Thank you. I also have multiple comfort objects, even at the age of 35.
Alfred Reinold Baudisch
Recent community posts
Do you have a bullet point list with all of the features in the tool? It's not clear by the video or by this page what you can do with it.
"a pixel art designing tool" seems too abstract to be honest.
Some of my questions:
- Does it have all the tools to do pixel art like Aseprite but with the focus on textures?
- Can I import photo textures and pixelate them?
- Can I import textures to use as stencils?
- Is there a Clone tool?
- Are there layer blending modes?
- Can I import submeshes?
- Is the process non-destructive?
- Can I export the Normal Maps as EXR or just PNG?
- Can I export both OpenGL and DX normal maps?
So on and so forth :) A bullet point with ALL the possibilities would clearly show what is the product.
UPDATE: I just found some answers in the website https://www.unionbytes.de/apps/ubpainter/
Impressive work for a LDJam game! I think this is the hardest category of game to tackle in a gamejam, there are so many variables to balance and tweak, and this is where I want to leave feedback: I think it progresses too fast, I couldn't follow the pace and rage quitted. But at the same time, as I said, I'm impressed - this is such a cool format. I think you should elaborate and make this a bigger game!
Thanks for playing and for the video! The wording was made on purpose to sometimes be taken literally, sometimes subjectively, but I enjoyed your take on the game!
I just want to say that most autistic people, prefer "I'm autistic", instead of "with autism/have autism" - commenting on this because in the end, you mentioned something about this specific wording.
Thanks again for the answer. Quite an interesting process, very different from what I thought.
Due to what you explained, I researched a bit and found out about Godot's "-colonly" and other extensions to deal with collision objects. That helps the workflow a lot! https://docs.godotengine.org/en/stable/getting_started/workflow/assets/importing...
Thanks for the answers! I have just one more, if I may - as I said this game contains all elements I love about a retro game, so I'm curious about the process :)
Are the levels assembled in TrenchBroom + Qodot or do you do lay down the geometry + texturing in Blender?
- In the first level, I can go through the car and clip through the level
- In the first level there is pistol ammo to pick up near the first enemy, but no weapon, so I always die right at the beginning and can't move forward
- How to reproduce: when starting the first level, as soon as the tutorial message appears, press 'e'.
- Open the door, pick up ammo.
- Press 1 for Pistol or brackets. There is no pistol.
- On the other hand: if I don't clear the tutorial message, as soon as I pick up the ammo, then the pistol also is picked up.
- When I die at this first level, the first enemy, if I press to restart, the game always crashes
- If you die and right away press ESC for the menu, as soon as the "You Died" screen appears, the other menu hides, but then the You Died buttons do not work
Windows 10, game on Easy. PS: Awesome music!
Hey Liam, awesome game! It provided a fun playthrough for me. The game has all the elements that I love.
Technical Questions, if I may:
- How do you make the toggle between HD/SD? Is it the Godot pixelize shader? Edited: I figured it out myself, it's `set_screen_stretch`, right?
- How did you make the dismemberment? Is it that each zombie has both a "full mesh" and another mesh with the parts cut and split?
Things that could be better:
1. Some of the sound effects and also the hostages' voices are too loud/too distorted compared to the other sounds.
2. Actually just one :D
Thanks for reporting. Hmm I tested in Chrome both in Linux and Windows and it works. What's your system?
I know that in Firefox it's guaranteed to work.
Or could you instead try to download one of the binaries then? :)
Hey, 3 days ago I replied to the thread with my asset pack and it hasn't been added in the new batch. Then yesterday I replied to the thread again and my asset pack was also not added. It is and has always been a paid pack, so it should have been added in this last batch, I think? The item is this one: https://splitpainter.itch.io/ps1-blender-dachshund
I replied in ldjam.com, but here it is as well:
Nice writeup and nice seeing another Godot game. I'll check the game out.
In particular those placeholders were Gogot logos as they are present in any new project folder. They are the healthbars, the enemies and everything you can imagine.
Every 2D Godot game explained. I made a 3D Godot game, so unfortunately there was no space for the sweet logo to be used as placeholder.
I was shocked by enthusiasm and energy that all people on the Ludum Dare website shine with.
I completely agree with you. I've been around since 2011 and what I always loved about Ludum Dare is exactly this. And the fact that the website is open to anyone to post is what makes this energy fly around.
I made a small donation, hope that helps.
A suggestion: CRYPT UNDERWORLD art style is unique. You could try recording a 1-2h video course or video step by step of your process and you could try publishing on Udemy or Skillshare. I know some creators that did something similar and could quickly raise some more money.