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transmutrix

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A member registered Dec 17, 2017 · View creator page →

Creator of

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Heh, sorry you had a rough time! <3

Thank you! No one on the team was familiar with Bishi Bashi actually, so we have a new thing to check out! We took inspiration from Wario Ware.

Thank you!!

I loved the art and music very much, and the concept is a neat combination! This game drips with tasty polish and sauce, too. <3 Everything that happens is very satisfying to watch and listen to.

Uh, this appears to be a loose Mac executable called “main” that, at least in my case, doesn’t work. I’m curious what this seemingly Python based game was bundled up with. In any case, I don’t feel comfortable rating since I can’t play it. =[

WOW this is polished across the board!!! Unbelievable. The shop, the palette-fades, this is so developed for only a week! Great job everyone on the team. I would be interested to read a post-jam breakdown of how the development process went for you guys. Super impressive :D

Fantastic music and art! Also: I didn’t realize LÖVE could do web builds, neat. Fun, fast, and snappy. 3D is a big departure from typical GB games, but part of the fun of jams like this is being able to take some technical limitations or specific aesthetics, and then work that into something new and interesting, and I’d say you guys did that very well! Kudos.

Jams are tough and I understand your frustration about not finishing things to your standard, but it’s impressive to me that people even try to make real GB games in just a week!

The art in this game is very cute and the music is nice, too. I can see what you were going for with the game’s progression, and what is here is fun! I really want to know what happens next haha.

I feel like you made a solid setup for your story here. Maybe you can finish it after the jam?

Thank you! Your comment makes me glad we put the checkpoints there haha

Thank you!!

Sorry about the button confusion. In retrospect I think I should have had people select a preset or bind controls on startup. Thank you for playing!

Thank you so much! I will pass your compliments on to the rest of the team <3

Thank you so much! ^^

We really wanted to do brand-specific button prompts but I cut it for time! Sorry about the confusion, but thank you for the kind words!

Thank you!

This is mega polished!! I like the concept on its own, but the execution is really top notch. The soundtrack is stellar too. <3

This is fun! I haven’t played an idle game in a while, and I got sucked into this pretty easily! ’^~^

I haven’t quite figured out all the rules yet, but this is fun!

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Hi! First of all let me say that I love this project in both concept and execution! Link’s Awakening is my favorite game and I’m so happy to see someone else with the same level of love I have for it.

I play LA a lot, and am making an indie game inspired by it (see my Twitter, not gonna post a foreign link on your forum lol).

When playing this, I noticed some gamefeel things are very different from the original, particularly movement and combat in some places, and I wanted to volunteer to bring those things more in line with the original game, if you would be interested in that. My own project has required researching the disassembly of the original game in BGB emulator, and comparing behavior frame by frame. With this effort I’ve been able to capture the gamefeel of LA very accurately.

Everything here is almost perfect, and I adore the Mario Maker visual style you’ve developed for this. If I could make my muscle memory for the original game seamlessly slot in, I think it would elevate this even higher.

And hey, even if you’re not interested in another contributor, I would nevertheless love to chat about LA with you. :)

Let me know what you think!

this is rad!

Great stuff <3

Thank you for writing this up, Mattias! I enjoy reading people’s motivations for their design choices and inspirations a lot. It makes the tools more “human” to know what’s underneath, and it’s just fun to see “behind the curtain” a little bit. :)

No idea why that would be. It’s a very simple program and doesn’t do anything crazy 🤔

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Hey folks!

I released this small tool last night:

https://charliezip.itch.io/png2br

You can use it to make simple “pngtuber” style vtubers. User feedback would be very valuable! If you have any problems, or if there are specific features you would like to see, let me know! 😄

Happy tubing!

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Avatar Creation

​​

Avatar creation is currently a bit overcomplicated, and it will be easiest for you if you are somewhat tech savvy. That said, nothing in here is especially complex once you learn the rules, and if you get stuck, I and others may be happy to help you get un-stuck! 😄

The Basics

Note: Make sure all your avatar’s images are the same size! This is a limitation which will be removed in the next version of PNG2br.

Each avatar is a plaintext file with the extension “.2br”. Two example avatars, “bear” and “popcat” ship with PNG2br. If you open one in Notepad or another text editor, you will see something like this:

avatar
  format: '1.0.0'
  name: "popcat"
  states:
    [1]:
      name: "normal"
      animations:
        [1]:
          name: "idle"
          frames:
            [1]:
              filename: "popcat1.png"
              duration: 100
        [2]:
          name: "talk"
          frames:
            [1]:
              filename: "popcat2.png"
              duration: 100
            [2]:
              filename: "popcat1.png"
              duration: 50

Those of you familiar with MoonScript may recognize this as source code, and it is, albeit sandboxed. This means you could write the above document in different ways, some more compact and less human-readable than the version shown.

Each Avatar contains States, and each State contains at least one Animation: “idle”. Each State can also contain the animations “idle-blink” and “talk”. Each Animation contains at least one Frame, which specifies an image filename and a duration, in milliseconds.

State Properties

  name: <String>
  animations: <Array<Animation>>
  [effects: <Effects>]

Each state has a name and an array of animations. Optionally, you can define effects for a given state, described later in this post.

Animation Properties

  name: <String>
  frames: <Array<Frame>>

Each animation has a name, which is one of "idle", "idle-blink", or "talk", and an array of frames.

Frame Properties

  filename: <String>
  duration: <Milliseconds>
  [offset_x: <Pixels>]
  [offset_y: <Pixels>]

Each frame specifies a filename for the image to use and a duration in milliseconds. Each frame can optionally specify an offset_x and an offset_y in image pixels. The origin of an avatar is the bottom center of each image. The offset properties are applied to this origin.

Paths are Relative

All paths specified in a .2br file are relative to the .2br file. You will notice this when reading the sample avatars that come with PNG2br: Because the needed images are in the same folder as the .2br file, the image paths are naked: "popcat1.png" and similar.

Effects

Each state can optionally specify effects to be applied to it. The full range of effects available are outlined below. You may specify any or none of these effects, in any order, however: There may only be one of each effect applied to a state.

effects:
  tint:
    on: true
    r: <0-255>
    g: <0-255>
    b: <0-255>
    flash:
      on: true
      period: <Seconds>
  shake:
    on: true
    power_x: <Pixels>
    power_y: <Pixels>
    period: <Seconds>
  squash:
    on: true
    scale_mod_x: <Multiplier>
    scale_mod_y: <Multiplier>
    period: <Seconds>
  wobble:
    on: true
    max_angle: <Degrees>
    period: <Seconds>
  sine_x:
    on: true
    amplitude: <Pixels>
    period: <Seconds>
  sine_y:
    on: true
    amplitude: <Pixels>
    period: <Seconds>
  bounce:
    on: true
    impulse: <Pixels>
    gravity: <Pixels>
    restitution: <Multiplier>
    delay_min: <Seconds>
    delay_max: <Seconds>

Tips

Use the Refresh button at the top left of the UI to reload the open avatar. This way, you can see your changes as you work on your avatar.

Further Information

If you are still confused about how to create an avatar for PNG2br, I highly recommend watching the video tutorial linked at the top of this post and following along with it. If you still have questions or get stuck, post here and the community and someone may help you out.

PNG2br community · Created a new topic [Tutorial] Controls
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Controls

Video:

Keyboard:

  • Press [Escape] to hide or show the UI.
  • Press [<,] and [>.] to cycle to the next or previous state in the list.
  • Press [1] through [9] to switch to one of the first 9 states, and press [0] to jump to the tenth state.
    • I recommend writing a list and keeping it somewhere on your desk, like this:
      1. Normal
      2. Scared
      3. Blushing

UI:

  1. Open an avatar file.
  2. Reload the loaded avatar file and all its images.
  3. Set the window size to a preset, like 720p.
  4. Set the background color.
  5. Set the microphone sensitivity.
  6. Set the “speaking” audio threshold.
  7. Mute or unmute the microphone.
  8. Select which microphone to listen to.
PNG2br community · Created a new topic [Tutorial] OBS Setup
(16 edits)

OBS Setup

Video Version:

Set up a Window Capture source for PNG2br with a Chroma Key filter matching your chosen background color.

Step by step:

  1. In OBS, create a new Window Capture. Select PNG2br from the list of windows.

  2. Right click your new Window Capture, and select Filters.

  3. Click the plus (+) at the bottom left, and select Chroma Key.

  4. Set the color to match your PNG2br background (pure green by default).

  5. Return to PNG2br, and press [Escape] to hide the UI.

The player movement has been hard for folks to adjust to, myself included. It feels unresponsive because the game takes place in discrete “turns” that last about half a second, and the state of the game doesn’t change until a turn begins.

Obviously you want to allow players to start moving immediately, but doing this in a visually nice way while preserving the very rigid turn-based nature of the game turns out to be a hard problem.

If nothing but the player could move on its own, you could fake it and start a “movement turn” whenever the player moved, but with other things moving you need a way to lock everyone to the same rules to prevent weirdness.

There’s a very long discussion about this sort of problem vis a vis Jon Blow’s Sokoban game in Jai, in which he mentions having spent a long time solving this problem well: https://youtu.be/_tMb7OS2TOU

So I don’t feel as bad for doing a poor job in the time frame of a game jam! I would like to figure out a good solution on some future game, though.

Thanks! There’s a YouTube video on the game’s page (complete with a bad kazoo cover) that shows the unused animations at the end—extra animations for the units and buildings, like working and being killed. I got sidetracked doing art one day and spent too much time on things that didn’t get to be used haha

I forget that the jam entry pages don’t include the actual description of the game! Yes, the SCV just follows your mouse around and you can’t actually issue commands to selected units. I didn’t get to a properly playable map. :)

Some folks have been curious about how to solve particular levels, so I put up a little walkthrough: https://youtu.be/dnXdmkg3Ep8

I’ll see what I can do.

Awesome! Sorry for the goofy question haha

Mmmm this looks nice! Are there included presets like the setups in the example screenshots?

Thanks!

Oh, thanks!

That’s better! I’m glad I got to see this entry, because it’s polished and fun. The little animations on everything add a lot of personality, and the screen shake and stuff is immersive. Nice!

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Ah, I see. I need to put in a puzzle earlier for teaching that you can you can dig dirt from between two blocks, like this:

I’ll be excited to see this develop! :)

Thank you! Best of luck with the remaining levels! :)

(let me know if you want a hint)

(I should maybe upload a playthrough for when people get stuck or something…)