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What I was going to ask was... I create models and if they are bigger than say 1 cm, by 1 cm, anything outside that base CM is just outside the thumbnail. I'd like a thumbnail that, if not zoomed out to extents, can at least be zoomed out to 5x5 grid squares... This would be greatly appreciated in my modular modeling items. Thank you for your time.

I sort of agree AND disagree.... I agree in the fact that you can't just take a figure and throw it in your favorite modeler. However. I DO believe that the base OBJ, once imported into something like Daz, exported back out as FBX and back in, CAN be weight mapped, texture atlased, and have the Genesis rig applied to it.

Also, if someone just wants to create body PARTS, and group them as objects themselves, they could then be attached in a heirarchy in Daz or 3ds Max and made to make one of those multi-part object (sort of like old FF& or Neverwinter Nights...)

well, you sort of CAN... There are primitive shapes that are humanoid shapes... Install them as OBJ files with their own .mtl file, and create a character in a t-pose, save the whole character as a merged .obj file and upload directly to Mixamo from there. All you have to do is envision it, have the pieces for it, and you can build it.

When people say "Play my game and tell me what you think!" I usually yawn, try it out for a few minutes, and then delete the game. This was NOT the case...  I was entranced from the start, I loved the ambience of the the first level and the village, and loved the characters... I could tell that a lot of work went into the tiniest of details, like... did you see the blob breathing? The grass was animated? Who takes time to animate 2d grass? I also loved the aggro effect from some of the enemies, as well as the definite immersion.

Grind was a tiny bit repetitive... I WOULD have liked to see a few other starter monsters, like... say a flying bug of some sort, and maybe more varied loot from the start. However, I'm pretty sure that the author would have had a hundred different critters running around if he had more time.

I also liked the fixed camera outside, rotating camera inside idea... that worked out well, as when you rotate outside, sometimes you lose your sense of direction with the different repetative landforms , whereas the well-placed 'landmarks' insidethe indoors maps helped guide to the different areas indoors regardless of angle.

* Was not laggy at all for me with my HP with AMD E-1, 4GB RAM
* Multi-resolution at start, can definitely aid the low-spec people
* Enough enemies to fight, without crowding the map
*Enough people to talk to in towns without coming off as too much or too little

I second this need. would be nice if thumbnails automatically go to an extents instead of just the two by two... Only other alternative is to shrink the obj, and then hopefully remember to make it bigger again later.

Only problem I can see with the overlapped arches, is the shearing or tearing of any texture from having two faces in the exact same spot.

Like so... I just made me a new altar/save-point, using some primitives and the ship parts.

Strangely enough... these pieces ALSO go good as architecture elements for the fantasy/medieval crowd... imagine if you will the wings upright and sticking out of some gnarly temple pillars as nasty blades. Or even the torus(es) as the boundary of circular and oval pools or fountains. This set is more powerful than even I thought of at first.

When merging an OBJ, does Asset Forge intuitively break up blocks and hide/kill any part of a model that's hidden? for instance say I want a cliff model with a rock jutting out of it, I recess the rock into the cliff, and then save as an OBJ, merged... Is the other half of the model still submerged inside the other model or is it still there. Secondly, if it IS still there, is a new seam created on that rock, one that can have polygons and such erased with a geometry editor in say Daz, Blender or the like?

Hello, hello. I'm JayRay, new to the community, just purshased AssetForge, and WAS a little dismayed by the inability to add custom textures, UNTIL I found a way to ensure my obj files and MTL files DID make the cut into the AssetForge with the Kenney Guide "Creating custom blocks"

However, I noted some times that my textures, no matter how I set them would be offset. This guide on wikipedia shows ALL the specs on how to offset those textures.