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The Foreman

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A member registered May 10, 2024 · View creator page →

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Probably not. You might have to do some image placement manipulation in order to fit whatever standard your particular engine follows.

RPG Developer Bakin: 

  • Overworld Sprites: x Slice Size 16, y Slice Size 20, Down/Left/Right/Up
  • Portraits: You'll need to split these into individual sprites, and seem to need to reference the file directly during scenes, rather than attaching it to a character.
  • Battler Sprites: Bakin wants all the animations to be their own spritesheets, so you will have to chop them up and reorganize. That said, it's hard to figure out the order of sprites on the battler sheet...

RPG Architect:

  • Overworld Sprites: Frame Height 20, Frame Width 16, Oriented Around Center Frame = true
  • Portraits: Seems like you can directly reference the tile sheet and crop it, and it is tied directly to the character, though I'm not sure if you can change it through code (telling it to uses sprite 0-8 to change the emotions.)
  • Battler Sprites: Architect is able to crop the spritesheets, however the organization of the sprites seem incompatible, and probably requires some reorganization.

I'm sorry if there are any mistakes. I don't have either programs to actually test anything and am just going off of what I could skim from youtube videos.

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Sadly can't find a discord, Seems like the latest word from them was 20 days ago. My guess is the devs are fixing up their update pipeline after realizing some difficulties.
Context: On the old generator, someone asking about when those that had purchased it would get the new generator.
 
Twitter wise, nothing since June 2nd's announcement.

Entirely plausible to add your own content. For a terrible guide:

Most of the parts are in .zip files, though it doesn't seem to matter if it's in a .zip or just a folder. Generally they have a battler, face, and sprite folder and a thumb.png. Thumb.png becomes the icon you click in the generator. Body also has a .json file. The only thing that really matters there is bodyIndex. 

All other parts are named body#_[name of part]. The # indicates the bodyIndex it will show up in menus for. That does mean you have to make a unique zip for every body you want that part to fit on. They have to do it this way because of slight changes between the portrait (narrower chin, bigger forehead, different ear position, etc). The battler and sprite versions should be okay to remain the same across the board due to their size, but the portrait may require adjustment for each body type.

What about the parts themselves? Each part has unique requirements but the general rule is each .png is another layer, and the naming is strict for zOrder placement.

Are there plans to separate hair into their components (bangs, extensions, top, back for example) or will we be sifting through everything pre-combined.

Managed to get it first try completely on accident. I wish there was a way to spoiler text, but lets just say it's a Void Tree with Ears. Get the Envionmental controls right and none of the interactions matter. Only managed to get it to eat the hunk of meat by "over stimulating" it.

The items on the list are (supposedly) guaranteed to spawn, did you try using up and down or w and s for moving on the shelves? Even on the lowest difficulty there are 4 shelves.

Thank you!
Totally fair. I've decided to take the games sequel in a more investigative route, using tools to figure out features of parts, and sometimes having to change the part in some way. This does have the consequence of needing to move into 3d though, and likely wont be playable for quite some time. In the meantime, have a morning glory.

Sure! Here you go
https://itch.io/jam/mini-jam-158-shopping/rate/2703972
*runs off to trade ratings*

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It looks like Godot's html5 doesn't like loading audio files mid script. I'd have to completely re-tool the music player where each song/sound loaded as their own variable and manually make the array. That said the only sound was the music, and it was a random assortment of music I have licenses to.

Thank you for trying the difficulty 100 though, that was more as a joke. It should be possible, everything on the shopping list is guaranteed to spawn, but if you mean how you have to keep track of 100 items, and only get 22 attempts, never knowing what you could be missing? Yeaaaah that's kinda impossible.

Thank you! There were a lot of requests for some label system to be implemented, so if I continue the game I'm planning to add investigative tools and item features on the back of the cards similar to flash cards. One consideration was adding a scoring system where you get exactly enough money to buy items at their max price, so you're score would be however much you manage to save. Maybe the money you save could add up between rounds and you could use the money to buy tools.

There were a couple people that mentioned the educational aspect, which ended up being a happy accident. A mix of anatomy and botany I guess.

There were a couple of considered possibilities for identifying ingredients, but with planning to add so many ingredients in the future, it felt like having a full beastiary and herbarium would have felt like it was drawing to much time from the game. I did consider player made tool tips as a sort of note taking option. Having something that unlocks over successful runs is a pretty good idea though. I think if I carry on the games concept though, I'll go in a more investigative direction. Give the player a list of ingredient's features you can then use tools to compare items. Going to do more game jams for the time being though. This was my first Jam, don't wanna get stuck to one project for several months *quite* yet.