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Gamedev.js Jam 2025 - BALANCE — Gideros Forum

Gamedev.js Jam 2025 - BALANCE

I know I'm two days late but I've seen it today: there is still time!

in short:
Gamedev.js Jam celebrates Web games - build an HTML5 game within 13 days of the jam on a given theme, it runs between April 13th and 26th. Also, there are prizes!

Theme: BALANCE

more info here:

https://itch.io/jam/gamedevjs-2025

https://gamedevjs.com/competitions/gamedev-js-jam-2025-start-and-theme-announcement/

It is a chance to show Gideros potential to the main players.

You are free to use any game engine or library as long as the build/export is playable in the browser (so Unity, Unreal, or Godot are absolutely fine). We recommend using Phaser, Defold, or GDevelop, you might also consider Cocos, 8XR, or Kaplay, if you'd like to aim for multiplayer you can check Colyseus or Modd.io, and if you need an extra challenge, you can try the js13kGames-specific size-constraint ones like Kontra, Goodluck, or LittleJS.
Rules

The short version is: anything that can run on the Web in a browser without extra plugins is considered a valid jam entry. It's highly advised you create new content for the jam - submitting your old demos or already finished projects makes no sense.

Likes: MoKaLux, PaulH, hgy29

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Comments

  • hgy29hgy29 Maintainer
    Since teams are allowed, if anyone has an idea and wants to enter the competition, I am ready to help for specific tasks (shaders, maths, processing, ...). I am not good at inventing games myself, but not bad at finding algorithms for specific goals.
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  • piepie Member
    edited April 20
    I was thinking about a silly short game that might be made in a couple of days, based on the vertical stack demo; not expecting to win, just to tell the world that gideros is here...
    edit: fixed my issue

    Likes: MoKaLux

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  • MoKaLuxMoKaLux Member
    Pie you can test this code:
    --[[
     
    This code is MIT licensed, see <a href="http://www.opensource.org/licenses/mit-license.php" rel="nofollow">http://www.opensource.org/licenses/mit-license.php</a>
    (C) 2010 - 2011 Gideros Mobile 
     
    ]]
     
    require "box2d"
     
    b2.setScale(16)
     
    -- create world
    local world = b2.World.new(0, 9.8)
     
    -- create ground body
    local ground = world:createBody{}
     
    local shape = b2.EdgeShape.new()
     
    -- attach 1st fixture to the ground body
    shape:set(-20, 290, 620, 290)
    ground:createFixture({shape = shape, density = 0})
     
    -- attach 2nd fixture to the ground body
    shape:set(460, 290, 460, 130)
    ground:createFixture({shape = shape, density = 0})
     
    -- we will create boxes with this fixture definition
    local shape = b2.PolygonShape.new()
    shape:setAsBox(4, 4)
    --local fixtureDef = {shape = shape, density = 1, friction = 0.3}
    local fixtureDef = {shape = shape, density = 1, friction = 1}
     
    -- create boxes
    for x = 220,380,40 do
    	for y = 104,284,12 do
    		local bodyDef = {type = b2.DYNAMIC_BODY, position = {x = x, y = y-1}}					
    		local body = world:createBody(bodyDef)
    		body:createFixture(fixtureDef)
    	end
    end
     
    -- create and launch the bullet (attention to bullet=true)
    local function launchBullet()
    	local bodyDef = {type = b2.DYNAMIC_BODY, bullet = true, position = {x=-50, y=250}}
    	local bullet = world:createBody(bodyDef)
     
    	local shape = b2.CircleShape.new(0, 0, 2)
    	local fixtureDef = {shape = shape, density = 20, restitution = 0.05}
    	bullet:createFixture(fixtureDef)
     
    	bullet:setLinearVelocity(64, 0)
    end
     
    -- launch the bullet after 1.5 seconds
    local timer = Timer.new(1500, 1)
    timer:addEventListener(Event.TIMER, launchBullet)
    timer:start()
     
    -- in this example, we display the box2d world with debug draw
    -- please look at other physics examples to understand binding box2d bodies with sprites
    local debugDraw = b2.DebugDraw.new()
    world:setDebugDraw(debugDraw)
    stage:addChild(debugDraw)
     
    -- step the world at each frame
    local function onEnterFrame()
    	world:step(1/60, 8, 3)
    end
     
    stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
    main changes:
    local fixtureDef = {shape = shape, density = 1, friction = 1}
    local bodyDef = {type = b2.DYNAMIC_BODY, position = {x = x, y = y-1}}
    Hopefully you can get something for the gamejam o:)

    Likes: pie

    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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