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seacreek

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A member registered Jul 25, 2015 · View creator page →

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Great stuff, no good at puzzle games lol.

No such thing as a dumb question, all you gotta do is bump into them. So whatever key you pressed to approach them, just press it again ( :

I got really into Bitsy 3D (the color variant) in the last year. If you think not of how to bend the engine to your ideas, but of what would best fit its limitations, some amazing things can happen.

Really the big limit is the bitsy room size. Modern 3D exploration is all about looking out onto a vista, seeing the world out before you, and Bitsy 3D says absolutely not. Most of my spatial design has gone into how to work with this, instead of despite it.

In Terranauts Ep. 2 I did so by making the vista smaller. I started the player in a trench at the bottom of a hill, packing in as many conversations, set pieces, and corners as I could into the ascent of one 16x16 room. This way, by the time you climbed halfway or all the way up, you could turn around and look down with a sense that you'd really gone somewhere.


In my current project I'm looking back on how developers dealt with this constraint in the late 90s. Ocarina of Time heavily blocks the player in, giving you the sense that the world continues far past what you can see. It does this with tree walls, fences, hills, cliffs, anything to convince the player that cleverly disguised interior spaces are actually vast exterior ones. This approach is the only way forward I can see for rendering outside spaces in Bitsy 3D in a satisfying way.


But then there's the 3D modeling itself. This is what really keeps me coming back. You get boxes, wedges, billboards, and planes. That's it, but you can do so much because of the transform functions. Planes can be skewed onto a wedge and a box to create a fully textured car. Multiple pole shaped boxes make convincing posts for your bridge of perpendicular plane textures. Skew billboard seaweed into your flat tower for an overgrown water meter. The possibilities are endless!


I recently realized you can link multiple assets together, transformed relative to each other. This has really emboldened my recent shift towards actually 3D characters, instead of just bitsy billboard sprites. I also find good results with a crunchy resolution and appropriate fog, but these are just aesthetic preferences. 

So yeah, Bitsy 3D is my favorite game engine of all time. Thanks for making it Aloelazoe and Aurysystem, hope this is an interesting read for someone out there!

Heh ^^; 

Thanks for taking a look!

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Cute! Plays well, and I actually really like the music, it fits. Naming the puzzles is always a nice touch.

Maybe a bit uneven on the difficulty curve.

¡Tengo la estrella! Creaste todo un pequeño mundo aquí. Los controles y la cámara eran difíciles, pero el personaje del jugador era lindo. Buen trabajo.

Sokpop uses a subscription model for their games. If you subscribe to their Patreon on a certain month you will get certain games. This month, their Patreon subscription includes 3 games, one of which is this one.

So if you subscribe, you will be getting this game for $3 USD.

If you subscribe to their Patreon this month Mistward is included. It's $3 USD, and includes two other small games which I got about 4 hours of play out of. Hopefully that is more doable.

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Thanks for playin'

Ohh, that makes sense. I've seen that part of the editor before, but wasn't sure what its utility was. Thanks!

I've been making games in Bitsy Color 3D lately, and looked through the itch tags to see what others have done with the engine. This is amazing! Skewing a number of tiles together to construct models, like the bottles and the bugs, is something I've been experimenting with as well. It's crazy what this engine can do if you convince it to, and you did a great job taking advantage of everything.

There is some z-fighting in the canopy which could be fixed relatively easily, and I think the open ended nature of the world makes it a bit disorienting in first person 3D, but the atmosphere is great.

I was wondering how you managed to collect an item in one shot when its made of 3 tiles? The bottles and mushrooms I mean.

One option I would love is a horizontal panning limiter. I've been wanting to make a camera whee you do the dungeon crawler movement, but have mouselook limited to a 45 degree cone around your current facing position. This would be the best of both worlds I think. However with no horizontal panning limiter it's not possible.

Love Bitsy 3D! Thank you for this tool.

The combination of the blown-out dog sound effect with him yeeting rocks into pieces is cracking me up! Cool little project, keep at it. ( :

Fun little game, and the graphics are cute! Perfect for learning, and the windows crash sound is funny.

I'm impressed anytime a person manages to get a 3D game up and running! Lord knows I can barely do it.

The third enemy I fought began floating into the air, I was unfortunately unable to kill him. Mouse sensitivity is a bit high, and if I'm in contact with anything I cannot jump. 

Interesting idea!

Great game! Most fun I've had today on my randomizer binge.

Well produced! Basic pong, but it plays well and your page looks great to fit with the theme.

Cool game!

I think the amount of time it takes for each action is a bit slow, and like others have said a progress bar or other feedback would help. The are of effect for your cursor is also a bit small for comfort.

Animation, music, and controls are all quite nice!

Big improvement! Looks like you learned a lot in the process.

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Hey Terry! I first played VVVVVV when I was 11 or so, and you've been a big inspiration ever since! Making games solo is a long tedious process, but you were one of the first people that made me say "Wow, maybe I could do this."

This game is tough for me. The sense of unfolding and discovery is great, but I did find myself just a little wanting for a more decisive conclusion.

Enjoyed this one, glad you're feeling better, looking forward to your future stuff. ( :

The 64 Linux build fades to a yellow screen and doesn't do anything, and the regular Linux build crashes my computer entirely.

I've been waiting for this game since the original came out, but I guess I'll have to wait a little longer until I get ahold of a Windows machine.

This game is fantastic!

First, I was inspired by the artwork. The way you use a ton of billboard sprites together with very basic shapes to create a compelling world is awesome. It's been my dream for a long time to make walking sim type games in 3D using my own art, and this gives me plenty of ideas for how to do it without having to learn blender lol.

!Spoilers Ahead!

Then I got really taken in by all the cool characters and fun little side things, including this one rare redshirt dude I kept finding.

Then I died, got turned around, ended up in the throne room, and realized there is an actual way to beat the game. This was at first disheartening, because the sequence was long and I had no way of knowing which sprites were the knights. Regardless, I got my pen and paper.

I walked around some more, trying the sequence on different folks, until I got to the last area I hadn't seen. It was a big house, and at the very top I found a red shirt guy. The game design was screaming at me, and I finally listened. My fingers flirted upon the lute, and the little dude zoomed away. 

I then died, went to the throne room, and saw him there. Up to this point I was losing steam fast, having traversed the whole game twice by then. In that moment though, I was filled with an unmatched determination, and quickly got the other 4 using my mental map of the game. 

The ending wasn't anything fancy, but that didn't matter. The game had not given me a tutorial, a map, or really even guided me towards the solution, but nevertheless I succeeded! You don't get that much in modern game design.

My main note is just a faster walk speed. Default is way too slow, so my pinky got quite tired.

Thanks for a fun experience! This is my favorite game genre, and I'm putting this one right next to Cryptworlds and Goblet Grotto on my shelf. 

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Definitely. The lack of any real complexity to the level is rough. You find the key, you open a door, level done. It seems like you could make it so that you start out without a weapon or with a weapon with 0 attack, and then a weapon could become a key of sorts to open a door which would be a destructible sprite, but I haven't experimented with that yet.

Right now I have it where each level is a location in which the player must find a new insight (The key, rendered as an❗) to an overarching mystery, which allows them to leave the location. Then the end screen is a journal entry where they discuss the insight, and how it leads them to the next location. 

Enemies are NPCs that demoralize the player in some way, which they can heal by seeing scenes of positivity (which are designed to funnel the player onto an invisible health pickup). They can also find scenes of negativity in the level, which gives them conviction, which is used as ammo to neutralize said NPCs. 

It's a bit silly laid out without the context the audio and visuals would give to those actions, but that's the fun of limitations right?

Once I downloaded this I sat down and read/watched it cover to cover. RGM is exactly the tool I've been needing, and this unreasonably thorough guide really sealed the deal. 

Near the beginning you say this tool can only be used for FPS games where you shoot things, and that seems like a challenge. I'd been planning on making a narrative adventure game in RGM even before I read this lol. You laid out the exact limits of the engine so well that by the time I'd finished reading I'd already figured out the basic design. 

Thanks! Your work is much appreciated.

This game is hilarious. Interesting way to do a 3rd person viewpoint too.

Interactive media feels so much more personal. Thanks for sharing

very pretty and cozy. Getting maniac mansion vibes from that fish though...

Thank you for sharing this with us.

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I really like these little games. Love the models and lighting!

This was a cool little experience. 

I’m a big fan of this! I’m using it to take a break from Playdate development lol

Nyandanoid community · Created a new topic music loading

I've put 3 wav files as asked into the data/sound folder and all of them have come up as errors and crashed the game. I hope this can be fixed, as I really enjoy the game.

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Great little game! really enjoy having a portrait example. I think maybe the first portrait mode PD game.

Great game on console! My only suggestion would be to use say, the down button, to let the player explode their shots in midair like you could in the original Missile Command. This would add a lot of strategy I think.

My friend and I are Toki Pona fans, and Playdate owners, and I'm really shocked this game exists. I guess weird little consoles and weird little languages have the same audience! thanks for the Latin version.

My record is 41. The frantic rush to line the handle into the slot is really immersive lol

A beautiful start for third party development! I really appreciate the unique perspective of the story, this was exactly what I was hoping for when I learned about the Playdate.

I think it’s a really forgettable and clunky launch game, which is why I’m surprised someone made a tribute. Yours is much better ^^;

Absolutely never thought I'd see a Tama tribute game, v cool