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Amaxivermis

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

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That sounds good, if there's any more bugs with some models with the app let me know, although I will start working on 1.2 soon but I can release patches anyways

While I haven't found the exact cause of it, I looked at the file and noticed that the GLTF file is exporting the vertices for every face that needs to be connected and as such the vertex count is going up a lot while the FBX just has the vertices connected normally,if you import the meshes and then select a face and move them and compare how it is for the two models you will understand what I mean

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If you can, you could send some of the files over (like the blend, fbx, gltf, and so on) so I can try to see what the problem is, any method is fine if it's not overcomplicated, I'll look at it later when I've got some time

Are you trying to overwrite a file? This issue seems odd, but maybe try deleting it, and make sure the file is correct real quick

You might want to check if the topology for the gltf export to see if it changed anything, that is definitely a weird thing I haven't encounted

I'll probably improve the logging since the error window doesn't display all the information, the app doesn't generate any logs when compiling which I should add in for 1.2 so it's easier to troubleshoot issues

While vertex issue isn't a bug with the application as you'd know, I could probably try to find a way to allow models like these to be compiled by adding in more files, though I'd need to check the docs again

It's in the temp folders so that's likely why, you can do the same steps and look at the folder again and it should be there

The compile qc does point to a line it looks like, though this error I've never seen. you can check the QC and show what it has if it has any info about what went wrong

I'll likely do flex for the next update when I start working on it, in addition to a few other features though I want to focus on flex so I'll look at it and see how it goes

It looks like I'll need to take that into mind when adding FLEX support to the software, the program just generates SMD files in the temp folder to be compiled so I can look into that

This seems odd and I don't know why GLTF is causing the shape key info to be lost, does exporting as SMD keep the flex poses in different frames? SMD should export the poses in different frames based on the qc compilation

This is meant to be more of a post to document some bugs I have found or experienced rather than one to report bugs, although you are able to make posts here if you need to

  • Meshes with no materials will be missing from the game when compiled
    • This is not supposed to happen when compiling the normal way without this program, it will have the purple checker texture to it but it will still be visible, for now just make sure your meshes have materials assigned to them

Try to see if you're able to show me some of the settings used to export the file with a screenshot (like when you export for blender), you can also tell me the versions of the programs you're using as well so I can try to find out why this is happening, it hasn't happened with my own models (with the shape keys at least) like this manner

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If this process was easy to automate I would, but it's not as easy as doing that with the other features as you would need to make shape keys for many of the flex poses (ex. eyes looking up, smiling, and much more) individually, if I do add flex to the program I wouldn't be able to do this process automatically, most likely the shape keys that will be used for flex will have a menu with some configuration, and at the very best I will only be able to partly automate this process on certain player models

As for how to do the shape keys for FLEX, I do have a segment from a video on a tutorial on making a player model (well, not mine, normally), skip to 14:38 as I tried to make the link skip to that part but it didn't seem to work:  

That seems odd and it doesn't happen with every model as far as I know, you can link to the model if it's public so I can test it on my end and see the problem

I'm not sure if this is a thing with the base texture's alpha as if I remember correctly that's how the alpha works, if not then I'll look into this some more tomorrow, a screenshot with the parameters and result could help. In addition is the same model you sent to me before being used as well?

I might need some screenshots so I can see what the problem can be, although if you're talking about the jitter with jigglebones you have to play around with parameters and to be fair I'm not experienced with them and I had to use some settings I found online when porting my own models over for the jigglebones, although length is calculated automatically, and I don't know if weight painting will try to help the problem

I'd like to, pretty sure that's known as flex if i remember from the tutorials

Just set the root bone and the end bone and the ones in between will be affected, there's no preview though but I'll try to see if it's possible in a later update

I am not home until Saturday so I won't be able to make any patches this week if there need to be any

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

Updates don't have a schedule and may range from taking a short time to a long time, depending on how motivated I am to work on this side project and how busy I am

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

  • Add support for FBX and COLLADA
  • Add FLEX support

>Should be in for another version 

  • 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
    • I may also try to find a way to support as many vertices as possible

>Should be in, if possible

  • Automatically repose finger bones and hands
    • Godot's retarget modifier seems to work well with every armature, even ones  that don't follow the correct conventions, so this might be possible if I test it

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.