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#audio from the game demo
dyleeart · 2 months
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☘️ return home
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steakout-05 · 7 months
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there's gonna be a lot of posts today and i'm sorry about that but i was looking at MrLlort's Monster Dash soundtrack playlist, and at the end of it is this very peculiar unknown 5 minute track that went unused. according to the description of the video, the file was literally just titled 'music.ogg' with no indication on where it comes from or anything. it's really odd because this was just uploaded today, meaning that this wasn't discovered until the new re-release of the 2010 version of the game. i think it might be an old demo or sample music of some sorts that was used for testing in earlier versions and left in by mistake, but who knows what it is...
here's the link if you're interested:
youtube
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snaccpopstudios · 4 months
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SnaccPop 2024 Agenda - New Focus, More Content!
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2023 was fun-- but rough.
Now, SnaccPop is headed more than ever by a whole collective of impressive people from not only all over the world, but all over the creative spectrum! And in assembling the SnaccPop crew, we've been adjusting during the end of the 2023 year.
2024 is where that adjustment turns into progress!
OUT WITH THE OLD!  (Old projects, that is-)
While SDJ has seen delays and a new episodic structure, we are in the process of pushing for a 1/2 release (demo included) by the end of the year! We hope a single-time purchase with free content updates will keep the game fresh for longer in the hearts of players. And we're hoping to have at least 1/2 of that story out by the end of the year!
Audio Drama Content and BoTM Returns!
Audio drama and BotM content both did very well with audiences during their limited appearances last year! With Project Drama Boy (a non-series roleplay audio initiative) and BotM returning, we're hoping to have more content available to fans this year too!
More Free Content!
We see that we have an ever-growing free-tier fanbase forming. We, at one point, used to make audio dramas free after a certain period! And while this model did take some effort, we'd like to make it our goal to put out additional free content for our subscribers to enjoy, regardless of their financial situation!
More ART!
With additional artists on hand, we're hoping to bring you more accessible art content (SFW or otherwise--) to go with your games, audio, updates, and posts! We'd like to see comics, artist collaborations, and more going forward!
AphroDesia FINALLY
Due to voice actor scheduling mishaps, sick leaves, and more, AphroDesia sadly saw 2023 with minimal updates.  But we'd like to see the series fully revived with an audio pilot and a comic series!
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We'd like to take a moment to thank everyone who supported us through 2023. We understand that we fell short of our goals, but this year we'd like to take this year head-on!  
We'd like to MAKE MORE. More art, games, and stories-- we'd like to entertain and share. We'd like to spend 2024 telling more diverse stories with diverse characters! And we'd like to make more men with fat honkers, butts of all sizes, and weird, weird themes and genres.
Let's get this year, together. Let's just get all the men, every man, together. v - v
Happy Holidays, Happy New Year, and thank you from SnaccPop Studios!
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maddymoreau · 2 years
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@jennathearcher​ Thank you for the Ten characters, ten fandoms tag!
I did cheat a little and do Nine Visual Novel Characters!
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In order from left to right:
1. Meeting In The Flesh (Complete) - In this unique world where everyone lives off salt who will you choose to spend your time with? The world building blew me away to the point I forgot it was an 18+ spicy monster lover game. Also the MC is named Vil and Nonbinary! 
https://inkethic.itch.io/meetingintheflesh
2. This Life Escapes Me (Complete) - Very short ten minute visual novel. You’re brought back to life by a necromancer. You have no memory of him but he seems to know you. Very emotional gut punch of a story. 
https://coda-blue.itch.io/this-life-escapes-me
3. Trapped with Jester (Complete) - Another short game. You’re trapped with a Jester, how will you react?
https://ant-san.itch.io/jester
4. See Thru: Need a Friend? (Demo) - Your childhood friend wants you to ditch work, will you?
https://itsyaboi328.itch.io/stnaf
5. Saint Spell’s Love Guide to Magical Student's Handbook (Complete) - If I'm being honest I haven’t beaten this entire game (there’s 29 routes).
I did hear an audio of someone dubbing Bugbear’s lines on TikTok: https://www.tiktok.com/@keybunbun/video/7140783580912848133?is_from_webapp=1&sender_device=pc&web_id=7121124325585094190
and couldn’t resist playing his route after. It is a horror route not romance buttttt he’s hot. So he can get away with it.
https://jiefinch.itch.io/saintspell
6. 14 Days With You (Demo) - Unsettling things keep happening around you, but on the bright side you did meet a man named [REDACTED] at work!
https://cutiesai.itch.io/14dayswithyou
7-9. Colored Gaze (Demo) - Working nights at the local convenience store causes you to encounter three interesting men. 
https://mrritz.itch.io/clrdgazevn
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castur1 · 8 months
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Programming? On my Tumblr?
It's more likely than you think >:3
So anyways here's an early tech demo for a lil project I've been working on. I'm making a game in pure C without any external libraries or game engines or whatever, writing everything from the ground up. Why? To see if I could. And also because I hate myself.
This bad boy's got low-latency audio output with a custom audio mixer and WAV file loading, input handling (keyboard + mouse, no controller support yet), and a basic graphics renderer (with BMP file support), as well as some other fun little features. It's built on the Windows API but all the platform code is isolated so that the game can easily ported. And what grand creation shall I make with this? ...Tetris. I'm planning to make a Tetris clone. Lol.
Oh, and the tetris remix you hear in the background? Wrote that myself. Music was never my strongest subject but I am determined to make everything by myself.
That is all.
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insane-control-room · 12 days
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Some things are meant to be remembered; for the right reasons.
i've posted this review on steam, but i think that i want to say it here, too.
Here is my review of the 'promotional' material (according to steam) Secrets of the Machine
What I liked: the art appeared to be a true return to form; the style had its original charm with updated lighting techniques and slightly better optimization than previous games in the Bendy series. The audio design was also nice, with good ambiance and nice composition.
And now, the jank.
The game handles reasonably well; but it is clearly slapdashed together and is missing important components. There is no starting menu. There are no loading screens; and it is very jarring. There are no options in the game menu - you cannot minimize the game, you cannot brighten the game, you cannot make the game run any better on your computer, and it is incredibly laggy. If you have a potato laptop? Nah, get out. No game for you. There are no subtitles that you can enable, and voices are very muffled. Additionally, the game is very dark, and as mentioned, you cannot adjust that in the settings of the game, nor in steam settings. You have to do so from your computer.
Controls are extremely janky, as you cannot run, you cannot jump, and there is no indication for interaction with any objects. There are no control settings for remapping, and you cannot even see which keys do what.
Puzzles are boring and confusing; with no guidance. There were no hints, no rhyme or reason. There was more puzzle in the BATIM chapter 1 demo release. This thing is very confusing, especially when you cannot see anything at all. You will spend a long time walking back and forth between two rooms, wondering how you can progress, because you've done everything you could: you smashed cutouts; you hit targets; you opened and closed hands; you found posters for future games, but nothing that could move forward the one you were playing at the time. If you look at the community page, you will see that most people simply spent their time clicking on the soup can dispenser to see how many cans they could get.
If you have epilepsy, nah get out. Oh? I didn't mention the flashing lights? Well the developers did not either. Not only did they not mention the flashing lights, not in the game nor in steam, but they included TWO car crashes without warning - one audio based, and another that was directed at players. This is not only rude, but it is dangerous. Warnings exist so that people can make educated choices whether or not to interact with content that may be sensitive to them. Warn people appropriately. This 'game' did not take any measure to protect its players. There are many instances of sudden loud noises, flashing lights, and jarring location switches (not to mention the car crashes).
The story was lacking, and has nothing to do with the puzzles that a player is faced with. It feels like three disjointed tracks, and none of them align, all of them crashing together in a discordant, unsatisfying, confusing mess. It brought in more new characters that had nothing to do with the original story nor interested players, and had content that went against previously established material. It was (as you can tell, from a writer's perspective) a bad story.
It was less of a demo, less of a playable trailer, more like a tech demo with a few morsels for fans to pick apart and wish there was more of, wish there was more effort put into, wish there was more love and care for them, the players who arguably were the foundation of this game. There were teasers for games that, honestly, lacked the soul that the very first game had, and here's a point to prove it: there was an easter egg that if you clicked something 414 times (very funny.) it would rise in the air and then fall down without further ado. In the game files, the name for that sound effect? Sting. Yeah. It did. Games are a collaborative work; between the creators and the players. Blatant disregard and flippancy towards half of the collaboration is not acceptable behavior. This is a development team that mocks those who once loved them most, those who poured over their coding and carefully crafted world to marvel at what they had made, and coaxed in others with the rich promise of a delightful story that anyone could engage with on any level. The spite the creators have shown for the individuals who, essentially, had given rise to their stature in the first place, is painful.
Finally, by the time that I got a chance to sit down and actually play the game- I personally could not. The developers, by constantly updating a clearly unfinished game, had made their final update - that of a wood board blocking the actual place where gameplay takes place. You cannot go to any of the places shown in the screenshots, because the game is locked on the opening area. I've seen many people complaining of it; hoping that they can play the game.
Now, in the fashion we've seen common of JDS, they have rescinded their terrible design choice - but without notifying players that it is now possible to play the game; without telling players that this was purposeful; without telling players anything aside from a big old screw you. It is entirely possible that the only reason they put the game back into a playable state was the torrent of negative reviews that spawned after their. interesting. choice. regardless, those who care about their playerbase would have informed those who complained that it was a temporary gesture for storytelling reasons. They, however, did not, and there are a multitude of reviews marking the game as unplayable.
No matter what, the bottom line is this: This is not okay.
I'm not sure how much more eloquently I can put the fact that I'm heartbroken. This game, unlike any other, shows how much scorn that a developer can have for their own fans and playerbase. I am glad that there are people who enjoyed it, but I wonder - what did you really like about it?
Is it the memories?
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zavbees · 6 months
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Have some Little Nightmares doodles from work like, a month ago (I'm so ready for LN3-)
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Little Nightmares is easily my biggest comfort game. Idk why, but when it came out I latched onto it to the point where I would fall asleep to Prison Toys on repeat. I knew the puzzles inside and out from watching Jacksepticeye play it on repeat. I made my school projects link back to the game however I could.
When I was finally able to get it years later, I was excited as hell. Playing through it, I was calm. Sure, there were still spooks, but I knew what to expect. Running through it was more comforting than anything for me.
With LN2, I tried my best to not get spoilers. I had the demo and had somewhere between 2-8 hours on that alone. I knew about each areas boss, and their general gimmick, but that was it. And I was so excited to play the game. It didn't disappoint.
I got the second game for Christmas, and if the first one was comforting from familiarity, this one was terrifying in the unknown. I had to learn the puzzles from scratch, which felt insanely rewarding once I got them. I got to experience the game the way it was ment to be experienced. And I loved it.
I can't wait for the third game. I, admittedly, haven't listened to the podcast/audio book. I tried, but it doesn't really click for me. But I can't wait to see where they take the series.
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velvetfoxgames · 6 months
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Infinite Blue - November 2023 Update
Hello and happy November! I can't believe the year is almost coming to a close. For this update, we'll be going over where we're at with the Kickstarter stretch goals and how they're being implemented into the game.
Alternative Outfits
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As mentioned before, the alt outfits are complete! Each boy has a different outfit they'll be wearing on their route, as well as a CG with them in this outfit, so we have a little variety.
New Backgrounds
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While not all backgrounds are complete, the extra backgrounds for this stretch goal are done. These BGs in particular only show up for a couple of scenes, but they gave an opportunity for the LI and the MC to go to a fun location.
Additional CGs
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We're only a few days away from 4/6 routes being done in regards to CGs. Each boy has an extra CG from this stretch goal, bringing the total to 9 per character.
Soundtrack/Audio Expansion
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This helped allow for 7 new tracks for Infinite Blue, and those tracks are close to being finished. We'll have similar sound editing to what was done in the demo for the voice lines.
Chatroom Art Pack
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Very excited about this one! There's six chatroom artworks in the common route, and two for each character route, brining the total to 18. We only have two left to complete this goal.
Extended/Additional Phone Calls
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About one new phone call was added for each day of a character's route, typically with the LI, but sometimes with a side character. Most of these have been added in except for Rory's route.
💙 I'm looking forward to everyone seeing all of these goals in the future release! Have a great November :)
Thanks for reading!
🌦️ For weekly updates and extra content, join our Patreon!
🌦️ Follow us on Twitter and join our Discord
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felassan · 5 months
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if you missed the live N7 Day 2023 cast reunion panel, the rewatch link is here.
here are some notes on trivia and other bits of particular interest from the panel, under a cut due to length –
An audition D.C. Douglas did for Legion can be listened to here. he said it's quite different to what you may expect. He also mentioned an audition for Legion where he was given a eulogy to read and the voice direction from BioWare was that they were looking for something like HAL 9000 but with a little more emotion.
D.C. said on Legion's death scene[s], "it's the innocent emotion coming through" "but with the intellectual understanding of the macro".
Alix Wilton Regan originally auditioned for EDI, didn't get it and then was called back for Sam. BioWare were like "[Sam]'s really London"; AWR was like "I'm from London, I got this, I can do London". months later she was recording for Sam, saw lines for EDI coming up and wondered "who was the woman that got the role of EDI?" when she heard EDI's voice, she was like "omg, she's so hot, yeah I totally get it, I had a real life crush on her in the booth playing Sam, who had a crush on her in the game. I was like 'ohh.. now I get it, I hear it, I see what went on in casting'".
some of the earliest stuff Mark Meer did in ME was a lot of demo stuff, like figuring out how various alien species would sound. BioWare brought him in very early on, during the concept art stages. this is what he was working on for BioWare and then they 'basically upgraded him'. He did a presentation for BioWare demoing how a typical salarian could sound, how a typical krogan would sound, etc, and during this presentation BW had him do some scratch dialogue as a salarian bartender. there was a scene where the bartender was talking to Shepard, who Mark was also voicing during the scene, so he was basically talking to himself. during this process BioWare said that they would like him to audition for the role of m Shepard. "After call backs etc, the rest is history". when BW told Mark, oh btw, f Shepard is played by Jennifer Hale, Mark was super thrilled. "It was like being told the other person in the dual role was Meryl Streep or something".
when Ali Hillis got the role of Liara, at that time she was with her first voiceover agent. Liara's voice in the games is pretty similar to the voice Ali first came up with for her for the audition. they also gave Liara a bit of a mid-Atlantic accent in the first game.
Ash Sroka auditioned for the roles of Liara, Tali and one other character. for the Tali read, she was given a long monologue about Tali's Pilgrimage. she left the booth thinking that if she didn't get the part it was okay, because she'd gotten to read this beautiful monologue and really feel that character. she felt an instant alignment with Tali.
for Grunt's audition, Steve Blum pitched his voice as deep as he could. BioWare said to him that they were going to be pitching Grunt's voice down in post-processing, so he didn't have to do that, but he couldn't help himself and did it anyway. he said that Grunt is a "half-ton child" and self-described as a half-ton child, so things worked out really well. he also mentioned that "it helped me personally, because I'm emotionally under-developed and Grunt is a baby so it was some nice free paid therapy for me, and the fact that people actually responded to it was a bonus, it's kind of amazing".
William Salyers didn't realize he was being brought in to take over the role of Mordin in ME3. he'd been sent audio references and knew that this was a species found throughout the game, and thought that the character he'd be doing was going to be like an assistant or something. the first day in the booth, BW asked him "do you think you can do the match [match the ME2 voice]?" and he was like "I don't know what you're talking about but yes". William was in ME2 as 'Incidental voices' and felt rly fortunate to 'graduate' to Mordin in ME3. when recording Mordin's death-redemption scene in ME3, he & the voice director were both in tears.
for the voice direction in ME1, BW wanted it to feel like an episode of 24 - they didn't want dialogue lines being like screamed or yelled out like they were in a lot of games from around that time. it was supposed to be much more realistic and human in feel.
when developing Kaidan's voice, BW asked Raphael Sbarge to speak to a stickie note on the wall, because they wanted it to feel like there's a sort of sense of the military, that cadence that comes from really speaking to someone else in a directed way.
Shepard and ME have a very special place in Jennifer Hale's heart
a submitted question from the community asked Mark and Jennifer how their perception of Shepard evolved throughout the trilogy. Mark said that the way it was explained to him by BW was that, as they went, they had a little more leeway in Shepard in showing the toll the war was taking on them. "We also got to watch Shepard develop these relationships with the characters in the games. These were their closest friends, their true companions through all of this." this made it possible to sort of humanize Shepard more and more as the series progressed. Shep starts out very by the books regardless of paragon/renegade etc, they're very military, an officer, they're used to giving orders and used to being under pressure. and especially by the time they got to ME3, it was now like, "now you can show a little bit more vulnerability, now you can show a crack in the shell a little bit, especially after the events of ME2 where Shepard literally dies and was resurrected, what does that do to a person?" Mark mentioned that he thinks this is common to all versions of Shepard. by the time you get to ME3 there's a real sense of getting "past the armor, emotionally and spiritually". Jennifer agreed and added that the way voice acting was done in video games also developed over the years from ME1-ME3. by ME3 it was more done in the way like how you would shoot a film, that kind of acting.
Jennifer mentioned that both she and Shep are really freakin stubborn
on Next Mass Effect:
a submitted comment from the community said "Hopefully we get to see or hear you again taking part in the continuation of the Mass Effect story in any way." Jennifer replied "yes, I vote yes to all that".
Ali talked about the moment she discovered Liara was going to be in the next ME. "I have a couple of friends who are close friends and really big ME fans. Usually they're the first ones to alert me of anything ME before I ever see it in the trades, online, on socials etc". she clicked on the link to the trailer she was sent "and I was like.. wait.. what? I think I was just looking at the link and then had to play it again, and then probably like a lot of you I tried to zoom in on it and look at it, like is that...?"
here D.C. said "Um, asking as the voice of an entire species [the geth], do you, you didn't know anything?" Ali said "No, I had no idea, do we ever? I think as we all know, seeing something like that is no guarantee of anything. I was like, is that Liara? Liara's daughter? Liara's mother? is that back in time, is that forward in time? I know as much as anyone, but it was really shocking. like when you were a kid on your birthday and there's a big wrapped present from your parents and you don't know what it is. I know as much as you guys, your guess is as good as mine."
Mark: "As far as what I'm looking forward to, there are endless possibilities. Again as Ali said we, we know about as much as you know, so it could go anywhere. past, future, who can say? Are we gonna see, is this gonna be the First Contact War? is this gonna be far in the far future? where could we go? The Codex is very big as those who have spent ingame time reading it know and that's a very well thought out and fleshed out universe, so the possibilities are endless".
Jennifer: "Just to add to that, what I always tell everybody in the community is email [BioWare] and tell them what you want. they don't know if you don't tell them. telling us doesn't, we appreciate it so much but it actually won't get anything done."
Raphael: "If you feel strongly, we would encourage you to speak up [on that]".
a submitted question from the community asked the cast what they're most excited to see in the next game. AWR: "We're most excited to to see us in the next game, right [winking theatrically]". the cast were all like 'yeah' and nodding and AWR said "emails, emails, emails".
D.C: "The poster, the teaser poster that they put out for Mass Effect 5 shows what looks to be a crater and the outline of Legion and it looks like there's a little dead geth in that poster, so all I know is, and I am the voice of all geth, so."
[source]
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cy-cyborg · 7 months
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Ok so the saga with my old PC continues and is only fueling my desire to get back into fanfiction lol because I found all of the files from my attempt at making a legend of spyro fan-game! I honestly thought they were lost, I'm so excited to see all this stuff again! This was the "logo" for the game (I know its nearly unreadable lol, so it says "The Legend of Cynder, Shadows of The Past". 14/15 year old me didn't seem to care much for readability, I think I'd just discovered photoshop's layer effects lol)
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Here's a bunch of random stuff I found.
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I'm defiantly going to do a redraw of that last one at some point. That was like, THE thing I remember being super proud of when I first did it. I think it was going to be part of the trailer my now-partner was putting together for the game lol.
Actually, a lot of these were actually just frames from animations, but either the files are either just corrupted, or high school me didn't know how to set fps and resolution properly in the output so I got a headache trying to watch them lol. It's probably the second one honestly. Also I remember my old laptop wasn't able to play back the animation because it would lag so much, so I just had to kind of...guess at timing, and that went about as well as you'd expect. It didn't help that blender used to have this bug where your audio would move around your timeline so it really was just random guessing. I'm amazed anything got done at all, let alone how far we actually got (that is to say, not far at all but we had something playable at least).
I also found the demo files and footage of the "game" running (running at 12fps but running)! I'm curious if they still work, I'll have to download an older version of blender to test them out!
There's actually a lot more but actually finding it is proving to be quite a challenge since this laptop seems to be the digital equivalent of an ADHD "doom box" - meaning nothing is sorted into folders that make even a remote lick of sense to me, it's all just kind of thrown in together lmao.
I wanted to post these though because even though I don't really do 3D stuff anymore, It still made me really happy to see how much progress I've made over the years and how far I've come. Also a few folks who worked on this project with me back on Deviantart have started finding me lol, so in case there's anyone else out there, hello! I'm not dead, I'm still around, I'm just a lot more (openly) queer now lmao.
Image descriptions:
[ID 1: A game title that reads "The Legend of Cynder, Shadows of the Past". The two lines, "the legend of" and "shadows of the past" are written in dark purple text. The purple material is supposed to look like liquid, but instead just looks hard to read. "Cynder" is writen in black, 3D text with red outlines, with the exception of the C. The "c" is modeled as a black tube instead of in a blocky style like the rest of the letters. The inside of the C has a red underbelly, and the bottom of the C ends in a tail, resembling Cynder's from the Legend of Spyro Series. There are 3 white spikes at the top of the C. /end ID]
[ID 2: a 3d render of 4 dragons around a christmas tree. A black dragon at the front, Cynder, is using her tail to hang tinsel, a pruple dragon, Spyro, on the left is reaching up into the branches of the tree. A blue dragon, Ignitus, is hovering behind the tree, his paws outstretched, implying he is placing the glowing star at the top. On his head is a silver dragon, Zerali, balancing on his horns. behind them is a series of floating islands. /End ID]
[ID 3: A render of Cynder with a darker colour pallet than the previous image and glowing yellow eyes, snarling at the camera, guarding a black gem. The sky in the background is blood red and the terrain is flat and barren. /End ID]
[ID 4: A render of an incomplete model of Terrador, a green dragon with brown horns and rocky shoulder decorations. He has no underbelly or wings. /end ID]
[ID 5: A render of a fan character named ekkosel, a blue, anthropomorphic dragonfly with an unsettling, uncanny face and green wings, T-posing. Her green wings are a blur /End ID]
[ID 6: two sketches of a anthropomorphic cheetah heads. One has long ears like a lynx and is labeled DotD design, the other has small, rounded ears like a cheetah usually has, labled TLoC design. /end ID]
[ID 7: A render of Zerali, the silver dragon from the second image, and ekkosel, from the 5th, playing together. In this image, we can see Zerali has a pinky-purple underbelly and shiny gold horns.]
[ID 8: A rendered scene showing a close up of blue ignitus with his eyes closed. He appears to be talking to Cynder, who is in the background, but blurry. The game's logo is visible in the bottom left of the image. /end ID]
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yukidragon · 3 months
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By any chance, could you list like all the things we know about Joseph and Jack? Because some people might be new to the fandom and not know much about it.. if you did this before then could we get the source for it?
Btw love your works :D
Thank you so much! You're so sweet. 💗
Well, while I haven't considered making a fandom primer before... I did make a timeline of what we know about Joseph so far in this post over here. I even translated it into Spanish upon request here.
Oh, something that came out since I made that post is this image from the kickstarter that shows us Joseph's whole body, including his stylish rose-printed boots. Also, the lovely creator of the game shared development sprites in this post that tease at certain plot elements in the upcoming game. As well as this suspiciously familiar lad on Jack's birthday.
As for Jack, I didn't consolidate everything in one place, but I have discussed various topics about him that might be more pertinent. His limitations, for example, are an important part of his character. Consent is a big part of the game and his character.
A lot of what I've discussed are theories, such as how Jack got stuck in the tape, but I do show relevant pieces of artwork and link to the official twitter and tumblr that give teasers. One important piece of info from the tumblr is that Jack can touch/interact with things the more attached he is to his sunshine. The asks from the official tumblr have some juicy lore bits. I've also made transcripts for some of the audio dramas in this tag.
I'm honestly not sure what else should go into a introduction to the fandom for newcomers, besides suggesting they try out the demo and check out official sources. Sadly, I'm not a part of Snaccpop Studios (though I'd love to be hired on as a writer), so I don't count as an official source. Most of what I have to offer with my headcanon rambles are theories and possibilities after all. Plus I'm always adding more thoughts as more teasers slowly trickle out and I get new perspectives from other members of this lovely fandom.
Maybe I should give it some thought how to go about an introduction primer for new fans, but I don't want to give the false impression that I'm an official source for information. I'm just an enthusiastic fan who is trying to sleuth out what's going on and play around with the concepts.
I'd say start from the demo, then go to the official pages for more information. The official toyhou.se page has profiles for the love interests plus the boss, and you can check out other important SnaccPop Studio links here. I hope this helps!
@channydraws @earthgirlaesthetic @sai-of-the-7-stars @cheriihoney @illary-kore @okamiliqueur @kurokrisps
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rottenraccoons · 10 months
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No questions here, just a big, big thank you! You all are an amazingly talented and hard working team and the demo I played was INCREDIBLE. Every area is so vibey and beautiful, the sound effects and music is so ethereal and mysterious sounding, all the characters are gorgeous and well-written, and the MC has amazing dialogue and action options. I struggle to find games like this that are queer-friendly, kinky/intense or one where the MC isn't pigeon-holed into making decisions that seem a little goofy. So anyways, huge thank you to all of the team, you've crafted an incredibly detailed and colorful game and I'm super excited to play more! Hope you all have a great day! <3
Thank you so much, nonny!
I'm gonna use your ask to gush about the team because I love them and want everyone to know how hard they work.
Mugi is an incredible artist, and she is always demanding the absolute best from herself for this project. We as writers do our best not to overload her with visual asset demands, but she always rises to the occasion and gives us everything we could ever want. And y'all have seen the gifts she bestows on us in the form of handsome men.
Music is hard and we will never look down on people using creative commons soundtracks and sound effects to create a convincing soundscape. But having Cajsa's audio wizardry has made everything we do that much better. Having bespoke music and soundscapes adds so much depth and texture to the writing and visuals and Obscura would be so much lesser without it.
Tobi loves this game so much, y'all. She puts so much thought and care into her writing and works so hard to make sure the stories she's telling are emotional and intense. She's also the one who wrote all the safeword/aftercare text. Vesper telling you that you're the dream team? That's all Tobi.
(I'll sneak in a pat on the back here for me, because otherwise we will get asks about this because you people are way too nice: I'm learning to code and it turns out I'm okay at it! And if Sateen's randomise shop items isn't proof I'm willing to do some work, I don't know what is.)
Yamiochi is a hero to us. Her knowledge and experience means that the rest of us do not have to do things like learn Swedish tax law and get ourselves set up for Steam. She is the one keeping the rest of us running smoothly. I know there's a scepticism towards business-minded people because (gestures at the world), but if you can find someone who knows and understands business but also cares about the art, the way Yamiochi does? Hold on to them forever, they are absolutely invaluable.
Anyways I love my fellow raccoons and have decided to take your ask as the chance to gush. Thank you, nonny! ❤️
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snaccpopstudios · 9 months
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The Groom of Gallagher Mansion Demo - Now on Steam!
"Even death won't do us part," Elias Gallagher — the ghost of a man you've just met — mutters. He's resigned to unhappiness, but perhaps you hold the key to breaking his curse… if you're so inclined.
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In a bid to stop the Occult History and Sciences Investigation Club (that's the OHSIC, and don't you forget it!) from losing funding, President Taylor Potts and you, the Vice President, have got to find a way to attract new members somehow. And what better way to prove that the club still has value to the campus board than to prove that ghosts really do exist? Dressed in some exquisite wedding attire and armed with a rose and earpiece, you're marched right up to the old Gallagher Mansion, a site of some grisly murders circa early 1900s, to trick a dead man into thinking that you too were abandoned at the altar.
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Will you find glory and fame, riches and spoils? Or perhaps this whole thing is a lot more than you bargained for and you'll actually fall in love with a ghost…
Content Warnings:
Blood
Death
Disability & Implied Ableism
Sexual Content
Violence
Features:
Over 27k words long
Self-insert protagonist with customizable pronouns
2 Love Interests
4 Endings
Full Voice Acting
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The Groom of Gallagher Mansion is available for Windows, Macintosh, Linux, Android (itch.io only), and happens to run great on the Steamdeck as well! If you haven't given it a try yet, we encourage you to check out the demo and drop a wishlist on Steam.
The full game will retail for $4.99 upon release. if you're interested in accessing the early beta builds with the full script, consider becoming a $5/mo or higher Patron for a free key of Sleepy Time Jack & The Groom of Gallagher Mansion, as well as access to our evergrowing library of audio dramas!
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sleepy-hart · 7 months
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So while working through game concepts and deciding what to work on next, I've been refreshing my Godot skills. Wanting to get back into 3D and prepare for doing more narrative heavy games. Made this demo to learn nathanhoad's excellent Dialogue Manager addon and also test drive Kenney's new Godot platformer kit.
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I'm really, really enjoying Dialogue Manager so far and feel it has a tonne of potential. Think it covers a lot of things I've been looking for:
Direct engine integration is super useful, as well as using custom resources to store dialogue. They're also text files so can still use external editor to update
Straightforward syntax, reminds me a lot of ink and yarn. As well it's named node approach feels familiar
Able to access global game variables for conditionals, and having conditional based loops and choices is very straightforward
Also able to call methods directly within dialogue, which is super powerful when combined with signals (showing/hiding coin UI mid conversation, playing sound effect)
Lots of options for random dialogue choices - just used the single line ones for now but in docs have seen they also have option for setting custom probabilities, just ncie to add more flavour
Hyped it has a built in approach for translations (create IDs and reference CSVs) that looks like integrates with Godot's localisation tools - a bit of a future thought but glad it has stuff to help built in
Docs you can mention you can create dialogue resources at runtime. Can imagine this being very useful - an example would be creating a record of all lines seen to replicate Ren-py's "log" feature.
The methods for displaying dialogue are super flexible. At the moment just used their example balloons but looks like it should play nicely to let you build custom GUI - and maybe even multiple forms (e.g. dialogue scenes vs flavour barks in main game world). Think next experiments will focus on this.
There's a few more things I'm keen to learn and see if they're feasible with this - "disabled" choices that still appear but can't be accessed would be nice, also looking at how you can integrate this with an audio system for voice acting - I think they have an example that includes voice acting?
Only thing I'm a bit nervous of is it looks like it can only grab variables from autoload/global scripts, so when putting into actual game will need to take care with save systems and methods for loading choice variables into a choice master global so we aren't keeping too much in memory at once. But if I'm wrong on this assumption, or others have approaches, more than happy to be corrected on this!
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Also really enjoying Kenney's 3D platformer kit and it's been fun and . Making the shopkeeper bot was super simple. All the details on the original character model are modelled so just adjusted the face and for changing colours just had to move UV islands for limbs and face to different parts of the pallete textures.
Haven't tried this technique for modelling and texturing before but seen it crop up a few times so will definitely experiment with this in the future. Also might help with optimization - I think most of the materials in the pack refer to this single image texture? By default the pack only has the model glbs and a single colormap png so assuming that's how it's working.
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Original plan was to fill in the shop with another pack so there's a few little platform challenges within this, but they all needed collisions adding so might add that in future. But main aim was focusing on the dialogue and think we've got a good approch going forward, and highly recommend the add on for other Godot devs making narrative games!
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andmaybegayer · 6 months
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Last Monday of the Week 2023-11-06
It was Bandcamp Friday so I'll open with a rundown.
Listening: One song per album let's go
Do The Hate by MiSLeD, off TERRORTORIES, a deeply uncomfortable sounding song.
I originally picked up MiSLeD's acoustic album a few Fridays ago and took a while to come around on their unbelievably blunt and hyperlocal style. A sledgehammer through Johannesburg concrete, I have come to love 'em. Do the Hate has an aggressive chant that makes it genuinely kind of uncomfortable to listen to and also extremely fun to yell along with.
The Length of the Chain by Chamber Mage, off their 2022 demo tape and thus far their only album release unless you go see them live.
I picked these guys up off I think the Topic Lords podcast? Solid reliable heavy metal. Can't wait to see their first full album, they're from Denver so if you're from that part of the world definitely find out if they're playing.
All On Fire by Double Sun, from the album of the same name, Pretoria boys playing bluesy punk.
One of the last bands I saw in Johannesburg before I moved. I had the three-part Dead Wreck Beach stuck in my head for a good long while. I'm still not sure what it is about Gauteng that produces so many psychedelic punk bands but I'm not complaining.
Two Jack de Quidt albums, soundtracks from Friends at the Table which I have been getting really into.
First up, The Tower, As Built By The Divine Candidate Chital, from the soundtrack for COUNTER/weight, meditative track to match the meditative and still incomplete two-player game The Tower.
Apperances of The Tower in F@TT games are always great. It's a game that the GM and composer have been working on forever and they get really, really into it.
Next, gotta be Marielda, from the season of the same name. The clarinet from this is so memorable.
The intro tracks to every game are obviously the ones you hear the most, and they're all bangers.
All Through the Night [Patrick's Version], from the Titus Andronicus demotape for their most recent album The Will to Live. Rough cuts from studio sessions.
I adore The Will to Live, when I'm honest I really don't care much for most of Titus Andronicus's work other than The Monitor and now The Will to Live. These are good at capturing what I like about live performances: performers going ham and not necessarily performing well but definitely performing the most.
And lastly, Threshold from sungazer, off the album Perihelion. This was an experimental piece combining rhythms at both extremes of human perception, with the overall rhythm of the song being as slow as possible with individual bars being impossibly fast.
There's a whole Adam Neely video on it, because he's one part of sungazer.
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Alright on to the rest of the show:
Reading: Back into The Count of Monte Cristo, rapidly seeing the roots of many other stories I've read crystalize into this genre, most notable Eoin Colfer's Airman.
Watching: The various Hackaday talks that have been uploaded over the past week, some good ones lately like A Hacker's Guide to Audio and Video Formats.
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Playing: on Saturday evening I finished making dinner and sat down to play Titanfall 2 from the start because for some reason my save was incomplete and I figured I'd just start over. And then it was two in the morning and I had beaten Titanfall 2. Great game.
Making: Abortive attempts at designing some adapters for my vacuum cleaner because I realized I took my reference images wrong and had to start over, fortunately before I wasted any filament.
Also Hack Week at work, so I'm working on some original code with two much, much more experienced python developers, which if nothing else is a good learning experience.
Tools and Equipment: Modern text editor configuration systems can be rigged to almost completely bootstrap themselves if given an internet connection. You should use this to your advantage. I use lazy.nvim in bootstrap mode now and it's so easy.
Side note, nvim's lua configuration mode is real nice, major improvement over vimscript when you want to do anything complicated. Sorry Tim Pope.
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sometipsygnostalgic · 5 months
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game awards
Monster Hunter Wilds announced for 2025. Footage appears to be nothing more than a scripted gameplay demo. Very unpolished. I would expect the final game to be completely different, perhaps drawing inspiration from this demo. This is a surprise as the game is expected to have been developed since 2019, and the reveal footage here speaks otherwise, with actual physical development only just starting recently.
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Baldurs Gate 3 was announced as Game of the Year winner. I think that it was very clear the game deserved this title, not just due to the quality, but due to the impact it has had. People will be comparing other games to this one moving forward, and it actually is terrifying for Bioware, who have had failure after failure this past decade and are no longer the kings of... whatever this genre is. Character-driven multichoice action rpgs???
Guy showed up with pretty good drip.
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Allan Wake 2 won a lot of awards but while I'm sure it's an ok game, I'm not sure if it won for being the most amazing narrative or because it appeals very specifically to american journalists, aka, the people who nominated it.
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But if you look at the competition in the Direction and Narrative categories, it's not like the other nominees had much going for them. Most of them don't have voiced main characters and the ones that do are, well, not famous for their great narratives. I don't know how most of these games ever got nominated for these categories. Is it a bad year for story driven games?
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But then they gave Alan Wake "best art direction" and NOW I am suspicious. It has not been nearly as influential as, like, any of these competitors.
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There's lots of categories, big L to Starfield for being against BG3 as best RPG, but I also think a genuine victim of this year was Tears of the Kingdom. It was a spectacular game but it didn't win a SINGLE category. Fuck, it lost to Music against Final Fantasy 16, which is a far more mid game as far as people tell me.
Thankfully Hifi Rush was recognised as having great audio design. I love when a game doesn't just have good music, but USES it effectively as a game tool.
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I think the reason most of these games lost out is because the competition was so strong. You would've never expected, going into this year, that Tears of the Kingdom would lose in EVERY SINGLE CATEGORY it was nominated, but when I saw the nominations it wasn't a surprise. (Edit: It actually won best action adventure, but that was it).
The truth is, Breath of the Wild was in 2017 what Baldur's Gate 3 is in 2023, an earthshaking game that changes how everyone else in the industry designs that kind of game. And Tears of the Kingdom, compared to BG3, just feels too similar to Breath of the Wild. It doesn't change anything in a way that is going to have an impact past this year. Everything special it does has already been done better somewhere else, in this case by Minecraft or Fortnite with its sort of creative engineering.
I do think it deserves best musical score though.
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