-source 2D game engine
19 votes -
Dev snapshot: Godot 4.1 beta 1
17 votes -
Patching Salt Lake 2002 to run on modern systems
6 votes -
Why I decided not to do Emrakul, and how we shipped it anyway
10 votes -
Leaderboards aren’t just for games: A pep-talk to inspire developers
3 votes -
Open source is democratizing video game development
6 votes -
Foone reverse engineering SkiFree, one function at a time
@foone: OKAY SKIFREEThis is a game originally from 1991, developed by Chris Pirih, and included on one of the Windows Entertainment Packs. There's a modern 32bit version by the original developer, on the official site:https://t.co/Yoj7PDmkcV pic.twitter.com/ETQa1wdqqR
8 votes -
I'm hosting the MonoGameJam4, starts early January
6 votes -
Announcing LittleJS - The tiny JavaScript game engine that can
10 votes -
Despite having just 5.8% sales, over 38% of bug reports for the game "ΔV: Rings of Saturn" come from the Linux community
32 votes -
Ludum Dare 49 - Theme: Unstable
8 votes -
Announcing MonoGameJam3
5 votes -
Whose bug is this anyway?
7 votes -
Fixing Mass Effect black blobs on modern AMD CPUs
12 votes -
Chopper Commando Revisited
3 votes -
Godot Editor running in a web browser
8 votes -
The GGPO rollback networking SDK used in games like Skullgirls and Fantasy Strike is now available under the MIT license
7 votes -
Sonic Battle (GBA) Renderer Series
6 votes -
Dolphin Emulator dev diary: fixing the most curious Wii game
16 votes -
Decoded: Rogue
7 votes -
Game Frameworks: What are people using for game jams nowadays?
Hi, I've been mulling ideas about a game for a while now, I'd like to hack out a prototype, and my default would be Love2D. (As an aside: one of the things I like about Love2D was that you could...
Hi,
I've been mulling ideas about a game for a while now, I'd like to hack out a prototype, and my default would be Love2D. (As an aside: one of the things I like about Love2D was that you could make a basic 'game' in a couple of LoC, and it was 'efficient enough' for what you got. Perhaps the only gripe I had with it was that it didn't output compiled binaries (I mean, you could make it do that, but it seemed like a hack). I think Polycode seemed to be a semi-serious contender, but last I checked (a year or two ago) it's pretty much as dead as a doornail. Some of the other alternatives I remember seeing (Godot? Unity?) felt too much like Blender.
So I've been wondering, it's been a while since I've been keeping tabs on the 'gamedev community', so I don't know if there have been any more recent development in that space.
So I guess my question is: What are people using for game jams nowadays? Preach to me (and everyone else) about your favorite framework and language :)
15 votes -
Announcing the Unity Editor for Linux
9 votes -
The Meaning of Anti-Aliasing: What is it Used for? Main Algorithms
7 votes -
RustConf 2018 - Using Rust For Game Development
7 votes -
How we fit the NES game Micro Mages into 40 Kilobytes
14 votes -
Programming Challenge: Make a game in 1 hour!
Background There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a...
Background
There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a fun programming challenge.
This one is fairly open-ended: make a game in 1 hour. Any game, any engine, don't worry about art or sound or anything.
Doing is the best way to learn. Most people's first project is something overly ambitious, and when they find that it's more difficult than they thought, they can get discouraged, or even give up entirely. This is why the 1 hour limit is important: it forces you to finish something, even if it's small. When you're done, you can come out of it saying you made a game, and you learned from it.
Chances are the game might not be fun, look bad, be buggy, etc. But don't worry about that, everyone's game will have problems, and if you do create something really fun or innovative, congratulations, you have a prototype that you can expand on later!
"Rules"
Like I said before, these "rules" are pretty simple: make a game in (approximately) 1 hour. You can use any tools you want. If you use external assets (art, sound), it's probably best you use something you have the rights to (see resources). If you're completely new to game development/programming, your goal could even be to finish a tutorial.
If you're the kind of person who tends to get carried away with these things, you might want to post a comment saying you're starting, then another one once you've finished your game.
Please share your finished game, I'm sure everyone would love to try them! If your game is web-based, it can be hosted for free on Github Pages or Itch.io. If downloadable, it can be hosted for free on Google Drive, Mega, Dropbox, Itch.io, etc.
Resources
Engines
If you're a beginner, a good engine to start with is LÖVE. It's very simple, and uses Lua, which is very easy to learn.
If you're familiar with another language, you could use a library to make it in that language. Some examples:
Javascript: kontra, Phaser, pixi.js
Python: pygame
If you want something more complex, consider Godot, Unity, or Unreal.
You can also try something visual like Construct, Clickteam Fusion, or GDevelop
Art
For such a short time constraint, I'd suggest you use your own "programmer art": just use some basic shapes. Your primary focus should be gameplay.
If you think you have time to find something, try looking on OpenGameArt.
Sound
You can make simple sound effects very quickly with sfxr (or in this case, a web port of sfxr called jsfxr).
27 votes -
How Unity’s new ECS expands your optimization space
4 votes -
js13k - a contest to make an HTML5 game in under 13 KB
9 votes