For what started out with a drunken thread, I think this Jam went pretty well. Personally, I have come pretty far in just a week:
Things I learned:
+ How to animate in Krita.
+ How to build a really bare-bone platformer
+ How to make a scrolling background.
+ How to actually finish a game
+ How to crudely convert a .psd file to an agk platformer level
Things I learned that I need to learn:
+ How to give sprites collision detection. (lotsa methods here)
+ How to refresh the screen the best way.
+ Prioritize the code more, as opposed to artwork.
So, where should we go from here?
One thing we should decide is if we should move on to an "official" jam on either itch.io or gamejolt.com (which one is best?)
If we do this, I think we should commit ourselves fully to breaking new territory. For instance, moving the Jam discussion to that site. Otherwise, it may end up kinda half-baked.
If we host the Jam on itch.io or gamejolt.com, we should think a bit about how we present ourselves to the natives there.
How about we let the jam be for BASIC only? I think this would pique the interest of a lot of people. (I typically cause raised eyebrows when I say that I'm developing VR games in BASIC.) The benefit is that "BASIC-only" would appear like a fun gimmick, whereas "AGK-only" appears more like an uptight, private club.
Another option would be to hijack an existing Jam. Then we could see how we fare against non-AGK coders!
Instead of hard rules, we could have experience points:
Sharing the source code: 5 xp
Including AppGameKit banner: 5 xp
All graphic constructed with code: 10 xp