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I have seen the scattering of countless, myriad souls.

Comment History
spncryn
spncryn - - 16 comments @ Update # 1

Keep up the good work, man!

Good karma+2 votes
spncryn
spncryn - - 16 comments @ Midnight Animal

There's a demo here: Spncryn.itch.io

Good karma+1 vote
spncryn
spncryn - - 16 comments @ Midnight Animal

No. Those are integral parts of the game's visual design, and disabling them would fundamentally depreciate the quality of the game's design. You can toggle more advanced features such as bloom and specular highlights, since they aren't essential, but doing so most likely won't really result in a massive FPS improvement. Further optimisations will obviously be made in the future, but generally, your performance now is a pretty good indicator of what your performance eventually will be on the final product.

Good karma+3 votes
spncryn
spncryn - - 16 comments @ Midnight Animal

Nah, not yet; however, I haven't updated the ModDB page in a while, and haven't really been using it much either since it's fairly limited in terms of the means of customisation that can happen immediately. The Steam page is up (https://store.steampowered.com/app/453800), and all builds are released through itch.io (https://spncryn.itch.io/midnight-animal). The Facebook page (https://www.facebook.com/midanim/) is also updated if you want to follow through social media. One day, I might update this more a bit, but until then, those three are your best sources for the most up to date information.

Good karma+2 votes
spncryn
spncryn - - 16 comments @ Midnight Animal

Hey, thanks so much for featuring my page on the official Twitter! It means an inexpressible amount to me to have even your support on my project.

Anyhow, regarding the design, I created the images (background, footer, header text) in GameMaker 8.1, and everything from there was just a matter of manipulating colour values, and positioning. To get the subtle fade effect from top to bottom, I drew a background using a linear gradient, and superimposed the image of the mountain on top of it. The mountain image itself was faded at bottom, to ease the transition, and make it not so abrupt. Some of the elements are a bit off, and the positioning's a bit scrambled because Erayser couldn't implement the custom HTML changes I desired, but other than a few couple of minor visual quirks, it came out pretty well! If you'd like, you can check out the full source here: Pastebin.com!

Good karma+4 votes
spncryn
spncryn - - 16 comments @ Midnight Animal

I believe it's the only one that adds any significant amount of content other than resprites, though there's plenty of stuff that I've seen earlier such as a zombie mod called Hotline: No Service or something which might still be in development. I'd look around if you're interested!

It'll be released by August, so only a few months left. :)

Good karma+3 votes
spncryn
spncryn - - 16 comments @ Midnight Animal

I opened up for submissions a while back, but I closed it two weeks ago because all the levels were completed.

Good karma+3 votes
spncryn
spncryn - - 16 comments @ Midnight Animal

Thanks!

Good karma+3 votes
spncryn
spncryn - - 16 comments @ New screenshots

A couple of hundred as of right now in terms of original sprites alone, along with hundreds more I've edited, retouched, or outright redone. In terms of objects and scripts, probably about 1500 lines of new code? Probably more, but I'm less concerned with the quantity of what I've added so much as with the quality.

Good karma+1 vote
spncryn
spncryn - - 16 comments @ New screenshots

Yeah, most of the screenshots were taken within the original resolution of Hotline Miami, which was in 1200x768. I've since changed it to the much more manageable 1440x768, which has fortunately resolved the awful letterboxing. Thanks for the tip!

Good karma+1 vote
spncryn
spncryn - - 16 comments @ Update 02

Sorry for getting back to you so late: go to sprLogo and draw text in the sprite itself. The first frame is the main text, the second frame is the subtext.

Good karma+1 vote
spncryn
spncryn - - 16 comments @ Update 02

It's going to be released by 16 August, hopefully earlier.

Good karma+1 vote
spncryn
spncryn - - 16 comments @ Looking for level submissions, and music

Checked out your SoundCloud, lots of good stuff there! I'd be interested in using Deep Groove, Five Minute Window, and Revenge! If possible, could you make versions which have slightly heavier basslines, and more distorted synth parts (if this is unclear, I apologise, my musical vocabulary is quite limited, Ha Ha)?

Good karma+1 vote
spncryn
spncryn - - 16 comments @ Midnight Animal

I actually haven't been following any mods save for the ones I'm directly involved in because I wanted to make sure most of the innovations were unique to my project; so any similarities you might notice are purely coincidental, and unintentional. I did see your weapons post a long, long time ago, and I saw your latest one, and many of the weapons you created looked really good! It's a shame you weren't able to implement them. There are some shared weapons (ie, the crossbow, grenades, Molotovs), but only because these are fairly common ideas and requests people submit to me.

Good karma+3 votes
spncryn
spncryn - - 16 comments @ Looking for level submissions, and music

I actually already have this song in the game right now; I've already reached out to Perturbator and his record label asking for permission to use it, but in the event that I don't get permission, I'd like to have a backup just in case. Thanks for the suggestion, though!

Good karma+2 votes
spncryn
spncryn - - 16 comments @ About Midnight Animal / FAQ

Just checked out Enigma and downloaded it, in terms of editing it seems to work fine but I can't seem to compile and run the game. I'm getting a Java OutOfMemory error, which is sensible since the gm81 (working in GameMaker 8.1) file is rather large and there are a large number of resources.

Good karma+1 vote