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Chaonic

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A member registered Jan 03, 2021 · View creator page →

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So I've been creating my own pack of assets to use in Asset Forge.
Under normal use, one would probably not encounter this, but I just happen to edit my assets, open Asset Forge, rinse and repeat dozens of times. I don't know how or why, but every time the program opens up, it goes a bit slower.

While doing so, I've also been able to replicate the "clicking acts like dragging the mouse" bug.

Rebooting Windows fixes the issue, which is.. an annoying step.


Thank you very much! :)

Hey! I am sorry for the late reply! I made a note to do so when I received a notification away from home, but then I forgot about it! =( 
Yes, it is linear. I remember that I've included both "standard" and specifically named options in the dropdowns, even if they did the same, but it may very well be that I didn't for the hue! =) 

Hi! I've been using the tool for a little while and honestly, it was such a worthy investment!
There is only one thing I'm struggling with a little, because as I place foliage, I've got to rotate every single placement by hand, and the tool works great for rotating things a little bit, but when placing many dozens/hundreds of the same object, it becomes tedious and I think that I've already spotted some similarities in their angles, despite combining the +-90° rotation with the fine rotation tool.

It would be great, if we could specify, what axis we'd like the object to be randomly rotated on in degrees, so we could have something inbetween a small wiggle to fully random.  Even just rotating on the Y axis would be a huge deal. Although I definitely wouldn't complain, had we full control over all axes at once. Though I understand that this would likely involve quaternions, which is a whole can of worms on its own.

In any case, thank you for creating this wonderful plugin! :)

Honestly, that's a feature I'd pay extra money for.

Words can't describe how embarrassing this is. I made the change, I commited it in Github Desktop application, but I didn't push it to actually make the change. So the 1.3.1 hotfix was identical to 1.3.0.
To be absolutely sure it works now, I've replaced my working file with the one I downloaded from Github.
Version 1.3.2 WILL work now, I'm like 98% sure of it!
I am so incredibly sorry for the inconveniences I've caused!

I got the hotfix out minutes after I've answered you! =)
I can't actually edit the devlog, which is a bit annoying, but if you go to the main page, it's up!!
This time, it should run like normal!!

Wow, that's awkward. I removed the file from github like a minute before release to clean up unused stuff. I completely forgot I set it as a dependency like a year ago.
I'm sorry about this. Hotfix incoming.

Thank you so much! >w<

I'm really happy you enjoyed it! We will definitely share more of our works in the future with you! Just don't expect everything to be so quirky and friendly. Even in this game, if we had more time, we would have likely taken a much darker turn at some point if time allowed it.

Thank you so much!

I would have loved to create more polished art for the game, but unfortunately time was of the essence, and issues like having to commit to an experimental artstyle just to finish in time were influencing the overall aesthetics negatively.

I am still very happy to hear that so many people actually  liked my art! ^w^

Thank you soooo much for the kind words! ^w^

It would be hard to give you a rundown of how you can start your own pixel art carreer, but essentially, what you'll want to do to make pixel art like mine (and this isn't even the best I can do, higher quality assets would have taken WAY too long  and the game would have not even been half as long). I can recommend building a strong basis in real life. Meaning, learn about color theory, shapes and perspective and you'll automatically be better at pixel art! =) What I like to do to train is to create pixel images of food that looks photorealistic, but in pixel art! =D

It sure was a lot of work to draw all of that, but the vast majority of the work was in the code! =) 

We'll revisit this project at some point and add more content, better art and  general polish on top of sound.

But yeah, when it comes to learn how to do pixel art, I can really recommend you a game called Manyland, where you can immediately see your art in a virtual environment where people can give you immediate feedback! ^w^ We always love to meet new artists there!

Heya! Sorry to reply so late. Unfortunately there have been issues  with exporting it to anything but Windows. The HTML5 build we made missed key parts for instance(We still don't know why), and the Linux build was mostly there per request of a close friend more than anything else. In the future, we'll likely focus way more on getting a HTML5 build working and having OS specific builds optional.

Being done with the project and only then finding out the HTML5 version doesn't work as intended made us stick to the Windows build as a representative version of the game. Otherwise we might have exported it to everything else aswell.

The issue was  that some things were not being displayed and people would have had to guess that the game is even still running.

Thank you! ^-^

I agree. There should have been more minigames, but we urgently wanted to meet a certain quota and have the existing minigames polished enough. It was all that we could do in the time we had. We were really burned out by the time we released it and finding a gamebreaking bug only hours before the deadline really didn't help.

We have talked about revisiting this project at some point. In that version, we'll likely have more minigames, polish the existing ones and add a lot more flavor to it! =)

Thank you very much! =D

We would have loved to include more minigames. A total of 2 were totally scrapped and the other ones were shorter/simpler than we would have liked in the beginning. A lot of development time went into a hubworld sort of place (the shoebox) and we didn't even end up using it because creating the art, pathfinding etc. would have taken too long.

We'll revisit the game  at   some point and add those game ideas we had, plus maybe some more. =)

Heya! Thank you so much! ^w^

We may create a more polished version of this game at some point with better/more consistent art. I had to  resort to using some dirty tricks to make enough art to finish the thing. In hindsight, maybe I put too much emphasis on stuff that noone pays too close attention to, but who knows? =) The coding and a vast majority of the dialogue was made by my girlfriend. You can thank her for the little quirky things she put in! ^w^

Heya! Thank you very much! =) 

We were thinking about multiple endings, but considering the time restraints of the jam, we ended up with only one ending, which in hindsight, I would probably redo a little anyways. We may remake the game at some point, with better art, sound and music and probably a way more polished story! =)

Thank you! ^w^ 

There won't be arcadey gameplay or anything like that. It'll be more of a short story with minigames. =)
I'm excited to see how your zombie growing game develops! ^w^

We are making a game about growing as a person,  guidance and  how by offering a helping hand, one can grow aswell.