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Aidaslit

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A member registered Feb 01, 2018 · View creator page →

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Ah studies... Can relate, I'm on my last year of bachelors myself. Good luck with that, hope everything works out with this project once the studies are done! 

Makes sense, it's a big commitment to go for 3d like that. I'm assuming you're referring to the "even better version of the game" mentioned on your scribble hub? The Youtube link under that post isn't working anymore. If that's the case, what are you currently working on, if not that? 

Also, are you planning on a steam release at any point? It's pretty clear to me that this is a massive passion project of yours, no Steam release feels like, idk, missed out potential in a way. Was it a financial decision for you, or just haven't had the time/desire to do it?

I understand, I'm more so just noticing you or whoever else might wanna play this on linux that it doesn't work. As I said, almost all games I try on itch usually run with no issues under wine, but there are rare cases like this. Might try to spin up a windows VM in the future and play on that though

Tried running the demo, but given that I'm on Linux, the game won't open under wine, nor through steam. Wine mentioned some OpenGL 4.4 thing, after some googling it seems like it's an engine specific thing. It's a shame, most of the time wine does the job with no problems

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I'm struggling to find the link to the model. Also, I don't think it should be impossible to add it to the game, depending on what actions/animations you want, it's possible to bake the animations shots as a bunch of sprites. I don't work with RPG maker, but it should work. That said, it probably would clash with the rest of the game's visual style. 

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What engine was this made in? Also, was there any AI used during the development of this game?

edit: Checked out some of the posts, RPG maker it is. Still curious about the AI part though

Well, setting it up shouldn't be anything difficult if you're using Git (if you're not, then that's something you should get on ASAP). Bare minimum just some branch protection rules, and it can work, I could even help if need be (just currently stuck on exams for a couple weeks). 

My opinion on the open source part applies exactly the same to Holocure too: these are games made for a community, they're not commercial products. I think the community of each respective game would appreciate the ability to maybe patch in bugs, even if the chances of that happening are tiny. It's just the idea behind these games - for the community, by the community. But yes, finding the playerbase is the goal for now.

That's great! I, too, use Godot for my projects, just haven't had the pleasure of exporting to Linux just yet, given how most of these projects were just university tasks that didn't need any exports.

On a side note, I wanted to ask something. Not that I'm claiming you should do this, but why not open-source? I personally feel like if I was making a public, non-commercial game, then open sourcing shouldn't be a problem, if anything some features/bug fixed might even receive community patches. So I just want to hear what's your opinion on this, are there any specific reasons (or maybe just haven't thought about it yet) ?

Also, are there any plans for a Linux build? I played using Wine and everything worked no problem, but a native build is always more convenient. I've also heard from other gamedevs that making one wasn't as big of a task as they expected, so it doesn't sound like just getting one out there would be too hard.

Does starglitter have any use at the moment? I got up to 25, thought that would be the point something pops up, but still nothing.