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Lisandro_Gaming

104
Posts
16
Topics
4
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A member registered Aug 19, 2025 · View creator page →

Creator of

Recent community posts

(1 edit)

oh.also np

???

sos re bueno dibujando aaaaa/you're so good at drawing aaaaaa

(1 edit)

uhh hello uldrey i think you hate me idk why

i sticked this topic

(1 edit)

then if you don't nerf it it will be impossible

you can update it without removing it from the jam

dude WHY ARE YOU SUBMITTING THE SAME GAME ALL THE TIME

u should use the redzils tutorial for the boss fight ngl

okay now that decomp is usable

(2 edits)

no,only porky powers decompile (also why you need that one? Is for remake the mod or make another ripoff? If is to make another ripoff you can't cuz the rules says you can't make more than one mod)

just to advice

I like the mod.The only thing u could do is remove a stolen meme from raldi i saw.

me when tyrigers

then nerf it or smth

a

(2 edits)

now i get why ildi give a employment to yoseldi.

por que pienso que hablas español xd.

oh

1.Peakness

2.Gameplay

3.Creativity (Primary)

4.Effort

5.Humor

6.How good is the null (if it has one)

(1 edit)

I want my mod be inspired by traldi's tesco like a bit.So i just wanna ask if i can.

the game sucks bc of lack of motivation but play it if u want ig

(2 edits)
. 

he stole player's chocolate

(1 edit)

yay leaks                                                                                                                                        .

    

 that 's all cuz i don't have much stuff to show for now.

i literally did that

(1 edit)

ok (i might do it on an update if i will update it)

okay uhh i used it and when i het to the last exit in story mode it blocks and you can't beat the game.

(1 edit)

it doesn't have null mode

if u wanna know why is bc i can't make the boss start with the null boss kit.

where did yoseldi got his residence??? :0

sorry but i hate how the floor and the carpet looks

okay imma try 

okay here

using UnityEngine;

using UnityEngine.AI;

public class CraftersScript : MonoBehaviour

{

private void Start()

{

agent = GetComponent<NavMeshAgent>(); // Defines the nav mesh agent

audioDevice = GetComponent<AudioSource>(); //Gets the audio source

sprite.SetActive(false); // Set arts and crafters sprite to be invisible

}

private void Update()

{

if (forceShowTime > 0f)

{

forceShowTime -= Time.deltaTime;

}

if (gettingAngry) //If arts is getting agry

{

anger += Time.deltaTime; // Increase anger

if (anger >= 1f & !angry) //If anger is greater then 1 and arts isn't angry

{

angry = true; // Get angry

audioDevice.PlayOneShot(aud_Intro); // Do the woooosoh sound

spriteImage.sprite = angrySprite; // Switch to the angry sprite

}

}

else if (anger > 0f) // If anger is greater then 0, decrease.

{

anger -= Time.deltaTime;

}

if (!angry) // If not angry

{

if (((transform.position - agent.destination).magnitude <= 20f & (transform.position - player.position).magnitude >= 60f) || forceShowTime > 0f) //If close to the player and force showtime is less then 0

{

sprite.SetActive(true); // Become visible

}

else

{

sprite.SetActive(false); // Become invisible

}

}

else

{

agent.speed = agent.speed + 60f * Time.deltaTime; // Increase the speed

TargetPlayer(); // Target the player

if (!audioDevice.isPlaying) //If the sound is not already playing

{

audioDevice.PlayOneShot(aud_Loop); //Play the full wooooosh sound

}

}

}

private void FixedUpdate()

{

if (gc.notebooks >= 7) // If the player has more then 7 notebooks

{

Vector3 direction = player.position - transform.position;

RaycastHit raycastHit;

if (Physics.Raycast(transform.position + Vector3.up * 2f, direction, out raycastHit, float.PositiveInfinity, 769, QueryTriggerInteraction.Ignore) & raycastHit.transform.tag == "Player" & craftersRenderer.isVisible & sprite.activeSelf) // If Arts is Visible, and active and sees the player

{

gettingAngry = true; // Start to get angry

}

else

{

gettingAngry = false; // Stop getting angry

}

}

}

public void GiveLocation(Vector3 location, bool flee)

{

if (!angry && agent.isActiveAndEnabled)

{

agent.SetDestination(location);

if (flee)

{

forceShowTime = 3f; // Make arts appear in 3 seconds

}

}

}

private void TargetPlayer()

{

agent.SetDestination(player.position); // Set destination to the player

}

private void OnTriggerEnter(Collider other)

{

if (other.tag == "Player" & angry) // If arts is angry and is touching the player

{

cc.enabled = false;

player.position = new Vector3(playerTeleportPoint.position.x, 4f, playerTeleportPoint.position.z); // Teleport the player to Player_WarpPoint

baldiAgent.Warp(baldiTeleportPoint.position); // Teleport Baldi to Baldi_WarpPoint

cc.enabled = true;

gc.DespawnCrafters(); // Despawn Arts And Crafters

}

}

public bool db;

public bool angry;

public bool gettingAngry;

public float anger;

private float forceShowTime;

public Transform player;

public CharacterController cc;

public Transform playerCamera;

public Transform baldiTeleportPoint;

public Transform playerTeleportPoint;

public NavMeshAgent baldiAgent;

public GameObject sprite;

public GameControllerScript gc;

[SerializeField]

private NavMeshAgent agent;

public Renderer craftersRenderer;

public SpriteRenderer spriteImage;

public Sprite angrySprite;

private AudioSource audioDevice;

public AudioClip aud_Intro;

public AudioClip aud_Loop;

}

are u sure?

there's a rule on the jam that says "don't submit more than one mod.one is the max" that's why it got disqualified (i think)