Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CrypticSky

323
Posts
6
Topics
66
Followers
122
Following
A member registered Mar 20, 2020 · View creator page →

Creator of

Recent community posts

Ohh this looks nice!! Good work!!

For GBC style, since you've started a town, you could do an arrangement of places to go to in it, like the aquarium, a karaoke, or a cinema. There might not be enough props in one such place for an individual post though, so maybe an entertainment theme?

Sure thing, will do if I notice anything else! Thanks for being so reactive too, you’re doing good work! ❤️ 

After using this last night for a few hours I can say it’s a REALLY cool plugin and works very well! One more thing to report: If there’s a canvasmodulate on the scene before adding the day/night node and I delete it, there’s an error about the editor being unable to find it. If I don’t delete it, there’s a warning that there’s going to be two canvasmodulate in the scene and that’s undefined behavior. The fix is to set the tint property to your existing Canvasmodulate node, either by making it a child or by exporting the variable.

I would recommend you expose the external nodes that get added to these if there aren’t too many so it’s easier for the dev to integrate your nodes to existing scenes 🤔 just need to add @export to them

I also have a C# project so this actually allows my code to manipulate the CanvasModulate if needed 

Wow, awesome! Thanks :3

This is super cool! I'm trying it on my project right now!

I do notice that I get this warning message when generating normal maps as part of the usual flow:

"The text-based scene at path "res://Scenes/StoryChapters/52_1.tscn" is large on disk (24.95 MiB), likely because it has embedded binary data.

This slows down scene saving and loading.

Consider saving its binary subresource(s) to a binary `.res` file or saving the scene as a binary `.scn` file."

Seems that when generating the normal map, it gets embedded in the scene data and triggers this warning. The fix is to save the generated normal map as a resource, which you already have a button for, but it wasn't totally clear what was going on haha. Hope that helps someone :-)

Oh no, sorry to hear about your misadventures! I’m glad you found a nice teaching position though!

Your pixel art is so beautiful, I look forward to being able to play with it some more.

Okay, no problem! Your art looks really good~ 

Okay, good! Just making sure it wasn't a thief, maybe you could write it on the profiles to avoid confusion? 🤔

Some of your assets also seem to be in /__site/bbbits.itch.io/three-kingdoms-temple-inside-tileset
Is that also you..??

I think that's a pretty good solutions. Shadows can be created dynamically in-engine in a lot of places, so I don't think it's too big of an issue to drop them. Looks nice!

Ohhh these are lovely, good job! I love the wyvern ❤️ 

Ohhh that's a solid dragon! I def look forward to seeing animated eventually.

Nice environments, good job!

👀 I’ll need to check this out soon!! Awesome 

That would be lovely! :D

Hello! I'm very interested in this plugin, but I feel like for a game with a ton of text, a continuous log isn't very convenient to actually find a previous conversation and reread it...
Do you think it'd be possible to have a message log that's sorted into something like the mailbox plugin's scene? So you scroll say, "chapters" and can reread them.

(Root of the issue I have a game's script as a bunch of text files, it's being a little bit of a nightmare to figure out without copy pasting manually hahaha...)

Lovely little game! :D

Finally, they're not completely naked anymore :')
It looks amazing!!

Just so you know, I played a bit and got "InternalError too much recursion"
From the console logs: Scene_Map.prototype.updateScene@https://html-classic.itch.zone/html/13764895/js/rmmz_objects.js line 11284 > eval:12:28

Of course I can rename him— but if you’re going to take inspiration from Egyptian mythology, and take a name *directly* from it, I think it’s good to be aware that there’s like… thousands of years of history and symbolism attached to the name you picked. Heck, accuracy also benefits you! It’s a little misleading if someone is looking for a green god of the afterlife and they find a sprite more reminiscent of the god of chaos who looks like a dog. And if they were actually looking for a sprite of Set, they’re not going to search for it by looking for Osiris. 

Aww she's so cute :D

oh okay! I look forward to it 🫡 

oh is it normal that I can't see your other asset packs anymore? :(

Ohh these are very cute, are you planning to add girls to the characters you make at some point? 

these wings look awesome by the way :3

Chibi and big/full sized options would be great yeah! Big wings are cool but can get in the way a bit (like overlapping walls because the character collision stops at the feet width)

Seconding angel/demon wings :D (A big version and a small version would be super neat!)

Hi sorry, I didn't see the message. For my project I found an alternative solution, but you can pop your plugin in this free demo and check if it works properly:
/__site/visustella.itch.io/visumz-sample
I was using the plugins in there!

This is a very nice sprite but respectfully. That's not Osiris. You've confused him with his brother I'm afraid.

This was quite fun to play to the end!!! Very cute critters, interesting incremental gameplay. Though, it can be pretty frustrating to direct the miniohs in the midgame, since you can't tell them anything like "go there" other than throwing them one by one. In the end I just had to make them strong enough to just delete everything in their path. If throwing the bag at a block told them "hey, help me mine this block together" that would make it smoother, maybe?

Very cute and clever :D Lots of mechanics!

I'm having a lot of fun :D

niiiice! Good work!

Hello! Your plugin is really cool, but I find it can be really limiting to have a spritesheet per animation rather than per characters when you have a lot of them... when using a generator to create them it becomes a headache to export each animation with the correct name, since you have to specify animation type and frames etc.

What would be really neat, since you already have a UI attached to plugin, would be to be able to open the sprite's file, tell it how many rows and columns there are, and then "tag" each square with what animation it is according to the animations defined in the plugin parameters (for example, IDLE SOUTH 0, RUN NORTH 3...). You could even imagine being able to create a custom template for where everything is: most of my characters follow the same structure in their animation sheet, so I theoretically should be able to define it just the one time.

It would be a huge time saver and help a lot with file management.

Hello! Very cool plugin :D  I do find it seems incompatible with Vizustella's events and movement plugin though; when both are enabled the familiar refuses to move (the enemies CAN move strangely enough). From what I've looked at, update isn't being called?  Do you think you could update the plugin to fix this?

Makes sense... good luck 🫡your art is lovely, I'm sure you'll figure it out

I really love your assets, they make it so fun to create different vistas :3

Do you think you'll make a canadian goose sprite at one point? That's an animal that's surprisingly hard to find.

oh this looks really nice, I love your palette

Ohhh really love this! Original, and the water looks very nice :3

This is so pretty! Love it.

ohh you meant the vertical. yeah no, wish there was proper Y-sort :(