Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

blueice15

53
Posts
4
Topics
8
Followers
A member registered Sep 07, 2021 · View creator page →

Creator of

Recent community posts

Thanks!

  • Which version of PowerPoint do I have to use? PowerPoint 2011? 2013? 2019?
  • Is using macros or add-ons of any kind allowed? (I ask this considering the risk that macro-enabled PowerPoint files can carry)
  • Can I use other file formats such as .odp that are supported either partially or fully by PowerPoint?
  • What do I do if the "game" I'm making in PowerPoint reaches a slide count of....let's say, 100-500 slides? How will anyone else be able to open a presentation of that size? Will I have to release individual "chapters" or sections of said "game"?

can I, uh...not follow the theme, assuming it's entirely optional? Christianity isn't really my thing.

(1 edit)

Hi, just wanted to ask a question. Considering the fact that id Tech 1 is open source, and that people have successfully created "standalone games" with it, how far does the definition of "mod" really stretch? For example, if I create a "standalone game" that is dependent on ZDOOM to run, but isn't dependent on DOOM's assets to run, does that make it a mod or a game created in an engine based on the open-sourced code from id Software?

The same technically also applies to HL2. While you can create a HL2 mod, it is also possible to create something that can technically be considered as a standalone "game" using Source Engine 2013 Singleplayer. The only limit is the fact that said "game" would be dependent on another application to run (in this case, Steam.) But if I decide to use zero assets, textures, or models from any commercial or non commercial Source Engine game, does that make my game "standalone" despite the fact that it still requires Steam to run correctly?

Paradoxically, games created in game engines (or frameworks) are technically mods of game engines. Games created in Godot are typically dependent on the Godot engine, since all the data and code created by the developer is contained inside a .PCK file (assuming all data is not embedded within the executable). Without the .PCK file, there is no game. The same goes for (not only Godot, but also) GameMaker, which relies on a data.win file to run a game in the first place. This is pretty similar to how id Tech 1 (the "DOOM engine") handles IWADs. No IWAD, no game.

So this all begs the question: how far are you willing to stretch the definition of "mod"?

*This is part shitpost and part genuine. Please judge me harshly.
**I'm still unsure if I should join the FrenJam 2, considering the limited time I have nowadays, so this question is kind of unnecessary. Feel free to ignore it or delete it.

ᾊÆÄ

thanks! i did have a knack for it but it just sort of died out after a while. making new levels was sort of difficult.

even 2 years later, this game is still good

it's really cool, but it would also improve the look if you made the walls less shiny.

yes

thanks for playing :D and sorry for the long cutscene :/

deleting file0.txt (which is located in AppData) does indeed put you back in the beginning without having to replay the cutscene after death over and over. im planning to somewhat "fix" this by making the dying cutscene shorter and curing the game's dementia. 

also, if you didn't know, it's possible to skip the cutscene after death by immediately pressing Alt+F4 once you die, as file0.txt does not get written to AppData until about 8 seconds pass.

im glad you decompiled my game (cause no one really did that to one of my games before). i actually plan to share the project files after finishing this demo under a permissive-ish license, probably MIT, but i would have to learn Git and create a GitHub account first.

once again, thanks for playing my game, and have a nice day :D

thanks :D

(1 edit)

it's really nice, it's really spooky, and it scared the crap out of me :D
surprisingly enough, it ran well on my crappy laptop with an Intel N100 and integrated graphics, even though it's made in Unreal Engine 5. i also couldn't figure out how to keep the monster at bay (i know there's a flashlight and batteries, but i didn't really know how to use them).

also, if i can suggest, it would probably really improve the immersion if you got your batteries from a shop, or if there was a charging port at the bus station, instead of the batteries popping up at the bus stop out of nowhere. i'm no expert at horror games, though.

thanks for the feedback! i plan to update the demo after the voting period so that the game would speed up the cutscene (or make it somewhat shorter) once you die for the second time. it can get really annoying after a while...

and, yeah, i find it quite funny too that we both came up with a similar idea...your game is also really nice by the way :D 
(sorry if i wrote my comment under your submission in a bit of a rude way - i should have probably been more constructive with my feedback ;-;)

i tried to play the game, but an error popped up, saying something along the lines of: 

'Traceback (most recent call last): 
     File "DOS.py", line 24, in <module>
pygame.error: WASAPI can't initialize audio client: The handle is invalid.'

i'm not an expert in Pygame, but judging by your source code, the problem must be with Pygame's mixer module.

downloading the source code and running it using my version of Python along with Pygame didn't really seem to be a problem though, which is how I was able to play the game in the end. i got a score of around 50. to be honest, for a game made in Pygame, it's not bad :D

playing with a touchpad is a really bad way to control the main character in the game, but i see how the concept can be quite fun :D

can't wait for the threequel where you get to commit tax fraud

thanks :D

"it's in the game. literally."

(1 edit)

the ending is hilarious and i get to play as a greedy, balding businessman
(although the game also implies that i am doing no work at all and each click, whether manual or automatic, needs thousands upon thousands of developers and artists to work their hardest, even overtime so that they can deliver their passionate works in 0,01 seconds all for it to become deleted anyway and for them to get paid almost nothing)
10/10

using the secret minigame i found, i was able to farm gold which i used to buy weapons and an insane amount of HP. the dragon died in 2-3 hits. i still found a bug (or is it a feature???) where the weapons you unlock are still visible in your inventory, regardless of whether you died or not, even though dying means losing all your items. it's a pretty fun game :D

noice
i really like the style of the game. but unfortunately, when i got into the second level with the first chasing enemy, i wasn't able to find a way out. still, it looks nice!

it took me 3 minutes to get past the first level. then satan came along and decided to flashbang me by switching to light mode. it's a rage game all right :/

10/10, would play again

i couldn't really understand it, but it looks cool! it's almost like a demo from the 2000s

thank you so much for playing! and yeah, the game gets pretty hard from level 7. level 9 is the hardest level in the whole game (in my opinion, at least). there are a total of 11 levels in the entire game (excluding the tutorial) and only one true ending (or more of an unsatisfactory "to be continued" ending 'cause this is a demo after all), so you just have to get all the way to the end. it could take 10 to 30 minutes if you start from the beginning. 

also, dang. didn't think anyone would find that secret. what happens here is the g̸a̴m̶e̵ ̸f̸r̸e̴a̷k̶s̵ ̷o̵u̵t̴ ̶w̴h̵e̵n̸ y̴͕͌ǫ̸̎u̴̙̤̇́ ̸̪̊͜g̵̲͔͊ơ̷͔̤ ̵̯͕̂̃ő̶̰̼u̷̢̅t̵̟̜̂͑ ̷̙́ọ̵̑̄f̴͈̱͆ ̷̹̌b̴̜̂o̶̢̦̚u̴͎͋̀n̵͍̚͝d̶̲̮̿͑a̵̲͋ṙ̶̉͜i̷͇͕͐̕e̷̒̊͜s̶̤͆ ̵̝́ă̵̛̬n̷͚̓d̴̤̕ ̴̙̭̿s̵̤̈́̾t̶̳̃a̶̗̅ŗ̸̈́͊t̴̟̂̾s̴̯̭̍̑ ̸̪̈́ḽ̸̯̀ô̸͖ạ̷̼̉̈́d̴̨͛i̸͉͙̊n̶͙̆͂g̴͙̑͐ ̶̧̣̓i̴̘̙̕n̶͉̝͌̀v̴̛̭̪̋á̸̧l̴̨̰̽̏i̸̯̰͌̓d̷̫̼̍ ̵͚͎͗̍t̵̝͆̀i̴͖̋͑l̷̠̩̑ẹ̴̀̿ ̶̠̹̑̆d̵̗͈͂̕a̶̢̩͠t̷̥̅̕à̴͈͝ ̵͖̥̂͝ḟ̵̡̑r̴̢̹̿o̴̗͑̉m̷͙̞̆̆ Ṟ̴̺̜̽̿̅̚͜Ǎ̴͉͈͇̈͆͊̾Ṃ̴̤̟̓̇ ̴̢̛̹͈̰͌̒̾͜͝e̷̜̓͗v̸͖͔͍͋ͅe̷̺̤͗̊̂̎n̷̳͆͗̈́̆ͅ ̸̈́̓̈́́ͅṯ̸̡̔̏̾̈̂h̵̩̯̬̟͐͛̂̂ō̵̭̠͕͇̚͝ù̸̡͓̗͚̤g̸̬͉̤̼̃͛̀͋̈́h̴̳̝̯̅̉͑̋̊ ̴̲̖̑̏̉̀͝t̸͈̊͊̋͊̿h̷̡̛͎̟̻̑̿͝ȁ̶̪̿t̷͖̹͈̉͑̃̍ͅ ̴̖̈́̓̆͠m̵̧͉̣̙̀e̵͓̠̖͔̱͗̈́͂ȧ̶͈͙̞̮̎̈́ṇ̸͕́s̷̭͒͐̚

thanks for the feedback!

and i can confirm that the main antagonist is, as a matter of fact, Ubisoft's CEO in disguise


thanks for playing! and yeah, i get how frustrating it is to restart over and over again only to listen to the narrator's monologue.. i am planning to make a new update after the voting period so restarting would be quicker (at least, for the second time)

well, the game looks promising, but i had some issues on my end with the flashlight flickering and i just wasn't able to find the key. i thought you had to find the lighter to burn the hay outside, thus allowing you to find the key, but i wasn't able to find the lighter either. at least i found the fuel, flashlight, and tomatoes.

i probably have skill issues, but it would really help if you added more hints (maybe in the environment).

note: i just watched the gameplay video and....dang. i just didn't notice the gun right in front of the sign at the very beginning. i probably do have skill issues..

the web build didn't work for me at all (on Firefox 141.0). not even the Unity logo popped up. there was only a blank screen.not sure if it's my internet connection or the game itself. i'm eager to try out the windows build though :D

Keep being awesome and never stop making games!

don't forget to take breaks, though. your health is always important above others' satisfaction :D

https://itch.io/jam/stop-killing-games-game-jam/rate/3714393

it's not very good, but i would really appreciate if more people gave some useful feedback
i probably should have made a web build for accessibility

yeah, it can be hard and frustrating at times :/
i just sort of wanted to make the dying cutscene look like you did something terrible, but yeah, it can get old very, very quickly
it's also possible (like you said) to cheese the game by pressing Alt+F4 immediately upon death. this allows you to restart the game much quicker. i left the bug in because it really helped with testing the game by myself and also meant i didn't have to dig into the game's files to delete my save manually. i might try creating a second build with the death cutscene being much shorter so it doesn't slow you down. thanks for the feedback!

Hello, just asking if you're able to export to Android even after creating that first Android build. I was unable to export one of my other Godot games more than two times due to circular dependency corrupting my entire project, thus making it impossible for me to export another build. Maybe circular dependency might be the problem?

typed in "WHY" and it gave me "can't why in game". 11/10. The emotional surprise at not being able to contemplate your life choices really added to the experience. It's game of the year, no questions asked. Thank you for creating this masterpiece.

Hi, I just wanted to ask if using assets licensed under CC and other permissive licenses like Apache is allowed in the game jam. If so, does it apply only for specific parts of the game (like images, audio, code)? Thanks.

FrenJam community · Created a new topic hi jobel

what if grand dade

maybe fleenstone dad grand mr bone/skeleton man collab?

thank

I'm sorry for being a burden to answer questions for, but I noticed that although the rules say that a specific resolution of 256x240 pixels is required, the PS1 was still capable of higher resolutions than 256x240 (ranging from 256x224 to 640x480, at least according to Wikipedia). Is this intentional?

(2 edits)

Heya. I have a few questions. Do we have to keep a certain amount of pixels per certain unit (e.g. a 256x256 texture per square meter)? Is tiling of textures on certain surfaces allowed? And if so, then does stretching and squeezing a tiled 256x256 texture on a given surface count even if squeezing it on a surface would make it look out of place among the PS1-style graphics? And what if someone uses separate textures and patches them up together onto one model to make it more detailed? Is any sort of texture filtering allowed (are textures allowed to look blurry)? Do the textures need to follow certain color limitations?

Or do I just shut up and keep every texture file in a size of 256x256 pixels as you said?

I'm sorry for the many questions and the confusing words I might be throwing around here, but with something as vague as "texture resolutions can be a maximum of 256x256" it might be easy to mess up and make a game that technically has a size of 256x256 pixels per texture file but just looks too detailed or out of place for the PS1-style graphics.

okay, thanks!

Hello, I have a question. Is it okay if the road trip takes place in a bus? Like, doesn't that make it a collective road trip, with the passengers and driver involved in the experience? If so, then I would like to ask:
1) Do the passengers and driver(s) have to know each other for this to classify as a collective road trip?
2) If the passengers and driver(s) don't know each other, would the environment still have to be made more social and positive to make it feel like a collective road trip? (like, would the passengers have to sing together sometimes, or would the player have to get to know his neighbors, stuff like that)
3) I get that these are tricky questions to answer as a bus doesn't exactly classify as a private vehicle that the player or their friends would own, but if the standard, conventional passenger bus is not qualified as one of the vehicles allowed to be used in this game jam, is a smaller, more private minibus or van allowed instead?

stroke (/strəʊk/)

a sudden disabling attack or loss of consciousness caused by an interruption in the flow of blood to the brain, especially through thrombosis. "he was left disabled by a stroke" 

Similar: thrombosis embolism cerebral vascular accident CVA cerebral haemorrhage ictus seizure

  1. apoplexy

verb verb: stroke; 3rd person present: strokes; past tense: stroked; past participle: stroked; gerund or present participle: stroking

d u c c