I’ve been waiting for this one for a good while.
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Another time for TheQuarterGuy, scoping him at his harshest.
Oscillot is back with his best anime video yet. The Appeal of Haruhi Suzumiya tries(TRIES) to interpret and dissect Haruhi’s appeal and importance in the pop culture and if the recognition it’s got is valid.
As some of you may know I went to this year’s Global Game Jam, an international competition with gathering hubs around the world where the objective is to make a video game(or a board game if that’s your thing) with a team within 48 hours, revolving or inspired around an abstract theme. The theme for this year was “What do we do now?” It isn’t a dead-neck contest with given prizes, but is more a gathering hub and hangout for like-minded game developers to meet up, form connections and share experiences. They are very informal and as a result are very free-form and don’t look down on lack of experience from developers or tightly-constructed games that result from such a competition: unless you are professional, it is impossible to make a completely bugless game in 48 hours anyway.
This wasn’t my first time participating: Last year I made Adventures of RYB, a fun and challenging platformer with a team of four people, but this year I took only my Unity programer from my team and myself as visual designer, writer and audio making. Sadly, I was loaded with work at the site, since I had to document the event through photographs and video interviews and it took a considerable amount of time from my game-making job, which made a broken product I wasn’t satisfied with, but I find charming in its own right, since I intended to make an anti-game anyway.
High Wire is a stuck-in-an-elevator simulator, with all the game artwork done by me. It was born out of this year’s theme and explores how game platforming mechanics can’t help a lot when you’re in a situation as casual as being stuck in an elevator. The only things you can do are look around and jump, which can cause the elevator car to rock and eventually make the cable snap. Many more functions were intended to be present in the game including dialogue choices with the female companion you share the ride with, and an adventure game mechanic which helps you get out of the elevator car, but we didn’t have time to implement those, so the only thing you can do in the game is fail, sadly.
One of the many spritesheets that wasn’t used in the final product.
You can download the game here: http://globalgamejam.org/2015/games/high-wire
Despite making an unpolished game I had a blast at Game Jam this year and they are always filled with many wonderful people.
You can find all the other games teams made from the Belgrade Game Jam here.
I STRONGLY recommend anyone who wants to enter game design or wants to collaborate in video game production as their day job to participate in Global Game Jam as early as possible. It doesn’t matter if you have no experience in coding or making artwork or sound, it doesn’t matter if you’re under 18, and it doesn’t matter if you don’t have any people who would like to come make a game with you: the point of Global Game Jam is to come in completely inexperienced, to just immerse yourself in the community there and find your own spot and niche where you can learn how to make games. There will always be plenty of older people who will happily teach you many things, and there are always plenty of individuals who form a patch-up team(from my experience I have found a team of four of two programmers and two designers is optimal, but team structures and hierarchies can vary). Participating in a Jam just once is an invaluable experience that opens up a lot of possibilities, so be wary of Global Game Jam locations that can happen near you around January next year! Participation is completely free, and don’t fear if you feel like your skills are inadequate! It’s what these Game Jams were made for!
Aussie “The Revolver” Oscillot continues his anime forrays and brings us a cross-section of the popular ’98 classic Trigun, in detail, style and humour taking a lot from DouchebagChocolat.
After the success and gained interest of his first series, KitsuneHawk continues Character Development with WiiDude83Rebirth featuring a spanking new layout, and elaborating on a Skullgirls favourite, Squigly.
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After sitting at home recovering from bad ulcers, Clownboss (hey that’s me!) decides to debut with a serious video, a sprawling 20-minute analysis(really gushing) of one of his favourite albums, and is eagerly awaiting feedback.
This is an elaborate sprite animation in the vein of Super Mario Bros. Z and Death Battle produced by SmackaDerp, and it’s quite fun. Note the twist ending.
Several weeks in the making, HSpiritofVengeance completed his first non-games related countdown and I very much advise checking it out, because it shows how mainstream music too can make for extremely topical countdowns.