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Amaxivermis

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A member registered Mar 31, 2022 · View creator page →

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The relative rotations are hard to get working correctly for every model it seems like unfortunately as even a lot of 3D modelling programs struggle with this as I have seen, although rotating them globally seems to work better in comparison.

I'm pretty sure you need to rename the bones, which I do remember writing in the tutorial, although I might not remember if I said that you have to rename them first before reposing, but make sure you do that

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These are features I'd like to add or things to polish here, and this post will show the plans I have publicly, this list will change as I consider more features and update the program

>Should be in for v1.2 (Still working on this roadmap)

  • Add support for FBX and COLLADA

>Should be in for another version 

  • Add FLEX support
  • Add Eyeposing support
  • Add preview for jigglebones
  • Stop compiling from freezing the program
  • More material parameters
  • More accurate lighting in line with the game
  • Improved material parameter tweaking
  • Allow for custom hand models
  • Allow for saving and loading projects
  • Use DMX instead of SMD for compliation
    • This would allow for more vertices and bone counts, according to documentation

>Should be in, if possible

  • Automatically repose finger bones and hands

I tested that model and it seems to be a more model specific thing since it doesn't happen with other .gltf files, although it did happen with this one, I have figured out why the model (the original GLB being renamed to .gltf worked fine, but the converted one got that error) did not import though so I'll do an emergency patch real quick

Alright then, the high vertex count for individual meshes may cause compiling issues given the vertex limit for SMD but it looks like the editor importing problem has been found, I will release a quick hotfix update as soon as possible when I have some time

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Was the file you downloaded in the format .gltf and not .glb? If so then I realised I made a mistake in the code where I forgot to include ".gltf" along with ".glb" which is already included, if you rename the extension it may work

Is this the full output of the console?

You might need to provide some of the console information, the app doesn't generate any log files but if you open the console and execute the program from the command prompt it should output information and from there you repeat this and then copy the information and paste it here in case

I have tried importing the model on my end, it imports into the program for me, although I have noticed that the model is very high poly and some of the meshes included exceed the vertex limit [17,433] for SMD files which are generated to compile the model for the game, so the model will probably not compile correctly. Although I may need to ask if you are talking about just importing the model into the editor or compiling it for the game, since it does import into the editor for me

In addition for the vertex limit, I may have to use DMX instead of the SMD file format which will require me to rewrite some of the code, although I do want to rewrite some portions of the code later on

May you send the GLTF file over to me if it's fine? [Such as providing a download link], the best way for me to find what the issue with this is for me to test the model on my end and find what is causing the problem

Hi, may you provide more information? If you're trying to import a model that isn't a GLTF file it will not import as it's not supported at this moment, I do plan on adding more file formats soon in another version

This would very much indeed make for a great movie, I haven't seen the idea of an end like this presented at much at all, and the worst part is that the event in this game will actually happen one day... well much slower than this game at least, but still.

I'm glad you enjoyed the game, and oh yeah, sorry about the dirty screen, maybe I should make it worse ;')

Never played his games before, but I am familar with him, especially Buckshot Roulette. It seems like I accidentally took inspiration from his style in this game without knowing it, ha.

Yeah, this game is pretty difficult and complicated, albeit I will add a difficulty option in the next update once this game jam is over that makes it so less parameters are taken into account and displayed, so you won't need to pay attention to as much details as you need about each planet. My friend who tested this said this was a very difficult game too, sorry about that, >:D.

I'm glad you enjoyed this game.

Overall, the theme here fits very well, and the idea has a fair amount of uniqueness to it. I really liked how you rotated around the planet, that was a very good detail and added well to the space element.

The gameplay is overall decent for a 7 day game jam and maybe I was confused at first, but a tutorial wasn't needed here since it's a very simple game.

The sun looks pretty good for the style, but the planet feels a bit lacklustre,  I could tell you used a equirectangular noise texture seeing the stretching at the poles, and I did notice seams on  the texture as well.

The sound is quite lacking in this game, apart from picking up the flowers. 

Overall, for the 7 days, it's a good game made in the time constraint and it fits well with the theme, I may be judging a bit harsher than most others here, especially with art since that's something I do a lot, however.

I did not originally plan to make a bit of a hard game at the start of this jam, but it looks like with this one, it would seem like it be that way. 

I made the controls in a way so it would focus less on the UI, but it might be a bit harder to adjust to since this game is a bit different.

The endings are actually based on the star sequence rankings, from M being the worst, and O being the best, or a black dwarf if you die from not making it to the end. (the irony here is that K would have you dead in this game, even though theories suggest that this star type would be the best for life)

I'm glad you enjoyed the game ❤️, even though I did not really have a friend test the game for me until near the end. I would have made a web port for this game, but the file sizes got a bit too big and I didn't know how to optimise the game in time.

Would other platforms also work as well? I have reached a little of an audience on Bsky, but most of my stuff hasn't included hashtags, which has probably limited my reach.

I've wanted to post some prototypes of games and art recently, and while I do have a bit of a following, I haven't gained a following that is dedicated. The only place where I do have an audience is on other people's Discord servers, but it doesn't help a lot since nobody cares who you are in those places. I think having a small following would be good to start off with when I do start doing bigger projects. I'm thinking starting a smaller project that I'm capable of doing without taking too much time can help. Horror games get a decent amount of views and while I do enjoy some of the games, that's just isn't my thing, and I would like to start building up some concepts, ideas, and characters, but it just doesn't seem like I would get a following by only presenting some original concepts and characters at this stage. What should I do about this?

I don't have much experience with the PS1, besides a couple a games like Silent Hill, but both options might work just fine. The low res one will likely be faster due to not rendering extra pixels, but I don't think it will make much of a difference in speed due to the style being low in system requirements.

The atmosphere tends to be pretty big for me. Instead of being scary at a few moments due to jumpscares, a good horror game gives the sense that you're not safe and makes you feel unsettled the entire time while playing it. Horror is obviously more complex than that, but most of the good ones I've seen have a good atmosphere and a good presentation.

The tutorial, although you don't have to (if it lets you). Though, I would, because you'll be way less confused if you play the tutorial first.