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orange rice

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A member registered Apr 18, 2017 · View creator page →

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There are only BLEND and OBJ formats since the texture linking does not work for FBX files. The textures are a mix of JPG and PNG, depending if they have an alpha channel or not.

Unreal should be capable to deal with those formats though since they are very basic and widespread.

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I second that but on a store-wide level.

While I don’t have issues with solo-developers making use of AI-generated content, I don’t want to use it myself. For me it is fairly annoying to look through dozens of asset packs on the store page, find something I like and then, often have to go through each individual item and discover its AI-generated and unusable for me.

So it would be nice if new projects have a mandatory field: Uses AI-generated content -> Yes/No And it would be nice for the individual user to able to filter the store on that category or more specifically hide AI-generated content from their store experience.

Same goes for the NSFW. I personally don’t mind it, but I can see people not wanting to see stuff under other tags for personal and professional reasons. But fortunately, here the appropiate tags for NSFW already exist and a filter for that would be nice as well.

And to bring it back to the GameJams, of course those options could be included for those purposes as well.

Edit: Alternatively and maybe even better: itch could blur/grey out the thumbnails and/or put a visible warning in it, when the filter is active, instead of hiding them. That way those items don’t neccessarily lose “discoverability”/store-positioning but are easily recogniseable as content you might not want to click on.

I think that would be a fair compromise for end-users wanting to filter stuff, creators of such material not wanting to lose potential customers and itch itself having to balance both.

Pushed another little fix as I forgot to include the level-textures with the prior update.

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Hi! Thanks for the notice.

I went through the affected meshes and fixed the normals and some other mistakes. Don’t know what happened there but those bar models (and some others) will be fixed in the upcoming update in about 7 days.

On it. Pretty certain I can get that done for the next update in about 9 days.

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I see, that is odd indeed. I am using Blender build 4.2.0, without any additional addons or extensions. I downloaded the last update as well but everything seems to be working on my end, apart for occasionally missing texture paths.

Those missing texture paths will also be fixed with that update. Regardless of that, I have started exporting the models to .fbx and .obj, so at least there will be a alternative in the future.

However one of my biggest issues is that for some reason unknown to me, those will not link to textures correctly. Those links would have to be set manually by the end-user (i.e. in the Godot-Inspector), which is tedious to do for 250+ models to say the least.

Edit: Nevermind, the issue of the textures not getting correctly linked to the meshes only seems to appear for .fbx files. Since its only an issue with those and it works very well with .obj I will put my priorities on .obj files.

Hi, sure I’d love to help. First the standard question. Have you tried re-downloading the pack and opening the affected file from that? Potentially the file might have gotten corrupted during the download, its odd but it can happen.

If the files are still crashing, can you let me know which file(s) are affected by that? I have not encountered something like that myself until now, but I would love to double check those files. I am also looking into providing the .fbx or .obj files with the next update to hopefully prevent that in the future.

Thank you for your praise and suggestions! I’m very happy to hear that it helps with your current project.

I will consider your ideas for the upcomming updates (I may or may not already have a few things in the backlog that could help with those themes).

Thanks for the message! Yes like its noted I would like to increase my share of self-made textures over time. Hopefully that’ll remove those in question.

No thank you! That is a pretty good proposal that I have not even considered so far. Thanks for the inspiration! I feel like it should be doable and am definitely interested in doing it.

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There is now! A public Google Sheet to be precise. It is the same version that has been included in the package as PDF. I will refer to and update this table with future updates.

Head here for the table of contents: psxpack-credits.orange-rice.com

Thank you very much! This is the first project of this kind for me but I hope to learn and add much more to it over the coming months.

I hope it helps you on your journey!

I wish everyone a lot of fun and success, I am looking forward to play your games.

What a neat little tool! I will have some fun with and good use for it.

TLDR: It is a neat little prototype and I would like to see a more polished and content rich version at another time.

I liked the controls. They felt simple, good, fun and easy to learn without a tutorial. I would suggest adding a sideways rotation with Q and E. To improve navigation for those with difficulties I would also suggest adding a compass and gyroscope like system with basic directions to make that part a little bit easier, especially in the current mostly similar looking environments.

The boss trapped me continuously and it felt like they pushed me through the level instead of me steering. That way I had difficulties to actually engage into combat despite me knowing what was to do. Maybe introducing a combat phase system with it only certain moments of using the shield (if not all turrets destroyed) resulting in a agressive behaviour when using the shield and defensive when not would make the fight a bit more dynamic.

Nice! The screenshots look very good.

Love the atmosphere. Keep it going you seem on a good path!