Greetings Uncharted, I enjoy exploring and lurking your content much and sought to ask for your methods tactics and strategies for making my very own turnkey (as in all-in-one) setting guidebook; I haven’t got the chance to purchase your work yet though (as you deserve the tip), I just wanted to see what it would take for me to publish my own setting documents & maybe succeed into selling it as well considering I have my very own global setting to share back to the world in printable form.
hydralisk98
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Greetings Geist Hack Games, I enjoy your content by much (even beyond the context of it as a Cyberpunk RED supplement) and sought to ask your advice/methods/strategies for making my very own turnkey (as in all-in-one) setting guidebook, or at least get to know whether you planned on expanding this wonderful procedural toolbox of yours (probably through the AugmentedRealityPlus product) considering how the latest “R. Talsorian Games”’ complement “Single Player Mode” added many cool tables and handy mechanisms to tinker around with; I got my very own suggestions for it as to be distinctive of theirs to share back, but wanted to query you first (may also gather insights for my very own setting being iterated at: https://hydralisk98.tumblr.com/archive/tagged/16%5E12 ) in order to best complete each others’ works without duplicating efforts.
Been long been iterating my own speculative realmscape to explore and everything. Cutting it short for the time being, I wanna know if a total conversion modpack of any standalone game, such as “Cyberpunk 2077: Phantom Liberty” or “Mercenaries Playground of Destruction” would count as a valid entry for this jam. Otherwise my entry is gonna stick to its Godot 4 + Trial Engine dev-stack.

I have been iterating on the realmscape for several months now, first going from Civilization 5 to Azgaar Map Generator and soon migrating such into Godot 4 with Trial Engine components. While it is still kinda vague, I already got a development stack going on my own end for it all and only need to define both a decently tight scope and gather some feedback assistance as to help me complete such in time for the (self-imposed) deadline in mid-late September.
My latest “game” concept I had the courage to choose was transcendant OpenXR sex change empowerment toybox-tier game which I did not even implement yet. So suggestions are welcome. :)
Yes it does, it is plenty good tysm. I have been hard at work making my own from a commissioned base for the past few years which I am still filling up according to my constructed world project criterion.
Simpler rendition for Dwarf Fortress Expansive quarter of my whole tilesheet still WIP

My aim is to build up a strong art direction for a chronological game series (one to be extruded into 3D from 2D gridvania tilemaps, close to the OG Zelda, Ken Silverman works and the like) fitting my themes and I think I am slowly getting there.
Greetings, I have been lurking your creative assets for a long while and am super fond of your 12 x 12px works. I have my own very own tilesheet coming about which share similar specifications and wanna ask what is your creative workflow for these 2D assets of yours (aiming for a orthogonal oblique / straight-down perspective)?
Nice to hear (and congrats for engine decisiveness & for your work Atom☭grad too), I will get my own stab at it with a bunch of procedural generators (not generative AI, but maybe some “expert systems” of the old make), mostly inspired by the mechanics of Mercenaries Playground of Destruction (open world loop, factions and geofiction) & Cyberpunk 2077 Phantom Liberty (plenty of locales, diagetic UIs and themed intrigues), with my own heartwarming tone, themes and components that are very likely USPs right now. Especially that I look forward into researching phonebooks, Lisp-based expert systems, ethical recommendation agents and more alternate yet parallel paths in the IT field. And you get me all kinds of inspired.
Been lurking for it for quite a long time, glad to see it being updated and improved upon. I really enjoy those kinds of “desktop simulators” genre tbh and I like what I see here. Inspires me alot actually to attempt making my own, granted in the Godot engine with some Trial Engine (Steel Bank Common Lisp) modules and trace amounts of DotNet F# (Nu Engine & PixelCrushers Unity packages-based demos).
Fair enough, my sincere apologies for being this dense. Would you like to work onto Syriac (Assyrian Neo-Aramaic - Suret Syriac) & Punic (Carthage/Phoenician) glyphs, or rather onto structures/props/entities (so things like character sprite bases, objects & misc primitives fitting a modern setting ) ?
Greetings, you are very welcome. (for the followship notice, sorry for the latency);
I indeed would appreciate somebody helping me out to complete the master 64x64 (~4096 12 by 12 px tiles) raster gridmap spritesheet some. I have a outline of what is left to do somewhat, and it does have some worldbuilding constraints to be aware of. I will be glad to contribute it back proper on copyleft-empowering platforms (Itch.io, OpenGameArt… ) as a GPL3-licensed package when it reaches its intended milestones. And considering I wanna enrich the attached game Bitsy/Mosi/Pixelbox experience to the maximum, it would be amazing to make it Turing-Complete / Computationally-SliceOfLife as far as mechanics are concerned.
Some tilesheet subset for 8-bit home micro-computer era Codepage 437

My current status of affairs on it is there, which is a bit less than a quarter of the master tilesheet.

The master tilesheet in question.

It started as a commission I bought on Fiverr (Eden, a now-retired seller) and I incrementally expanded such ever since for my PDP8-inspired “demakes”.
Eden’s initial work, with a follow-up fixup gig not shown.


You all can contact me on Discord over my nametag “autisticAngora#2243 “ for whichever inquire you want, as long as you respect the netiquette.
I enjoy this generator toy alot, and I am very keen into whatever you are up cooking fellow Canadian. So idk, just wanted to express my gratitude for you and this piece of software. Farewell!
Edit1: I would really like to dig into its source code indeed as to make edits of it (and share it back to its repository). I want world-wrap, locations placer & other similar tooling in mind for my own geofiction-addventure Godot game. (incorporating ideas from this generator in the style of “The Elder Scrolls 2: Daggerfall, Unity”, as seen there: https://www.reddit.com/r/roguelikedev/comments/1iy3kox/made_a_worldregiondungeon_generator/ ) Either way, I look forth to using QGIS + OSM + Buildify stuff into my SVG+OGG geofiction / alternate history landscape, as Azgaar’s is not really… editable. :)
Awesome, I keep lurking on this addon for use in my own projects. Is it expected to see no dedicated install file for this, on the Itch app that is? Either way, I am looking forth to make my own gridder “raycaster” levels with it. ~~(I develop my own assets and everything chronological worldbuilding but shall get busy with architecture drafting studies this Monday)~~
Thank you so much, the same could be said for you as per your assets’. I am still iterating on the Godot remaster of this software toybox, with quite a couple new ideas to integrate as I dive deep into historical research & my own worldbuilding overall. Will try better at introducing such at a slower pace & more immersively.

For the moment though this android GIF animation will do just fine.
Amazing work, looking forward to playing and reviewing it as to design my very own “Tourism Deluxe” content… Either way, there is a new Doom 1+2 compendium episode released on Steam a few days back, the very latest called “Legacy of Rust”, which takes advantage of unused content present in the files. Just though it was worth sharing the memo of it.
Very well appreciated feedback, I was kinda limited by my skills and the current engine at hand (Môsi) here as far as guidance & goals are concerned. I also got really busy with life going haywire during Friday evening & the weekend.
I haven’t forgotten about it at all, but my Godot port may need time to cook still to properly replace said entry from said feedback and… personal suggestions as to better convey the story this Ava lady expresses. I got some suggestions of mine and of some other folks, but your contributions are always welcome. Tysm, cya soon too!
(In a nutshell, I will incorporate more tiles from the attached tileset, add landmarks, more objectives + their clues, more agency through interactive components akin to such a virtual machine’s, better ambient soundscape, character-appropriate music with localized lyrics, localized text dialogs, newer + larger tilemap and possibly? more agents into the Godot rendition…)
Weird, where do you encounter such a error? In the main page? Inside the browser game runtime? On the downloads page? It is hard to debug that when I have next to no info to work from.
Edit1: I don’t find any match where such string would be in the whole codebase. Perhaps it might be from Itch.io’s hosting end as I have personally seen some access shortages (on my hardened Firefox in Canada) outside the dedicated app online in the past few weeks.
Edit2: After lurking some to see which platform you are on (Apple macOS), I am not really that surprised (definitely not pleased, over Apple walled garden that is). While I currently don’t know how to fix such macOS web runtime query yet, I will take a look into such as to to make it work for macOS hopefully soon (likely but not guaranteed to make a properly signed macOS native-ish port of such once I reach the Godot phase). Either way, your comment is very well appreciated.
I have been working on a massive tilesheet for some creative retro (game? utility? software toys.) dev experiments of mine and I have filled up the first section of such. Having completed 1024 1-bit tiles of 12*12px each in a larger 4800 tiles sheet) I would like to gather feedback to reduce redundancy, optimize its utility & harmonize the styling of said assets.

I will be looking forward to such constructive feedback as to soon release it on Itch for free & move on to other sections of said tilesheet targeting other self-imposed contraints.
Nice free pack! I really enjoy your style & assets on display. May I ask if you take vector (icons or otherwise) bundle commissions? Because I got a copyleft personal project with 12x12p-based tilemap sheet worth porting to SVG eventually. Not immediate by any means, hence it being merely querying if you were available for such.
Hy. I am prototyping my very own game / “software toy” & its engine fork for the on-going open world jam, considering issues & existing tools present and a few more feats of my own.
It is something of a Turing-complete “toybox” (mostly playing with files, folders and Lisp-y REPL commands) & pondered if anybody considered porting Bitsy Hacks & Borksy to Môsi?
I will definitely try implementing such regardless and have several suggestions to append for in mind but yeah, let me know if you have suggestions for “CLADOGRAMS” or anything on my fork of Môsi (I sure hope to merge it with main once I have it ready to ship). Also, as I do want to customize the overall CSS look of the whole responsive page (HTML5/CSS3-only) for a few key accessibility & ricing reasons, is there something I should be made aware to integrate the game better with the remainder of the page?
Mockups/Screenshots
Yeah, it is a very… solarpunk soft warm yet abstract realm with X-wrap.

References:
https://alexsilent.itch.io/space-alice-mosi-demo
https://itch.io/t/3391735/mosi-miniscript-happiness
https://itch.io/t/3506636/is-there-a-way-to-importconvert-images-like-there-is-for-bitsy
I do am interested into the jam and into collaborating with you (I am fairly okay with programming and a bunch of other skills too but am more than eager to learn during the jam). I have a peticular lofi-ish artstyle as seen here
; I do have my own ideas for such as a Linux first-person perspective dungeon crawler but feel free to adjust as you see fit.
It did fix partially on Bash, but not entirely (only saw some tile-based animation, not the color fix despite colr scheme revision) but I use Fish mostly. Also thanks for the lively response, here are a few screenshots for posterity.

Can’t wait to see your modest engine continue to evolve and all, as it may be a worthy alternative to my Mosi game dev workflow quite soon.
A bit late on the topic, but I got theming issues too (both on the web version, the GUI desktop renditions and the Uxn CLI+GUI emulation framework) and can’t assemble the existing current Parade / Paradise available from the Sourcehut site (plus the Paradise ROM is unavailable, type code 404; Plus there may be other incompatibilities along the way to resolve as I like having the three frontend renditions CLI/Desktop/Web).
I do am still very excited about the upcoming update and all things “Rek & Devine” collective, considering I am almost done designing my very own 12-bit word computing architecture with such a Parade file system strongly in mind (among other file systems like ZealOS’ and more technical matters…); But last update repository update was a more than a year ago, and I am really looking forward to theming it with existing and custom color schemes.

Farewell to a response soon!
Of course, it is the least I can offer as a techie enthusiast [I also use a Artix Linux tower 2014 build if you ever want to testing done on such a Linux context] (& I do like the MorseCodeGenerator thing much as well, haven’t used it abundantly yet but I did open and tested it running as expected.)
So first of all, the ZXTextGameCreator ZIP package seems to not display anything (checked into the Task Manager and it stays active for a few minutes at least but still doesn’t render any window to the desktop environment, so then I killed off the program and nothing new visually came by like error dialog or whatever)
Second, the sincity demo did not display anything but also has not even started any process either.
Third and last, the Windows-oriented TextGameCreationGameEditor has propped a single blank window before disappearing immediately afterwards and the process continuing ad eternam until I ended it minutes later.

Will insert error dialog onto a screenshot here from SFX when I catch it and when I used the installer the first time, the install wizard was in some eastern European language, most likely Polish for some reason.
So yeah, I guess that infodump is decent enough information as a starting point for your debugging. I am glad to be any useful to you and myself through this. (I also am about to develop/program from my own set of specifications a new “retro” computing architecture stack relatively soon which could be nice to target.) Farewell to a soon enough fix of yours hopefully!
Greetings, been lurking and tried repeatedly using your program for quite some time. The error I get each time from around every executable seems to stem from the (likely obsoleted) libraries used, at least on my Windows 11 P52 laptop with the installation spanning two physical drives. I really would love to give this program a fair chance as I would love to make some ZX-Spectrum & IBM-PC (even x86_64 architecture feels like a IBM-compatible still to me) compatible games on my laptop (the other computer I own is a Artix tower so not really suited for Windows builds directly) I look forward to your deeds and I love the other freeware (and paid) programs you made with enthusiasm.





