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Scarlet String Studios

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

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>am I supposed to be able to jump and dash upward infinitely?

You mean while climbing a wall? Wall jumps are infinite, but you should only have two air dashes, unless there's a bug. 

What resolution were you playing at? And did you happen to notice where most of the load was coming from (CPU, GPU, RAM)? I haven't tried to optimize for performance yet but it would be good to know where the problem lies.

Thank you! This is a great help. Will look into the bugs and whatnot. I usually play on a DS3 so I completely forgot about analog input. Playing a whole platformer on an Xbox dpad would not be fun...

Update on this: the Mask is working, and I set up the ScrollRect as per this thread, after some confusion. It's working with the Unity Text component but not with STM. The sizeDelta.y of both the Content wrapper object and its Text child remain at 0, even as the STM bounding box grows bigger. I can work around this by manually setting the Content's sizeDelta to match the bounding box, but I'm guessing this isn't expected behavior.

Cool! I've never seen a dash mechanic like that in a shmup, but I like it. Only feedback is to tweak the energy bar's full/empty colors (maybe invert?). It could have just been me, but at first I read the lighter color as full and the darker color as empty.

Yep that's the one. My current saving solution isn't very scalable, so I'll have to work on this anyway.

Thanks for playing! Any thoughts on what made the double jump and wall slide feel awkward? Like what was the expected behavior in your opinion?

Sure, give me the save file and I'll take a look

Thanks for the feedback! I'll fiddle with the platforming physics. I suspect it'll take some iteration to get it right. Also noted on the save file problem.

For the resolution, how did you set it to 16:10? The game is supposed to add black bars to crop the aspect ratio to 16:9 whenever the window changes size. If your monitor is 16:10, maybe there's an issue with cropping the aspect ratio in fullscreen... I'll check.

This is great! My only nitpick is that it's kind of hard to left click on characters. Seems like you have to click pretty high up on their bodies, like above the knees.

I like the walljumps. The velocity makes her a bit hard to control though... maybe drop the player's velocity to 0 upon landing so that you don't immediately run off the platform if you're still holding a direction. Likewise, I'd make it take a few frames to hit full velocity after pressing forward. I haven't figured out all the subtleties of platforming physics myself so it's hard to explain in detail; right now it just feels fast and twitchy (which doesn't go well with the limited air control).

Definitely needs some UX improvements. At first I thought the in-game instructions were telling me to right click instead of double click. There should also be some indicator for when you don't have enough green bar to attack even though you're in range - grayed out could mean anything.

The game seems promising though. Hopefully there's lots of banter. I really like the battle system, but I wonder if WASD should be represented as up, down, left, right in the game. You don't really think in terms of letter names when moving with WASD, so the QTEs are kind of unintuitive.

Heads up, I'm getting inverted X whether or not I click the checkbox.

Thanks, got it working. Took a while because I made the mistake of updating to Unity 2018 in the process.

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Ok so we can put Unity's Mask component aside for now. Just looking at UIMasked, the Stencil section says...

Ref 0 (the value to look for in the stencil buffer)

Comp Less (if the stencil buffer's value is less than 0, then draw this pixel)

Is my understanding correct? So... does this mean the parent has to write -1 to the stencil buffer for any pixels to be drawn? Sorry if this is basic stuff; just trying to understand what's happening here so I can troubleshoot.

EDIT: I kinda got this working? I just copied the stencil segment from a sprite mask shader that I was using elsewhere. Right now it's:

- Ref 1

- Comp equal

- Pass keep

And this appears to work with Unity's UI Mask component. I think the Mask writes 1s across the whole rect, and this shader keeps whatever pixels were written as 1 (anything within the parent rect). Dunno if this is how it's supposed to work, but at a glance it's working!

Interesting. I've read a bit about the stencil buffer but I never fully understood it. What's the correct setup for UIMasked exactly? How should the parent be set, how should the child be set? Maybe some setting is off.

Okay, good to know how this is supposed to work at any rate. I can try to find a solution with ContentSizeFitter.

Can you double check that the UIMasked shader is still working in this update? I created a new game object in my canvas, gave it a Mask component, then created a child and gave it a SuperTextMesh with the UIMasked material. The text doesn't appear at all, whether it's inside or outside the mask. I can only see it if I change the material to Default or UIDefault.

I just updated to STM 1.7.1 and Unity 2018, and I'm running into an issue with bounding box sizes. It might have something to do with the new VerticalLimitMode.

I have a text mesh that's used as the Content for a ScrollRect. I want the mesh to grow as more text is added to it, until it's eventually cropped off by a Mask component in the parent ScrollRect. Then, the player can scroll through the oversized text via the ScrollRect. Because of the ScrollRect, I can't attach a ContentSizeFitter to the text mesh — I think they conflict somehow, because Unity throws a warning and the scroll no longer works.

In the past, I think the STM bounding box automatically grew as text was appended, so all I had to do was manually resize the RectTransform to match it (via rawTopLeftBounds and rawBottomRightBounds). But no matter which VerticalLimitMode option I choose, the bounding box doesn't exceed the RectTransform's size — which means its rect can't become bigger than its parent's rect, and so it can't be scrolled through.

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I liked this! Found a couple of bugs:

  • Sometimes the item shop doesn't show the full list of available items unless I purchase a consumable. Then it resets back to normal. my.mixtape.moe/dhxecu.jpg
  • Also this happened for some reason: my.mixtape.moe/gbuxyi.jpg

Design-wise, I really liked the eye monsters and the overall creepiness. I feel like the Metroids should do more than just float there. I tried leading one up to the surface but nothing happened. I also couldn't find the 001 item or the third !@#$. I assume some features aren't implemented yet.

I'd suggest finding some way to encourage the player to explore horizontally. It's so much safer to just dig a hole straight down. Being able to fly means you don't have to cleverly spelunk to the bottom like in Terraria, so once you get the hang of the game, it's a very simple loop of dig -> come up for air -> repeat.

Oh whoops. It should be multi-platform according to Unity, so I'll have to figure out why it's not working.

Played for a bit. Some thoughts:

  • I'm a 3D brainlet, but the way you clip through this light beam is odd. It's just a hollow cylinder? Probably better off using an actual volumetric light unless performance is a concern.
  • This shadow is also odd. It moves as the camera moves, even if the player is standing still.
  • The textures are all extremely shiny. You need some less specular materials for the rocks (especially compared to the crystals).
  • Jump doesn't work sometimes when you're walking
  • You should disable the system cursor. I was seeing both the Windows arrow and the in-game cursor

Nice art. Some notes:

  • Sometimes attacking seems to stop the character from moving, and sometimes it doesn't? Same with holding the attack button
  • Should probably either decrease witch-chan's rate of fire or remove invincibility frames for enemies when they get hit, because you can unload a clip into them and most fireballs just bounce off
  • My controller worked in-game but not in the menu

I feel like this would need a lot of features to make for interesting puzzle design. At least the polish and core gameplay is there.

Gameplay feels great so far. I'm getting Smash vibes from the neutral air attack. Dash -> jump seems like it's built for speedrunning.

I don't know how to >Godot, but please add fullscreen support! I found the increase screen size option, but I usually just alt+enter everything.

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Thanks, that makes sense. It does feel like a float error because of how inconsistent it is.

Unfortunately this didn't fix the problem. I made an extra column and set the quad to loop frames 0, 1, 2, and 3.  Still looks the same as before.

I just tried a hard fix by decreasing the width of each arrow by 2px, so there's 1px of padding on each side. This fixes the problem (last time I just added padding on one side). That said, it would still be good to know what's causing the issue, if you manage to figure it out. Resizing sprites works for now, but it's not the most elegant.

By texture you mean Texture Type = Default, rather than Texture Type = Sprite? That's what I'm doing right now, although I tried earlier with Sprites. I just tried a couple of smaller versions where each arrow was 64x64 and 16x16 respectively, but I'm still seeing the same problem. 

Yeah, it seems to be reading one extra line of pixels from the next quad on the sheet. How does the asset decide where to draw the line between each quad?

I have a  frame-by-frame animated quad that I'm using as a click-to-continue icon,  but it isn't slicing and tiling correctly. Here is the quad in question, and this is what each frame looks like when displayed in-game.

These results aren't consistent; for example, changing the scaling in Game view can make the extra line of pixels appear or disappear. So I guess it has something to do with how the texture is being downscaled (or upscaled).  A few things I've tried:

  • Slicing the sprite myself in the import settings (I think Super Text Mesh ignores this?)
  • Setting filter mode to Point in both STM and sprite import settings
  • Turning off mip maps
  • Resizing sprites so that there are a few columns of transparent pixels between each arrow

Is there a way to just slice my own sprites for use in an animated quad?

Just checked and it's working perfectly. Thanks again!

Hey, yes sort of. Profile is probably out of date though. What's up?

Thank you! Will test this out shortly

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First off, great job with this asset. I'm loving it so far, but I have one somewhat obscure use case in mind, and I'm wondering if it's achievable (or feasible).

Basically, I'm trying to simulate a text input field on a computer, where the cursor is always at the end of the current line while the person types. I can add a quad to the end of the line, but I'm not sure how to make the quad follow along with the text as it's being read out. I know about the <e2> tag, so I considered manually adding <q=cursor> each time the event is called, but I can't tell how much of the string has already been read, so I don't know where to insert the tag.

Thank you! Blogging might be behind me now, but yep, I'm alive.  New project will be announced... this year probably!

Thanks for the feedback!

WRIT: There should definitely be a way to bring the phone menu back up, rather than the "paused" overlay. I probably mixed up key bindings. On a dual shock it should be the triangle button. Unfortunate problem because you need the phone to change the key bindings lol (that part has since been fixed).

nurikabe: Eventually I'll go for the high-res look rather than the pixel art look, but I'll have to deal with this placeholder sprite 'til I hire an artist. (I haven't decided if those slimes are supposed to be slimes, either). Will look into the camera speed and other bugs.

Simple but polished. I noticed that the right edge of the screen has no collider, but the game seems otherwise bug-free. Having fun adding more mechanics and/or enemies!

The damage and death effects are wonderful. Hope to see more manga panel zoom-in shots.

The movement feels nice, but the digital aim is awkward. I don't know if you're expected to use a controller, but if so, analog aim would help a lot. And I'd recommend an in-game input mapper (I use Rewired in Unity). I used a controller but the keyboard controls were somewhat confusing at first too (the button to read the computer screens is different from the dialogue confirm button).

You weren't kidding about the challenge! I almost got the pantsu in the second world before I stopped.

This game looks and feels very polished so there's not much to add. I appreciate that the puzzles require both thinking and platforming skills (e.g. dropping a block mid-jump to destroy the previously placed block without losing momentum).

Keyboard controls are decent but controller support would be nice.

Didn't play too far (got one heart piece and two text snippets), but it's odd how pressing a direction in midair commits you to falling in that direction. Makes it hard to adjust your position on small surfaces. I would definitely increase the walk speed, and maybe add more checkpoints.

The walljump mechanic is great. I like that it gives you a ton of velocity, which you can cancel at almost any point.

I miss 3D platformers. Cool to see you're working on one.

The movement feels decent but the camera is odd. I feel like the right stick should be able to bring the camera down to the ground, rather than only rotating left and right. The tap-to-zoom thing is a bit confusing too, since tapping down doesn't un-zoom.

I like how kicking in the air gives you an extra boost, but I noticed that you cancel your wall kick velocity if you're holding the stick toward the wall. You basically have to let go of movement for wall kicks to work.

Also, there should be a way to put down crates instead of throwing them.

And I couldn't figure this gem out:

I couldn't seem to grab the ledge while holding L1.

Love the hand-painted look of the art. Animation is cute too. But the camera definitely needs work (clipping through walls), and the tank controls are odd. I also think the camera movement lerp is a bit too long (i.e. the camera takes too long to stop moving). If you move back and forth really quickly, it gets disorienting.

I like how the down-attack reacts to momentum. But I think the default attack needs more knockback. You inevitably get hit if you mash it in front of an enemy, so it's better to just jump on the snakes and spam the sonic spin move. There also might be too much horizontal momentum during the jump, but that's preference.