Yo, thanks! Sorry, slightly late reply lol
SharkFinFace
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Yeah, I was gonna keep the game a secret (both here and in the devlog), since if I said the name, it would seem like I was pointing fingers or somethin'. Idk. It just felt rude. But since then, they actually gave the public a project file for one of the room and permitted modding for it. So now that there's modding, I've re-recorded part of the devlog to update the outdated info, and now I feel comfortable saying that the game is called garn47, and the engine it uses is Blender. (Yes, the 3D modeling program. It used to have a game engine functionality.)
Glad to hear you're getting into programming! Godot is definitely a good one to start with. Very simplistic, yet powerful! Limbless was actually made with it.
The difficulty of modding really depends on the game and the tools. For example, Minecraft Java, we have tools like MCreator that can make mods near instantly (though it has its limits), or you can code one in plain Java. Of course, Minecraft mods are only this easy because of mod loaders like Forge and Fabric. If Minecraft didn't have these tools, then it wouldn't be as easy, and the modding scene wouldn't be as big. I would give you an example of games that don't have mod tools, but most of the games I play are very moddable. Sometimes moddability is the whole reason I buy a game lol.
Regarding your style question, garn47 itself is already a very weird game, so a weirdcore style is pretty much inevitable. Though, again, I'm not sure if I even will mod it. So if I end up modding something else, then I can't really answer that question, and we'll just have to wait and find out :)
Well, right now I'm workin' a second devlog YouTube video on this game. Once that releases, I'll start my next project.
Whatever happens next will likely be a mod of sort. There's one particular game I'd be interested in trying to mod, but the creator might not be a big fan of mods, so that idea depends on what they say. However, even if they do permit mods, I'd probably end up making some sort of fangame or port it to another engine (with permission obviously), since the engine the game uses I am unfamiliar with, and personally find to be pretty daunting. It's also a very obscure engine choice, so it doesn't have as much documentation as common ones like Unity, Godot, or Unreal. On top of all that, it was discontinued ages ago. -_-
I'll try my best to do a mod for the game, but if things don't work out (whether it be by creator's choice or my own incapabilities), a fangame or a port will be alternative. If I can't/don't do those, then I'll mod something else.
I've also got a couple of other interesting ideas, which I'll talk about in the upcoming devlog. If you want, you can join the Discord, and you'll get notified when the video drops. I also occasionally post leaks on whatever the current project is.
Hope you enjoy my future endeavors!
Glad you enjoyed! I tried to make sure each place and character was as unique and memorable as I could make them. And yes, the internet zone we visually inspired by the Cyber World!
Also, thanks for making the art piece!
Regarding the sensitivity complaint, when you describe it as "janky," are you just refering to it being to fast/slow? If so, this shouldn't be a problem once I release a settings update. If there's something more to it, please do lemme know! You're already in the Discord, so you can just describe the issue in the bugs and feedback channel.
Thanks so much for supporting the game!
I'm so glad to hear you appreciate the criticism. Many devs (or just people in general) take insult to stuff like this as opposed to learning from it, which, as you can imagine, is bad. Seems you've already got that figured out though!
I wish you luck with your future projects! I have a good year of experience with Unity, so if you have any questions, I'll seem if I can help out. I'm no professional, but I'll try!
Hope you don't mind lil criticism:
- Skyboxes are easy to find online and add. Typically you should use a custom skybox instead of the Unity default. Otherwise I would recommend a fog to hide the skybox (which may even add to the feel with the forest).
- I would recommend using 3D models instead of the basic shapes that Unity provides (especially with the trees). Plenty of free models online. Maybe you could even learn ProBuilder (a pretty easy-to-learn shape maker that works inside the Unity editor).
- I recommend texturing things instead of using solid colors. Makes it feel a bit less plastic-y. Again, easy to find and download.
- I don't see the puzzle element you described there would be? I kinda just walked into the wall at the end and beat the game. Like, none of the textboxes mattered at all whatsoever.
- The ending trigger looks like a solid wall, so some may thing it is just a dead end and turn around.
- You cannot actually press the quit button since the mouse is still locked from the FPS controller. You can fix this by making a simple that unlocks the mouse. This would either be triggered when you make the button appear.
- The eyes could be animated since they're kinda just static. I actually thought they were buttons at first.
- That was an unnecessarily long hallway and didn't really have any gameplay to it other than the W key.
I understand that you had only two days, but this is just constructive criticism to learn from. Besides, you can still update the game should you want.
I think that the problem that most people are having is that they are not seeing the instructions billboard, probably since it looks like one of the ads. Now that I think about it, one of the devs did something similar, skipping the read. I will make the instructions more noticeable in the next update.
Yeah, I think it'll be fine. It was just the fact the description they gave for "TikTok weirdcore" included using objects in place of heads.
Now, I know what they mean by TikTok weirdcore. Typically just jpegs of clothes and an object for a head. My character will have plenty more effort than that, so I don't believe it should fall into that category.
It was just that one line where they specify that games with TikTok weirdcore will be disqualified that has me and the rest of the team shivering our timbers.
Hopefully they reply soon. I'm entering my game into two jams (other is due July 31st), so I hope a response before then. 🙏
Also, if you consider ENA weirdcore, then I think this should be too (at least with a low level of abstraction). Come to think of it, my character is a lot like Mariya and Gabo (if Gabo was headless lol).
Can you approve this concept of a character before I create the assets for it? I don't want to go through the effort of doing so and find out my game gets disqualified because it fell into the category of "TikTok weirdcore." Trust me, I think what I can bring will be more creative than that. Also, sorry for the vague description. If necessary, I can DM you a full explanation of what I plan to create.
I've been leaks and stuff in the Discord server by the way! https://discord.gg/invite/ehcr46vG5X
Here's an image I posted a while ago:
I've been leaks and stuff in the Discord server by the way! https://discord.gg/invite/ehcr46vG5X
Here's an image I posted a while ago:
Would you be doing this for payment or for passion? 🙏 Your music sounds like you'd be great for a game like ours.
If you've ever heard of ENA, our game will be very much inspired off of that (and Somnium).
Our game is currently just in the brainstorming stage, and actual development won't start until, at the earliest, May 31st, since the plan is to also enter the game in this other jam but they only allow brainstorming before the jam starts.
Your drawings are also pretty cool, so you could also help with some texturing or even character designs if you want, but the main thing I'd need would be the music.
Let me know if you'd be interested.
The hint objects are broken in the second demo. I know that doesn't really matter since the only thing that should is the framework itself, but I'd figure I'd mention it anyways. Anything relating to the actual framework, I'll open issues on GitHub for.
Yeah. Figured that was how the slopes worked. It just seems strange to levitate the player half clipped into the ground as apposed to just forcing the player to walk/roll back down the slope.
Anyways, glad to hear the corkscrews worked at some point. Hopefully it isn't too hard to get it back to that state.
Yo! Framework soon! Nice. Excited.
And about the gravity thing. Sorry. I should have included a video of sort. Here. This should clear some things up.
https://dl.dropboxusercontent.com/s/1ut6f6szz4oyelyikf2eq/gravity-no-more.mp4?rl...
Also, it seems Sonic doesn't really like slopes.
https://dl.dropboxusercontent.com/s/1tarrphym0n00c8nhw460/slopes-no-likey.mp4?rl...