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gisbrecht's picture

SPIDER TIME: Hide and Seek

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originally released in 2014
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Hello! Welcome to my game!

Instructions
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WASD/Arrow keys - Move around
Mouse - Look around
Space - Jump around
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Content warnings
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You can talk to insects and their relatives. there are also arthropods which may look like spiders, but are not. The game has big places to jump so if you have arcophobia please be careful. Also when graphics are set on fastest the rotating bugs may harmful to your eyes.
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Thank you's and Credits
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Thanks to Tentabropy for code help and constant support!
Thanks to ID software for making DOOM.
Thanks to Stephen theCatamites for making Goblet Grotto.
Thanks to Stanlow Crickets for making the song "Passage to Dadaville" that is featured in this game.
Thanks to bogleech for making me think about insects.
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Contact
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http://coolart1899.tumblr.com/
http://seinfeldfan1998.deviantart.com/
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Author: 
Marie Gevaudan
Made For: 
An event

Enjoyment of the Public

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Don't be late for the performance!

Author: 
@danny_alder
Made For: 
An event
Vegetal Gibber's picture

Lamp Flower Garden

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A small environmental/playground Knytt Stories level I made rather quickly (for me anyway) using an idea I thought would suit the 2021 KS Un-epic Level Contest but ended up not using there. It's a very short one, although it features quite a lot of hidden secrets to be found, including a tiny special area you can unlock by collecting all four keys.

You can also play it in Knytt Stories Plus to enable a bonus collectible that doesn't unlock anything but looks kinda cool, if that's one of those things you can never have enough of!

Event Created For: 
Made For: 
An event
Healy's picture

Delicious Breakfast

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A remake of the first game I ever completed with Inform 7. Can you have a Delicious Breakfast?

(Blah blah blah you'll need an interpreter blah blah blah Windows Frotz blah blah blah Zoom for the Mac.)

Made For: 
Pirate Kart 2

Psilocervine's Open World Jamstravaganza - Streamlining Terrain

So! I decided to take part in the Open World Jam and the first realization I had was "this is a terrible idea."

However, that's pretty useless when it comes to getting things done, so I threw it away. Instead of focusing on that, I decided to focus first on streamlining the process of making terrain in Unity, only to be met with the fact that the Unity terrain shader is... kinda awful.

There's constant repeating textures, horrible smearing along sharp inclines, basically everything that drives me up the wall when I play an open world game! Luckily, I am very smart, or at least persistent. The first thing I wanted to tackle was getting rid of the awful tiling pattern since I prefer to create natural looking environments, and repeating patterns in nature generally aren't built along explicit grids. The solution to this problem is something known as Stochastic Sampling.

The idea behind stochastic sampling, at least from a very simplified perspective, is to tile things using a triangle grid with semi-random offsets and blend between the grid elements. If you want a better explanation than I'm able to give, there's a very in-depth paper here (Google Drive link to a PDF). It seems daunting at first, but with a little bit of finagling, I was able to get much better results.

As you can see, the tiling is effectively invisible! The downside to this is that it requires three texture samples to pull off, but even integrated hardware is so overwhelmingly beefy and bandwidth capable enough that that's not much of an issue. On top of that, stochastic sampling means I can get away with lower resolution textures in the first place. Unfortunately, we can still see some very ugly smearing. Fortunately, this is also much easier to fix because all it requires is something known as Triplanar Mapping.

Triplanar mapping is much easier to explain than stochastic sampling, thank god. Effectively, you're projecting the textures towards three different normal axes and blending them: X,Y, and Z. Again, this requires sampling three times, which is some overhead, but thanks to the stochastic sampling there's not a terrible amount of overhead. It DOES mean that my texture coordinates are now in World Space, which takes some adjustments, but by applying this method, we get some suddenly wonderful results!

Smearing? Gone! Tiling? Gone! Self-confidence? Through the roof baybeeeeeeeeeeeeeeeeeeee! Most of what was left was really just generic cleanup and making things play nice with Unity's terrain tools. By including a reference to the _Control texture sampler in my shader, I'm able to use four environment textures and paint them the same way I would a standard Unity terrain, but with none of the gross texture distortions. I can even paint holes in the texture by adding the _TerrainHolesTexture sampler. This is a massive boon even if it took a couple days to get to work because it massively streamlines dealing with terrain.

Now there is one last problem: authoring terrain in Unity is a dreadful experience. You really don't get much control over the specifics of the terrain, such as height and other features, and making terrain stamps only gets you partly there. Rather than let Unity control me like some kinda game engine cop, I cut it out of that part of the equation and took to Blender instead. Really there's nothing amazing going on here as I haven't gotten terribly far, but the general process is

1. Create a terrain in Blender
2. Join the meshes together in a big mess
3. Export that mesh to Unity
4. Use a free utility called Object2Terrain to convert that mesh into a terrain

In a perfect world (men like me would not exist, but this is not a perfect world) I would simply export a heightmap from Blender and use that heightmap to drive the Unity terrain, but Unity's terrain only accepts heightmaps in RAW format, which is notoriously difficult to export to from just about anything aside from expensive terrain authoring tools. Thankfully, Object2Terrain works a treat.

That's all for now, I suppose! I'm very pleased with the progress I've made, since it makes content authoring a lot easier on the terrain front, and that's always a tricky spot with open world games.

fizzhog's picture

Fictional Games jam entry #2

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This result from a search engine is now the only record of a fictional entry for Fictional Games jam that I posted yesterday and later deleted. This is my new entry for Fictional Games jam. So I've either won Fictional Games jam or I'm very confused. Or both. Or neither.

Event Created For: 
Made For: 
An event

Ball Buster

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Game File: 

Ball Buster is a 64K intro using the ZZT engine that runs on MS-DOS PC, DOSBox or Zeta and was released in 2019 by Nanoco. It is based on the popular arcade games Breakout and Arkanoid. The total world and executable size is 65,536 bytes.

Author: 
nanoco
Made For: 
An event

Weird Chess

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Game File: 

This is how they play chess in dimension VVVVVV.

Made For: 
Pirate Kart 2
PurpleChair's picture

Gaunt

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Game File: 

My contribution to the Atari copyright infringement jamboree.

Your valkyrie feels fat, but is surrounded at every turn by tempting food! She wants you to help enforce her strict diet by shooting all of the food.

Arrow keys move, WASD shoots in different directions.

Event Created For: 
Made For: 
An event
Johny L.'s picture

Super Mario Bros.'ed.

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Game File: 

This is my own Super Mario Bros remake, i hope you enjoyed it.

Special thanks to Zorak for the mario sprites.

Author: 
DrBlowhole20
Made For: 
An event
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