Sebuah paket Software berisi malware lolos dari verifikasi Apple dan berhasil menyusup di MacOS. Hal ini ditemukan oleh peneliti keamanan Ptarick Wardle. This 3D Miniature consists of files in StereoLithography (.Stl) format that have been optimized for 3D printing. Before printing the files, we strongly recommend reading the PRINTING DETAILS section. Version 1 and Version 2 are the files for Gamera 3D Miniature optimized for 3D printing, the preview pictures of which you see above. Sebuah paket Software berisi malware lolos dari verifikasi Apple dan berhasil menyusup di MacOS. Hal ini ditemukan oleh peneliti keamanan Ptarick Wardle. This is a project I´m really passionate about. Roughly inspired by the thriftstore painting movement that started somewhere in 2010. Today there is still a trend to remix existing traditional works of low value to create something new of either equal or higher value.
![Kaiju Kaiju](https://img.itch.zone/aW1hZ2UvNjE4NDk0LzMyODkzNTQuZ2lm/original/XyaKFz.gif)
- A short and dark atmospheric narrative (or should I say, little movie?).
- Play and rate here: https://ldjam.com/events/ludum-dare/46/kaoamaru-kaiju
Features
- A Kaiju (bizarre, japanese style monster) conceptualized and made from scratch
- PS1 graphics and aesthetics, Half-Life inspirations
- Multiple atmospheric songs
- Cinematrographic camera
Tools and credits
- Godot
- Blender
- LMMS and Audacity
- Everything was made in the Jam by me, without templates.
- Mini-documentary, timelapse and more coming after voting ends. I recorded everything.
- The theme and the idea. Idea and concept came fast in my mind. In previous Jams I would waste more than 5 hours frustrated with the theme. Not this time.
- The main creature (Kaiju) concept.
- The process of modeling, texturing, rigging and animating the Kaiju in Blender was my favorite part of working in this Ludum Dare. I turned out exactly the way I wanted and I couldn’t stop looking at it and playing around with the rig.
- The art style overall, PS1 / Half-Life like.
- Intro animation and scripted camera.
- Staying healthy (I slept early and woke up at 5:00am during all the 3 days of the Jam).
- Mood and atmosphere turned out great.
- Using Godot, because of how lightweight it is, but mostly specially, due to the AnimationPlayer.
- Controversly, using Godot was also a con. Unity Cinemachine would fit this project better. See below.
- Downloading some VSTs to play around in LMMS was a good choice, because with just little experiexperience in music making I managed to create the atmospheric music that I had in mind.
Lore Facts
- The name Kaoamaru came when I was making the meditation sounds, and then I kept repeating KAOA KAOA KAOA in my mind and I liked the rythm. Kaoamaru doesn’t mean anything in real-life, afaik.
- In the meditation scene, the monks are saying the Buddhist Hearth Sutra, plus 2 phrases I created and plus KAOAMARU (which I enviosioned in tribal voices, but I failed to replicate that in LMMS, so I used a Choir Synth for the voice).
- I wrote around 100 lines of lore and story.
Kaoamaru Kaiju Mac Os Download
Bazoo!e mac os. That’s a lot of bones for a game jam
Little to no gameplay
I planned 3 gameplay mechanics and stages, but I spent 1 full day doing the 3D art and the other day moving the camera and scripting the intro and ending animations.
When I finished those items, there wasn’t time left for the gameplay, ironically. So I prefered to do the music and pack the project, and consider it a short and dark narrative.
Even the art for the gameplay mechanics is done, but again, I focused too much time on the art. For example, there is a human model, fully rigged and animated that I made, but didn’t use for lack of time. Also more island types such as factory, war, city, etc., which fit perfectly the lore, but I could put they in.
At least I love the final atmosphere in it, due to the mood of the art and music :)
Multiple endings stayed only on paper
Kaoamaru Kaiju Mac Os Pro
Due to the previous items, I didn’t manage to implement the multiple six endings that I planned. Plus an easter egg.
Tool hurdles and annoyances
- Moving and rotating a camera in the Godot viewport to create scripted camera events and animations is a pain in the ass. Since the game has a lot of scripted camera action, this was my biggest struggle in the project, fighting with positioning the camera. Godot needs a way to control to camera like Blender, where you navigate in 1st person view and move with WASD (fly mode and walk mode).
- I found this old Github issue: https://github.com/godotengine/godot/issues/53 but nothing else is mentioned.
- Update: Align Transform With View does that. Thanks Rémi (Godot project manager) for the tip! https://twitter.com/Akien/status/1252559116029091842
- When exporting to glTF 2.0 in Blender, the NLA Stack / Animation Actions get bugged and animations get lost when you have more than two animations.
- Godot tweening, easing, fade in and fade out.
- Better godot music and sound management and playback. Load music by code.
- Godot load and deal with resources dynamically: https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html.
- Blender NLA Stack, the correct usage of Action Stash and Push Down.
- Music and sound production, well, everything about it. Although I made multiple musics for the game, I kind of had no idea of what I was doing. As of this writing, it’s been only 10 days since I started studying music and DAW software.
![Kaoamaru kaiju mac os catalina Kaoamaru kaiju mac os catalina](https://img.itch.zone/aW1nLzE4NDA5MTQuZ2lm/508x254%23mbm/WUlGsp.gif)
- Try to create a game with actual gameplay, think about something simpler
- Colaborate with someone else