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Max Mraz

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A member registered Jun 06, 2020 · View creator page →

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Hi!

I've actually got a few different ideas for Yarntown that I'm not sure I won't get to someday, so I don't know if I'm ready to just give the reigns away ;-)

What I can't stop you from doing, however, is opening up Yarntown in the Solarus engine and seeing how it's code works, then creating your own demake of Bloodborne. I've even written thousands of lines of open-source code for the engine for folks to use that lend themselves to this kind of game (and TBH, are written better than  Yarntown's code), and I'm selling the tileset that I used for this project.

If you want to make a similar thing, open up the engine and start playing around, the Solarus discord is a great place to ask questions about how things work and it's got a long series of tutorials on YouTube.

Hi!

I've actually got a few different ideas for Yarntown that I'm not sure I won't get to someday, so I don't know if I'm ready to just give the reigns away ;-)

What I can't stop you from doing, however, is opening up Yarntown in the Solarus engine and seeing how it's code works, then creating your own demake of Bloodborne. I've even written thousands of lines of open-source code for the engine for folks to use that lend themselves to this kind of game (and TBH, are written better than  Yarntown's code), and I'm selling the tileset that I used for this project.

If you want to make a similar thing, open up the engine and start playing around, the Solarus discord is a great place to ask questions about how things work and it's got a long series of tutorials on YouTube.

Thanks very much! <3

Thanks!

For now, the best place to get any updates, when I'm able to share them, will probably the the discord for the Solarus game engine (linked from solarus-games.org)

We'll try to let folks know here too when we can share more : )

Thanks for letting me know! Since the demo, I've moved the game to the in-development next version of the engine, which totally replaces the controls API. I'd like to get a new version of this little demo out with those fixes, there's just some complications with the engine's releases and the build pipeline I use, it's a little boring to get into details haha.

Anyway, one thing you can try is to go into Pause - Settings - Control Options, and disable the right stick aiming. Then go to Settings - Gameplay Options, and set the "aim style" to Pivot.

This means while aiming, you should get locked in place, and the left stick will spin you around to aim. That MAY fix the issue. If not, unfortunately, you'll probably have to wait until I can release the next version.

Thanks for letting me know! Since the demo, I've moved the game to the in-development next version of the engine, which totally replaces the controls API. I'd like to get a new version of this little demo out with those fixes, there's just some complications with the engine's releases and the build pipeline I use, it's a little boring to get into details haha.

Anyway, one thing you can try is to go into Pause - Settings - Control Options, and disable the right stick aiming. Then go to Settings - Gameplay Options, and set the "aim style" to Pivot.

This means while aiming, you should get locked in place, and the left stick will spin you around to aim. That MAY fix the issue. If not, unfortunately, you'll probably have to wait until I can release the next version.

Thanks for the feedback!

Yes, we're definitely going to have these fixes implemented - a build that should address the controller issues is running, but it's got a few other new bugs that we need to figure out before we can update the demo, in addition to needing to rewrite a new button mapping menu (but the new one will be able to use icons instead of the nonsense we had to use in this one! 🙃)

Thanks for playing!

Thanks! ❤️

Although actually, the update was out some years ago and I accidentally left these path notes as a draft 😅  I figured it'd be better to put them out later than never, so at least people would know  about the new options

thanks!


You may then be interested to know that there is a "how much damage do I take" setting in the options menu. We actually dialed it back to default at 50%, so basically the demo is starting at a kind of "easy mode". Our first testers at a recent convention were all giving up after a couple minutes 😅

This will be part of the "start a new game" choices/settings in the final game, but for now you should push those sliders up to normal (100%), or maybe even slide them higher (to take double or triple damage) and see how the game feels! : )

aw, thanks so much for covering it! I'm so glad you had fun ❤️

I'm just using an Xbox Series X/S controller - I actually thought it was really weird that there would be any difference, they're such similar controllers. I don't know what the difference between an X/S and a One controller would even be :-/

Hey, I just wanted to keep you in the loop!
We're going to do a major to our engine soon to use a new controller API. That will take a while though, so in the mean time I've added a couple options which you can find from the pause menu.
- Control Settings: Disable Right Stick - this will totally disable the secondary analog stick from aiming. Some controllers are sending inputs the engine doesn't handle well.
- Gameplay Settings: Aim Style (Strafe / Pivot) - this toggles between two styles of aiming. Strafe aiming locks the player in a direction while aiming, but lets them walk without turning. The right stick (if active) should allow turning with this mode, like a twin-stick shooter. Pivot aiming locks the player in place while aiming, but the left stick allows them to turn. This is actually the style we used while designing the game, and it allows for gameplay with only a single stick/dpad.

We'll definitely resolve the Xbox One controller issues at a later point, but these changes might help you and/or others play until we can spend the time to get those major updates in.

(1 edit)

Thanks for the suggestion! I'll look into this over the next week or so and see what we can do : )
Update: I looked into it, it seems super easy. I'll include one with the next demo release.

thanks for the heads up! That's super weird, we'll look into it and update the demo when we fix it! : )


And also, thanks for playing! It's awesome that you saw this demo so quick hahaha

Hi, thanks!

I don't currently have plans to add more features unless I start reworking this into a different game- this whole thing was just month-long project so it's got some rough edges. Of course, the box breaking sound being WAY too loud is pretty authentic to From Software's games lol

Cool - just because it's a bit sketchy to download a link from a stranger on the internet, could you open a pull request in the code repository? That's just a safer and more normal way to collaborate on code:
https://gitlab.com/maxmraz/yarntown
If you even just wanted to open a request with the language folder, I can make sure it's all connected and works, then do a new build at some point.

Hi! If you copy the form of the other languages (in terms of files/folders), you'll also need to add Turkish as a language in the project_db.dat. That can be done manually, or through the solarus editor, right clicking the folder and choosing "add as language".

I think that once it's added as a language resource, it should automatically show up as selectable. But I'm not 100% sure if the font can handle all characters.

Thanks - I don't plan on working on Yarntown until I decide to make it a bigger, fuller game. But until that happens, you can edit the save file to re-bind the keyboard keys. 
%HOME%/AppData/Roaming/Yarntown/Yarntown/save1.dat

I'm not familiar with those or what they support : /
You might have better luck if you download the Solarus launcher to launch the game, and play with the settings in there.

Thanks, I appreciate it! : )

Hi Bruno!- I got your message, sorry to not respond, but I'm not looking for help with porting at this moment, and get a lot of these kind of messages 😅

Thanks for reaching out!

Hi! I think this can happen if your machine doesn't support hardware accelerated graphics, or Open GL

Thanks! I have a couple other games out (Ocean's Heart on Steam and Hallow's Eve here) which have more to explore!  : )

I don't plan on going back into this to add that feature. You could edit the save file to rebind them though. I think the save is at {user}/.Solarus/yarntown_saves I think?

My other itch game, Hallow's Eve, has rebindable controls, but it's a lot of work to port that system into Yarntown for an old free side project : /

Thanks so much! I recorded the music with my little sister and a really old friend who was traveling through town, and it was a blast to do. I'm glad other people like it as well!

Thanks, I'm glad you enjoyed it!

To answer your question, for one thing, I can guarantee it wouldn't be the near future, because recreating an entire AAA game, even at a smaller scale, is still a massive amount of work that would take years. Secondly though, I don't personally see the point of just recreating an entire game- the fun part is translating it into a new format. The whole game is just too much, and the magic wears off. And also- Fromsoft made this game, it's one thing to do a small tribute, but I don't want to make a giant thing as a fan game. That's like years of working most weekends and evenings, for a free fangame.

I might make Yarntown into a full game as its own IP though, taking the core things that I think are important to Bloodborne, and bringing in some new ideas, and exploring a new world : )

Yarntown was a small side project I did in like a month, so it doesn't have settings, options, or controller remapping. I'd put that in if I made Yarntown its own IP as a full game.

I got that bug once or twice too, but never figured out what caused it. Basically, the lighting system tries to shift from one color of light to another, but can never land on the new color, cycling through a bunch of RGB values to try and hit it. 

Next game / if Yarntown becomes its own IP, will have a different lighting system, that one hogged too much CPU anyway

I'm not distributing that one since it's a fan art of the hunter from Bloodborne.

Thanks! And no, I'm not planning on going any further with this as a fangame.

That's actually a difference between Bloodborne and Dark Souls, BB doesn't have fog doors going in, so you can be surprised when coming up against a boss. Other than the fact the level design is so excellent that you can usually tell based on pacing and visual hierarchy that you're headed into a boss area, hahaha

It's as complete as I'm planning to make it.

Shoot, I should have added that. CC-BY

Not necessarily for this particular set

I do plan to continue making graphics like this though!

Following me on Twitter is best

@11mraz

Its possible. I'm not planning on doing it but I guess the source code is linked in the description.

Sounds like an itch.io issue, maybe check with them? There's definitely an uploaded file.

Basically all those changes would make the game into my main project, Ocean's Heart, haha. I'm not planning on expanding, definitely not without an animator.

$HOME/.Solarus/yarntown_saves I believe

This is Central Yharnam up through Gascoigne. It was a fun side project I did over a few weekends, so it's not a whole recreation of a AAA game ; )