Not a bad suggestion. I'll add that to the backlog.
Rambling Indie Games
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Oh no. Good to know. Unfortunately, we do not have the means to rectify this situation due to our current financial situation. We've had to cancel our Construct3 subscription (What the game was developed with) and do not have the ability to provide any further updates or re-export the game.
Thank you for letting us know. We would love to fix this and if the situation changes, we'll see what can be done.
Thanks for sharing. You've got a new yt sub. :)
Found out some things.
You can create a new mesh, and parent it with automatic weights to the armature, or you can parent with no weights and then assign the vertices of the new mesh to the appropriate bones in the armature. You could also add new bones to the armature if needed for the new mesh.
PS1 texture size was limited to 256x256, and 128x128 was the most common texture size.
PS1 games usually segment the arm mesh into 2 pieces (upper and lower arm) for easier animating, same with the legs.
Thanks for the great pack, we're planning to use it as the starting point to model the characters for a new project we are starting development on.
Glad to hear you enjoyed the game. A speedrun would be interesting to see.
We have a facebook page, and twitter account. We have a discord, but there are only 3 people on the server.
https://www.facebook.com/ramblingindiegames/
https://twitter.com/ramblingindie
Regarding the "Games must be original for Open Jam, they can't be entries submitted to other game jams or forks of other games." rule, we would like to know if it is against the rules to submit our entry made for this jam into another jam *after* submission to this jam.
Would submitting a game made for this jam to additional jams after submitting to this jam disqualify our entry?
Anyone who purchases the project file is entitled to up to 1 hour of FREE one-on-one technical support through Rambling Indie Games, LLC.
Further support beyond an hour, may be paid for on an hourly basis at the discretion of Rambling Indie Games, LLC.
Support includes:
- Using animated tilemaps in your Construct 3 project
- Understanding how the animated tilemaps technique works
- Any questions regarding the purchased Construct 3 project.
To request support, send an email to contact@ramblingindie.games with the subject:
"Animated Tilemap Support" and someone will get back to you as soon as possible.
Thank you for supporting our future developments!
Thanks for playing.
There will be many changes in the full retail edition of the game that we are working on.
There will be a level select system, but crawling doesn't really fit the theme too well here. It's supposed to be somewhat challenging and getting stuck on an obstacle and getting caught by the predators is part of that challenge. It's a bit of a throwback to games of old where without warning you end up dying from a misstep or some enemy comes out from nowhere. Granted most games these days are made to be played at a breakneck speed with reckless abandon, Gelda was not made to be played that way.
We are planning to zoom the view out a bit to give players more to see.
Please play the updated version, you will like it much more.
Also... the textboxes in the game that popup when you're playing contain vital information.
To answer your questions you asked during the play:
All graphics were created by Rachel Marks, and all Music and game programming was done by Richard Marks.
There is one more level in the jam edition to get through, and there are 3 sketchbook pages to unlock by collecting all the sketches in the levels.
Thanks for playing. We really hope that you like the update.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.