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Scarlet String Studios

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A member registered Oct 13, 2015 · View creator page →

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Found a bug? Post it here (or PM me).

Also, if you saw a red error message in the bottom-right corner of the screen, please include the error.txt file found in your save directory, which is in...

  • Windows: AppData/LocalLow/Scarlet String Studios
  • Mac:  Library/Application Support/Scarlet String Studios

Interesting, thanks for the save. It will probably take some time, but I'll poke around to see if I can figure it out... saving should be identical across platforms, but this is a good opportunity to clean up the save/load code at least.

Good to hear. And I forgot to mention, but the quests you were confused at (Philosophical Slime and the hidden room in the sewers) aren't accessible yet. Same with that rock on the left side of town. It's an arbitrary item, I haven't figured out what it's for.

Ah hey! I remember you from the meat video. Thanks again for the bug reports and suggestions; I'll take note of these. The artist who did the creature animations is working pretty quickly, so hopefully she can take care of the remaining character animations in time for the next demo, and then I can fix up the collision bugs.

Did you use the same gamepad last time? Nothing has changed in terms of gamepad support, so it should work... one possibility is that the game may have gotten confused if you had two different controllers plugged in at the same time. I don't have a wired X360 controller to test with, but I've used a Dualshock 3 and 2, and both worked. Come to think of it, next time I'll add debug messages for controller plug/unplug events, because that would be useful to have in the build.

And yeah! Fez and Undertale are my two favorite games, excluding childhood stuff. Questionable taste by /v/'s standards but I'll stand by it.

I was using OBS. My GPU is new (1080ti) and CPU is disproportionately old (i7 930). I didn't really monitor the FPS or my CPU usage once I started playing.

And yeah, the wall jump distance is pretty subjective. It's within the realm of reason anyway.

Here you go: 

Some notes:
  • Audio needs some polish of course, especially the shoot sound. I feel like it should be more like a laser gun or a click. Also the sound for landing on the ground is kind of loud.
  • I encountered one bug near the secret area in Fire Bot's level, but the rest was bug-free.
  • Maybe the walljump pushes you a bit too far from the wall, but I can't decide.
  • Also, I'm not sure if this is common practice, but you can look into creating an input buffer for walljumps — for example, if you press left (away from the wall) on frame 1, and then jump on frame 2, you can count that as wall jump. I know that fighting games do this, but not sure about Mega Man.

Overall, this is great. It's Mega Man, so you don't really have to change much from the base games. But it's a good clone with a qt operator.

Cool! I've been seeing the webms for a while, so I'm glad to finally try the game. Video here (no commentary): 

There were a couple instances where you could see me getting confused by the various menus, but that's normal for a complex RPG. I love the overall UI/UX and polish; it passes as a Steam Early Access game in my opinion. And the writing is fun.

What's the situation with gamepad support? I'm on a Dualshock 2 (my 3 broke), which may not be XInput, I'm not even sure. The adapter is just plug and play. Either way, the game didn't pick it up. Kb + mouse was decent but I couldn't get the feel for precise aiming. I feel like you have to be pretty precise with your sword swings and shields, which isn't bad, but I found it hard to keep track of where exactly the mouse was pointing.

The only specific thing I would add/change is to have more visual feedback when you block vs take damage. I know you take chip damage when you block, but I think the knight still flashes red, which makes it feel like you're getting hit. Maybe a blue flash or something, like a fighting game?

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Good job! I recorded my playthrough - not sure how useful this is without commentary but perhaps it will help. 

I should mention that I didn't really understand what the two types of pickups are, or how the percentage one works. But you're off to a good start, and I like the textures. Not sure if this is 1MA but the music is pretty decent too.

Also, please add controller rebindings! I was playing on a Dualshock 2, and the pause menu got default mapped to R1.

I tried recording a playthrough of this, but I ran out of SSD space and the file got corrupted. Rip.

It was a good experience anyway. I guess this is a permadeath game? I lost the waifus pretty early on, and I died at the first battle while trying to repair the tank. But I'm also just bad at strategy games, and I wasn't playing too cautiously. Also noticed some grammatical errors, but I assume proofreading and UI polish will come later. Overall really good work so far.

I'm curious to play more of this and I love the UI, but it definitely needs a tutorial. Didn't get very far before the inn started burning down. It looks like there are a ton of mechanics, so it's a lot to digest at first.

Recorded a playthrough this time! Hope that helps. Gameplay is solid, but it's still pretty easy to camp and play it safe. 

Great job with the demo! I tried recording a playthrough with commentary, but it was my first attempt so it's pretty unpolished. Hopefully it helps. In general, I like where the game is going, and my only issues were some UI confusion (some of which will obviously change in future updates).

Thanks! Glad you liked it. There will eventually be more tanuki in the town, so I can drop some hints in their dialogue. Right now it's pretty linear, so there's not much to do if you get stuck.

Okay, I was able to reproduce it by switching my locale to Finnish, and it looks like I can hard fix the problem by just forcing the game into English (US) locale in the code. Will include that in the next update.

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Crap, you're right. I disabled that to test something and forgot to re-enable it. I'm pushing a small update now with that + another attempt at the encoding issue (I might have just missed a ToString the first time). I'm glad the error popup works anyway.

EDIT: I forgot to mention, there's a bug with the glow effect on the sun/moon when the letterbox bars are active. The glow effect is from an asset, so I emailed the devs to try and figure it out.

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Wow. That's a new one. Thanks for the find.

Long story short, this happens when I try to parse floats from plain text. If Finnish uses commas instead of periods, then that explains the problem. I tried specifying CultureInfo.InvariantCulture in my ToString and Parse calls for those methods, so maybe that will work in v1.1 of this build. Hopefully there's a better solution out there because it looks like it's affecting other people too.

Anyway, menu and the other stuff is fixed, so I'll push an update soon.

Good to know, maybe I'll drop another hint or something. You have to talk to an NPC named Landon in one of the houses. He tells you about how to deal with slimes (which also progresses the quest).

Interesting, good to know. Glad it's (possibly) fixed anyway.

For the other bugs, I couldn't reproduce the slime getting stuck and the shrine cutscene getting stuck. Are there any errors in the output_log.txt file? It should be in the default save directory.

Also, which settings menu are you talking about? Is it the phone menu, or the "paused" screen that pops up when you press escape? You should be able to exit both with escape.

Sorry about that, QA was definitely lacking this time (submitted 1hr before the deadline). Is the screen border issue still there with both exclusive fullscreen and borderless fullscreen?

Thanks for playing! Where are you stuck?

Yeah, the placeholders are mostly free vector art from this guy (great resource).  The creatures are still placeholder. You can see examples of the actual art in the cave/grass tiles, torch, red button, other random items.

There's an event before pause, e.g.

Here's some text.<e=waitforinput><pause> And here's some more text

I tested just now, and it looks like this only happens when autoRead is off (maybe related to that first issue you were explaining with Rebuild()). I'll email you the sample project I was using just now.

Thanks for the tip on currentReadTime! That part works now without caching the read time.

But, unfortunately, the problem still persists. I have a little debug script that gets all Audio Sources in the scene (via FindObjectsOfType) and prints what they're playing — so I can see that the STM's Audio Source is playing while the characters are talking normally, but not after Continue(). For one reason or another, it seems like the Audio Source just isn't playing even though the text is reading.

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Hey there. Just found what might be a bug with the <pause> tag. I noticed that the voice clips stop playing after using the tag: https://my.mixtape.moe/trmmhk.webm

These are my STM settings: https://my.mixtape.moe/zszelc.png

At runtime, I didn't see any changes to the Audio Source or to STM's audio settings. Everything is enabled, but it seems to be not playing for some reason.

With my setup, I have an <e> tag just before the pause, which triggers an event that caches the mesh's read time (via currentReadTime). When the player presses A, I call Continue() and Read(cachedReadTime) on the mesh. It's been a while since I implemented this so I'm not sure if this is the correct approach.

Thank you! These are always useful. Good idea on making the sound effects only partially positional. That might make the "left earphone" problem a bit less extreme. The Audio Listener is on the player, so most sounds comes out panned to some extent.

Somehow, I guess encountering the Bloodthirsty Slime before showing Kat the first data chip caused a sequence break in her dialogue, because she's supposed to run off to the second scene and then tell you that the demo is over once you find her again. So that must have caused some confusion. But you were able to stumble through most of it. The only thing you missed was one platforming challenge in the second scene (you can get more meat from the tanuki).

Awesome, I wouldn't mind testing it out. Email sent.

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Hi there!

I'm working on a game called Monospaced Lovers right here on itch, and I'm looking to hire a tile/environment artist.

We already have an illustrator working on the full body character sprites, as you can see on the game's page. The animated sprites aren't in the demo yet, but here's what we have for the main character's idle animation: https://my.mixtape.moe/zqolwf.mp4

The style of the tiles should fit the character sprites: hand-drawn anime style with relatively flat colors, and not as bright/poppy as mobile game-style vector art. Hollow Knight is a great example in terms of style, but with far fewer assets. In addition, we will need certain non-scale objects like houses, trees, etc. The project is very indie, so don't expect a full-time commitment — a few hours per week over the next 6-ish months should be enough to produce the necessary artwork.

This role would be paid per asset (not rev share). If you're interested, or if you'd like more details, please comment here and/or send an email to admin at scarletstring dot moe. Thanks!

Thanks for the feedback — implementing some of those UI tweaks now. Window size is a strange one because I don't think you can adjust it by code separately from the resolution (SetResolution changes window size as well).

What pit did you fall into?

  • I'm on a gaming desktop, albeit an old one (i7 930), so I doubt performance is the problem. Maybe something like polling for input in Update instead of FixedUpdate or vice versa?
  • Actually yeah, it's being blocked. Is there supposed to be a way out of those situations or should you just restart the level?
  • That scheme for LMB and RMB sounds good

Good luck!

Cleared the tutorial level. There are balance issues for sure — the melee characters have a huge handicap, and there's no benefit to attacking enemies at close range. When the boss with the purple bullets showed up, I pretty much just stayed back and dodged left and right. She was off-screen for most of the fight (probably should make the boss room smaller).

I also couldn't figure out what to do with the umbrella dudes. There's one point where you pick up a key, and a huge umbrella thing bursts in and blocks your path. The tutorial tells you to pause and click respawn, which is what I did, but it still felt like the enemy was a midboss and not just an invincible obstacle.

Balance aside, the scope seems huge and there are a lot of interesting directions you could take this. I didn't notice any bugs, so all you really need is more enemy variety to force the player to play in different ways. Would be cool to have an enemy/boss that can reflect your bullets to discourage spam.

Cool concept! Some notes:

  • Level select menu doesn't scroll with the mouse when a level is focused. Only works when nothing is in focus.
  • Spacebar/click to switch speed doesn't seem to work all the time
  • Body sometimes gives up on following core if it's off-screen (this kept happening to me in The Tower)
  • KB/Mouse controls are a bit confusing. The control screen lists keyboard and mouse separately, so it seemed like the game could be played with just the mouse, but I realized later that you can use WASD to move without having the body follow you, which is necessary at times.

I didn't try out the level editor, but I like what I've seen so far. The slime physics are fun and surprisingly not buggy — the body always found a way to un-glitch itself when trapped inside a door, etc. Hope to see more hijinks with the logic switches, because there's a lot of room for complicated puzzles there.

Haha, yeah I saw the video in the thread yesterday. Great work. The meat glitch is easy to fix, but I can't believe how many exploits you found with that one issue.

Was there a particular part of the fetch quest that was tiresome, or just the whole concept of it?

And yes, I'll have to think about the UX for the ring minigame. I could just make a tutorial prompt for when you're overlapping with a ring, but maybe there's a cleaner solution.

Thanks! I see you're a fellow slime dev. I have your demo on my desktop, I'll check it out this week.

- Do you normally use WASD on menus? No harm in adding that in, I just hadn't  heard of that preference before. Unless you're also remapping the movement keys to WASD

- Noted on the other stuff

- Hah, yeah the logo is a mess. Justified text looks better, but it's literally not monospaced. I will have to ponder this one for a bit.

That's what I was thinking, though take it with a grain of salt. Now that I know how the combo system works, I can see how it might get more difficult when the screen is filled with enemies and you're trying to shoot fast to stay in slow-mo. I can give the game another run to see how this plays out in later waves, because I only took a casual look at first.

Resetting the bar is a cool idea, or at least making each kill deplete the bar significantly. So you'd have to hop back and forth between getting kills in baby mode and human mode. Actually, there's a shmup called Espgaluda that works like that. There was a lot going on so I didn't fully understand how the bar works, but I felt like I could stay in baby mode for quite a while, as long as I was hitting enemies.

So much juice! I'm getting Hotline Miami vibes. Good work with the overall polish.

I have mixed feelings about slow motion as a core mechanic. Sometimes it feels like the optimal way to play (go slow) isn't the fun way to play (go fast). You can probably work around this by tweaking how the baby bar works, or how many enemies appear at once in later waves. I found that most of my deaths came from careless mistakes where I just wanted to go fast and shoot things.

But, I can see why slow-mo makes sense if the game turns into bullet hell later on with huge rooms of enemies. It's just a matter of balance.

This is lagging my CPU pretty bad (changing graphics settings and resolution doesn't fix it). It happens when the enemies start firing projectiles.

This guy has a lot of momentum! I like the physics, although I kept getting stuck at edges  (e.g. buttons, or the little ridges at the end of some surfaces). If you run into an edge, the collider glitches out for a bit and you can't jump out of it (presumably changing state back and forth from ground to air).

I couldn't get the hang of the rotating cube things either. Eventually I realized that you can press jump while inside them for an extra boost, but the hitbox is smaller than it appears, because sometimes I clipped through the corner without getting the boost. And there's an area at the top of the stream of monitors where you can fall through the surface into oblivion.

I would say the fundamentals are pretty good. It makes me want to run around the hub world to see how high his velocity can get.

Side note, the 8-bit sound effects felt somewhat out of place given the art style.

Cute!

I love the art, music, etc.  The in-game gif maker is a cool touch as well. I would recommend making the text read out instead of displaying all at once, though. It's always tempting to skim when the whole text box appears at once, and it kinda kills the pacing of the rhymes at the beginning. The dialogue is pretty fun and I wouldn't want to skip it.

Also, I'm not sure if this is a bug, but Mission Select dispalyed the name of the next mission even though it wasn't in the menu: 

I can't remember if the behavior changed across versions, but a padding variable might fix it. After a while, I noticed that adding my own padding was still inconsistent at different screen resolutions, so I just created a game object for the image instead of trying to insert it as a quad. It worked for me given the situation, but enough padding might have fixed the problem too.