Skip to main content

#TAGJam7 - Announcing The Themes

As you may already know, most TAGs have a dedicated day of planning and design time...

The Planning and Design Time for #TAGJam7 has Officially Begun.

Development Time Will Last 48hr
From 0000GMT 8th Feb
Until 0000GMT 10th Feb

If you're participating, make a comment below or tweet with the #TAGJam7 hashtag to let us know! Of course, this is non compulsory but we'd love to get to know you all. Now, without further delay, here are the three themes for The 7th Arbitrary Gamejam...

---

Theme 1 - (Randomly Generated)


Nitrogenize

Definition: To combine or impregnate with Nitrogen or its compounds.


---


Theme 2 - (Randomly Generated)

Derogative

Definition: Showing a critical or disrespectful attitude.


---


Theme 3 - (Hosts Choice)

Squash

Definition 1: To Crush or Squeeze (something) with force, so that it becomes flat or out of shape.

Definition 2: A Concentrated liquid made from fruit juice and sugar.

Definition 3: An Edible Gourd, the flesh of which may be cooked and eaten as a vegetable.

---

... and don't forget the special rule...

Special Rule
Your Game Must Relate To or Be Inspired By A Personal Moment In Your Life

---

Remember, your game should relate to one or more of the themes, and you must at least try to include the special rule. but lets not get too bogged down with rules, have as much fun as possible!

Keep an eye on the countdown timer at the beginning of this post if you're unsure what time that is for you. Remember to comment below or tweet #TAGJam7 to let us know if you're joining! 

Popular posts from this blog

Wacom vs N-Trig - A Modern Comparison

WARNING: This post is long. I wrote this because I could not find an unbiased comparison of the modern N-Trig and Wacom technologies online. It was written in response to the artistic outcry regarding the Surface Pro 3. If you are an artist, I believe it is worth reading.

UPDATED as of 20th June 2014 to reflect N-Trig software advancements.
UPDATED as of 23rd June 2014 to reflect new direct Digitizer comparison information.


Those of you who may visit this site regularly will know that I am a game developer, but what you might not know is that I also do a lot of sketching. (Maybe one day I will post the stuff online)

Since I am a geek, I do almost all of my sketching digitally, which means I am always looking out for new developments in digitizer technology. This brings me to this post in particular:

Following the announcement of the Surface Pro 3, many artists were shocked and disappointed by the news that the SP3 would be using N-Trig technology rather than Wacom technology like the SP…

[Pre-Alpha Peek] The Adventures of Clark Doud - Where Is Dark Cloud 3?

I Got Tired of Waiting for Dark Cloud 3So, I think most of the Fans of the Dark Cloud series are tired of waiting for a third installment (That is to say: Seriously where the hell is it?). So in the mean time I've decided to throw all my love for the series into making a Fan-game, because (You guessed it)They Should Have Made A Sequel.

So this audacious blend of (almost) copyright infringement and big talk isn't about taking on the gigantic task of filling the shoes of Dark Cloud 3, this is about giving myself something to play with until they make a sequel (...hopefully). Without further ado lets get into the meaty bit, what I've got so far:

Unity: How Adapters can help you write fewer MonoBehaviours

TL;DR: You don't need to duplicate a bunch of code to do the same things to a Image and a SpriteRenderer, or RectTransform and Transform, etc. You can use a simple pattern called the Adapter Pattern. If you've never used it before, this post explains how.

The Problem: Image vs SpriteRenderer Lets say you want to make a sprite fade out, maybe its a dead monster or a collectible, but in either case you want it to gracefully depart from the screen rather than blink out of existence. Kinda like this eyeball monster from Beastly:


So that's pretty easy right, one way of doing it is with a MonoBehaviour that modifies the sprites alpha value via SpriteRenderer.color. Your class might look something like this:
public class AlphaFaderSprite : MonoBehaviour { public SpriteRenderer spr; public float fade_percentage; void Update() { spr.color = new Color(spr.color.r, spr.color.g, spr.color.b, fade_percentage); } } Now, anyone who's used Unity for more than an …