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sabs

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A member registered Jul 04, 2019 · View creator page →

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Hey illustkami, I'm so sorry I missed your message! Did you happen to find a workaround?

On my computer, the brushes work OK, but they're kind of slow when drawing on really big canvases with really big brush sizes. Maybe it's so slow on your computer that nothing appears? Tell me a bit more about it and I'll take a closer look!

Hey, thanks so much for playing with Beau! Come back anytime.

They sure do! I've been using them myself and always with the latest Krita version.

Report back if you have any trouble and I'll get right on it.

Hey! I ended up adjusting those harsh sounds for the final release. I also made it so you can click anywhere, or press space, to advance the dialogue... which I thought was what you'd suggested, but it was Enter. Dang! Is Enter the common one?

Thanks again!

There are six variants of each sound, which is really thoughtful. It's so easy to juice up a game with non-repetitive effects thanks to that.

As for the sounds themselves, there are lots of blasts, whacks, lasers and bursts, plus surprising gems like jumps, whips, coins, and twinkles. All of them sound uniform in feel and volume and go together very well.

Overall, this is a pro-tier package, on par with paid SFX sets. It's really good.

Sure thing. It seems unaffected by vsync and my screen refresh rate. I gave myself a headache testing it, lol. I'm on a Lenovo Thinkpad T460s, 20GB RAM, i7-6600Ux4, Intel HD Graphics 520 (SKL GT2), Bluefin linux 41.20250504.2 (from Fedora Silverblue 41), Wayland, GNOME 47, Linux 6.13.8-200.fc41.x86_64.

And a video:

I was able to play the Windows version through Wine. I liked the rhymes but am bad at jumps!

Hey yeah, wine ended up working, although bullets and movement were both very slow (probably wine+my laptop). I died on Anna's 7th or 8th phase. You've effectively captured some of the soul of early Touhou games, good job! Only thing that really felt off was when bullets moved as I moved, that didn't seem intuitive.

Yeah, that's a good idea! I wonder if I could sneak something like this in to the final release. Thanks so much for playing and sharing. :)

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Thanks so much! Krita has been great to me (except for the ONE time I had a perfect drawing of Beau and it crashed, lol). Check out my Krita brushes too! Here's a key for ya: https://sabslikesobs.itch.io/flip-not-brushkit-deluxe-for-krita/download/j0AmwHJ...

Good to know, thanks. I will work on those again in the final release.

My shit laptop can hardly run this---the menus are ok, but the game itself is super slow and is covered with bright, rapidly flashing rainbow lights. A real bummer since I wanted to play this based on the atmosphere alone. The visuals throughout the game and menus are phenomenal. Definitely wishlisting this one.

Sadly couldn't play this since it loads with a gray screen on Bluefin linux. My setup is weird and on a crappy laptop so it could just be me. Really cool music though.

I really like the music, visuals and tone in this. Superb evocation of late 90s games. Got kind of frustrated with the sprawling first area and gave up in the grid maze building.

Surprisingly addictive. The movements, the music, the background, everything feels great. Good job!

Please change the font, though. It's really distracting and hard to read.

Sadly, didn't run on my Linux machine. I'm on Bluefin, and the executable complains about a missing libSDL2_mixer-2.0.so.0. Bluefin is a weird one so it might just be my environment.

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Very attractive styling but wasn't very fun for me. My space boomer walked very slowly and it's easy to die suddenly since there's no damage feedback. Maybe other boomers are faster. I really liked that all of the pixel resolution was consistent.

Good job, and good blorb. I really like all the fixed angles you used in this, for both the camera and the blorb. 2D background feels classic too. You've got a great start here. For the trees and stuff, even fewer vertices (or at least hidden by lighting) would fit well with the overall style.

Thanks so much for playing! :)

You're right on about the text advancement; I plan to change that for the final release. I've got the <null> tag fixed now thanks to you and another reviewer. And yeah, the SFX could use a tune-up, if I can swing it. Anything in particular you noticed?

Good catch! It's fixed in v3. Thanks so much for playing!

Gave me a segfault on Bluefin Linux, unfortunately. My laptop isn't made for gaming and Universal-Blue images are weird anyway, so it's probably on my end.

Didn't seem to work on my Bluefin Linux machine. It gave this error:

> ./ljumper: error while loading shared libraries: libSDL2_mixer-2.0.so.0: cannot open shared object file: No such file or directory

I set LD_LIBRARY_PATH=., but then it complained about missing libjpeg. Static compilation ought to work better.

(Good filename for the readme!me!me!)

Really cool! I got to the end of the demo. All the fully rendered artwork is great; I hope you add more of that style into the game. Reminds me of Enter the Gungeon. Grazing giving shields, and being able to spend shields in different ways, is such a great mechanic. All the text looked great (no typos, very nice) except for I.C.E. saying "You need to double click the item in the inventoryu to equip it.wa".

Really, really amazing UI and overall feel. I'm blown away! The tutorial is all there is, right? The characters and writing are surprisingly endearing and will shine after an editing pass.

I wanted to get to the hot frog at the top, but I couldn't get past the bounce pads. The walls are bouncier than the bounce pads! Great twist on Jump King. Maybe switch it up and make him stick to walls?

This is great! The core controls seem really great. Both tracks are cool designs, too, I liked the mushrooms. My only surprising bug was when I took too long to press the up arrow at the start, and then the engine turned on but I didn't move.

Pretty dang fun. Voice lines and other style stuff are all top notch. Shotgun seems really good. Great work!

There are so many subtle touches in this game. What a treasure.

Hi! I'm the creator of Flipnot Brushkit DX, a pack of brushes for the art program Krita that help you make painted artwork with pixels, just like in Flipnote Studio 3D for 3DS. Today I'm releasing Flipnot 2, a new brushkit packed with 29 patterns and original brushes. To celebrate the release, I'm putting both packs on sale for the whole week.

Here's a peek at the kind of artwork you can make with Flipnot 2:

Cute Flipnote-style animations!


Slick retro game artwork!

Have a look at Flipnot 2 and let me know what you think!

Cheers!

In v2, released today, the icons are now much bigger!

Hi SopaWah, thanks for using Flipnot!

I used Krita to make this animation. Check out Krita's instructions here. Under File->Render Animation... there's an option in the Video menu to export as an animated GIF.

Hi Casualfanboy, thanks for trying Flipnot!

I have to say I'm stumped too... I've never seen image compression completely remove a color. When an image gets resized, on-off patterns like those in manga or pixel art like yours can cause weird effects (see also "ringing"). It looks like the image resizer on your phone (is it an iphone?) loses that color.

I tried looking at it on Discord on my computer and phone (Windows and Android) and it looks fine.

Thanks for letting me know! I'll work on an update to make the previews easier to see. In the meantime, you can scale the icon size up larger by using the slider under the hamburger bar next to the Tag dropdown in the Brush Presets docker.

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Listen man, don't lose focus of your audience here. itch.io is a site for marketing to amateur game developers. Have you *tried* using your sounds in a game? You can't! Soundly and SoundQ don't strip silence on export, and silence around a sound effect fucks up the sound timing in the game. It's a huge time sink for amateurs to work with the sausage files as opposed to a big list of small files.

You, as a professional, *know* that most of your amateur gamedev audience here can make better art more easily with these sounds isolated to one file each. Are you going to gatekeep your work intentionally? Why?

Look at the other SFX packs on Itch, they're not doing sausage files. Of course users here will expect the same. I've been scouring itch.io for good sounds and yours are really, really good. I would pay for them if they were in a better format and I bet others would too.

Still no separate files for each effect. It's a complete pain to try and use this pack.

Every file has six sounds playing in sequence. How on earth is a developer supposed to use these without a ton of effort to split out the one they want?