Skip to main content

#TAGJam22 - Show Me Your Moves! - Begins in 24 Hours!

The Arbitrary Gamejam Comes Home 2: Electric Boogaloo

TAG has just come off a short one-month hiatus, and its kicking off right here. This time its a 7 Day Jam running from:

20th June @ 00:00 GMT
[19th June @ 17:00 PST]
26th June @ 23:59 GMT
[25th June @ 16:59 PST]

This TAG is has a special bonus rule that we're announcing early:

Bonus Rule: "Show Me Your Moves!"

This TAG, I want to see what you're working on! Instead of building a whole new game for the jam, show off something that you're currently working on or have worked on recently.

During the Jam, spend those 7 days creating a special #TAGJam22 build of your project that incorporates the themes. For example:

  • If your game is a Platformer, you could build a short bonus level or powerup that incorporates the TAG themes.
  • If your game is an RPG, you could add a short quest, skill, monster or item which incorporates the TAG themes.
  • If your game is a Racer, you could add a custom TAG vehicle paint job, or a new track.
  • If your game is a Puzzler, you could add a special TAG puzzle or a simple game mode variation.

Remember, these are just suggestions: feel free to incorporate TAG in whatever way you like! You have no obligation to keep whatever you add during the jam in your project forever, this is just for fun!

If you happen to be working on a different Jam during TAG, you can submit that game for TAG as well. Bonus points if you can work in the themes of both jams somehow!

As always, you can disregard the bonus rule and build something totally new. TAG is about freedom!

The themes will be announced when the Jam starts, and a submissions post will come shortly after.

See you all in a few hours!


- - -

If you are unfamiliar with TAGJam, take a look at For a rough introduction: The Arbitrary Gamejam is a community gamejam where the host changes every jam, encouraging everyone to give small indies a little extra exposure. TAGJam runs every 2 months and the exact rules of the jam are decided by the host.

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 …