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CMCDEV

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A member registered Sep 27, 2024 · View creator page →

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(1 edit)

Did you add a mod to the game?

If so, you may need to check your json files, as it had an error importing them.

You have to interact with the enemy in every way you possibly can. So for most enemies, you must:

  • Encounter them at least once
  • Eat them at least once, by pressing the eat button on them while they're stunned
  • Befriend them at least once, by feeding them adequately while having the Endosomatic Heart upgrade

Some enemies can't be eaten and some can't be befriended!

This is a question that we cannot answer, as we are not the creators for those mods. It'd be better to ask the creators of the mods, instead.

Something to note, save files are encoded in base64. You'd need to decode it first before modifying.

Currently within 2.0, there is not a way to remove your upgrades outside of editing your save file.

Save data is not contained within the data.win file, but within the "\appdata\local\ghosts_and_japes" folder.


In 2.1, you will have the ability to easily remove any bought upgrades.

No clue. We didn't delete those.

Hello from CMCDEV!

We come bearing a small surprise.

Please enjoy Lobby Bunnygeist's early release!

(It will be bundled within 2.1 and future updates.)

https://drive.google.com/file/d/1nP47KgtZ6B8BFUDss_qbTfCLo3PC0PMa/view?usp=drive...

We will look into it.

There is a soundtrack download drive link in the description of the OST uploads. Check there.

We feel this is something best left to the community. We do not have the time or resources available to moderate something like that. Please feel free to make your own group chats about our game, invite others, and talk there.

Chinese, Japanese, Korean, and various other language character sets will be supported within the next update.
However, we cannot provide translations.

Master of all requires a hardcore save file, as there are certain buyables that only appear within that mode.

The drill also works.

Hello,


I wouldn't mind sharing some insight on how we made Ghosts & Japes.

I made the game using Gamemaker Studio 2 and its built-in IDE. The .JSON (external files), I edit with Notepad++. Any basic text editor will work, it all comes down to preference. If there's parsing errors with one of these files, I use an online .JSON verifying website such as JSONLint - where I copy the contents of the .JSON file and paste it there. It usually helps me find silly mistakes.

Japes uses a combination of the paint.net software and Aseprite for sprite creation. Sometimes, Clip Studio Paint is used in addition to a drawing tablet to draw larger things, such as some game over artwork.

Japes and I edit some sound effects in Audacity with a bit-crushing plugin. (If you are curious what plugin this is, I can check and provide its name later.)

I believe Moonkey composed the soundtrack solely in FL Studio. Some sound effects that they made were also made in it.


As for how to make your own custom enemy, the easiest way I personally recommend for getting started is to copy an existing enemy that does something similar to what you want. Edit their parameters, art, and sound as you see fit. Want a boss enemy? Copy Honeygast's files and edit them. Want an enemy that shoots a lot of damaging projectiles? Make a copy of Lorenzo. Up-to-date modding documentation is provided with every release of this game in .PDF and .RTF format via /Modding Resources/Guides/.


Best of luck with modding! Don't be afraid to ask questions about what specific things do, mean, or how they would behave. We will get back to you if possible, or perhaps someone else who is an experienced modder can hop into this thread and answer.

-Cammy

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New updates will only be available when they are completed, and posted on the itch.io page itself, from our account.

It will not be from a different itch.io account.


Download links will not be available within threads.

Here is an example of what NOT to click.

Such threads will be deleted as soon as we are available. Simply report them, and ignore.

It's generally recommended to let go of the enemy if you get close, as some will tug more aggressively than others.

However, you can utilize bumping into the enemy strategically to gain invulnerability frames at the cost of 5 hp instead of getting grabbed and losing more.

The floors are endless, yes.

Well, there is some good news, and this is something that is currently unintentionally difficult.
Honeygast in 2.0 is set to 1000 hp, when they're only supposed to have 500 hp. This is due to a mechanic that was added, and then not re-adjusted after its addition.

The fight itself is likely to be rebalanced and modified for 2.1.

Check the ghostiary.

These are funny, might add a few!

It seems to be a json error within a mod file. You will need to use a json validator, or ask the mod owner about it.

Lovely job with the varying themes! We listened to each of them, Moonkey was impressed with the effort put in.

The battle track is especially nice.

Additional floor styles are planned, yes!
Here's something to look forward to in 2.1...

Floor biomes!

To set ghostiary progress, you modify the prg_seen, prg_fed, and prg_eaten and input the names (Name of the json file, without the .json extension.) of the ghosts you wish to add progress of.

There's still plenty of time, don't worry!

The balloon is to display whether your no-hit achievement eligibility is active, correct?

That's probably doable.

We don't intend on punishing the player for such, but we do plan on adding a reroll function.

Both of these are resolved next update!

Save data is stored within the "\AppData\Local\Ghosts_and_Japes" folder. If you delete the "Ghosts_and_Japes" folder entirely, that will wipe all data. 

Hahaha, poor Cammy...

I like this idea.

A Seraph slides along the floor into Lorenzo's juice bar, taking a seat.

Lorenzo asks "Why the low spirits?"

The sad Seraph gets a drink, sighing... "i haven't been able to get any sleep... i think my box is haunted..."

Visual scripting has never once been used by Cammy for programming these. They do it all manually, having coded the whole thing.

Gamemaker studio 2 is what we use for all of our projects.

We do not use the free version, that doesn't allow exporting your games. We simply release them as free because we want there to be more free games.

I don't quite follow what you mean by visual scripter.

Whoopsie! Guess we kinda forgot about the anniversary date.
2.1's currently in development. We'll be making a status update post about it sometime soon.

Hello! Which language are you trying to translate to? The game as of 2.0 only supports English, but 2.1 will have support for other languages! Newly added, being Japanese.

If you have a language you would like to be supported, please send us a link to where we may find a pixelated font for it!

(1 edit)

This is actually something we've thought about the possibility of for our games.
But we don't currently have any devices to test the functionality with, which makes adding such not very feasible right now...

If that ever changes, we will definitely look into it.

The saves folder can be found within the appdata/local folder. 

There aren't any plans to make it any different to fill out, but...
Fortunately, if you navigate to the saves folder,  you can modify the progress folder files. There, you can simply input the names of the enemy json you are missing.

The visitations file can be modified with the values as such: ts_inside(#) (Accepted values for # are 1-10. No parenthesis.)