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Lisandro_Gaming

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A member registered Aug 19, 2025 · View creator page →

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(1 edit)

yay leaks                                                                                                                                        .

    

 that 's all cuz i don't have much stuff to show for now.

(1 edit)

"only portuguese raldi names"

bro im not portuguese idk what names to put.

i will think to join (maybe not)

i literally did that

(1 edit)

ok (i might do it on an update if i will update it)

okay uhh i used it and when i het to the last exit in story mode it blocks and you can't beat the game.

(1 edit)

it doesn't have null mode

if u wanna know why is bc i can't make the boss start with the null boss kit.

where did yoseldi got his residence??? :0

sorry but i hate how the floor and the carpet looks

okay imma try 

okay here

using UnityEngine;

using UnityEngine.AI;

public class CraftersScript : MonoBehaviour

{

private void Start()

{

agent = GetComponent<NavMeshAgent>(); // Defines the nav mesh agent

audioDevice = GetComponent<AudioSource>(); //Gets the audio source

sprite.SetActive(false); // Set arts and crafters sprite to be invisible

}

private void Update()

{

if (forceShowTime > 0f)

{

forceShowTime -= Time.deltaTime;

}

if (gettingAngry) //If arts is getting agry

{

anger += Time.deltaTime; // Increase anger

if (anger >= 1f & !angry) //If anger is greater then 1 and arts isn't angry

{

angry = true; // Get angry

audioDevice.PlayOneShot(aud_Intro); // Do the woooosoh sound

spriteImage.sprite = angrySprite; // Switch to the angry sprite

}

}

else if (anger > 0f) // If anger is greater then 0, decrease.

{

anger -= Time.deltaTime;

}

if (!angry) // If not angry

{

if (((transform.position - agent.destination).magnitude <= 20f & (transform.position - player.position).magnitude >= 60f) || forceShowTime > 0f) //If close to the player and force showtime is less then 0

{

sprite.SetActive(true); // Become visible

}

else

{

sprite.SetActive(false); // Become invisible

}

}

else

{

agent.speed = agent.speed + 60f * Time.deltaTime; // Increase the speed

TargetPlayer(); // Target the player

if (!audioDevice.isPlaying) //If the sound is not already playing

{

audioDevice.PlayOneShot(aud_Loop); //Play the full wooooosh sound

}

}

}

private void FixedUpdate()

{

if (gc.notebooks >= 7) // If the player has more then 7 notebooks

{

Vector3 direction = player.position - transform.position;

RaycastHit raycastHit;

if (Physics.Raycast(transform.position + Vector3.up * 2f, direction, out raycastHit, float.PositiveInfinity, 769, QueryTriggerInteraction.Ignore) & raycastHit.transform.tag == "Player" & craftersRenderer.isVisible & sprite.activeSelf) // If Arts is Visible, and active and sees the player

{

gettingAngry = true; // Start to get angry

}

else

{

gettingAngry = false; // Stop getting angry

}

}

}

public void GiveLocation(Vector3 location, bool flee)

{

if (!angry && agent.isActiveAndEnabled)

{

agent.SetDestination(location);

if (flee)

{

forceShowTime = 3f; // Make arts appear in 3 seconds

}

}

}

private void TargetPlayer()

{

agent.SetDestination(player.position); // Set destination to the player

}

private void OnTriggerEnter(Collider other)

{

if (other.tag == "Player" & angry) // If arts is angry and is touching the player

{

cc.enabled = false;

player.position = new Vector3(playerTeleportPoint.position.x, 4f, playerTeleportPoint.position.z); // Teleport the player to Player_WarpPoint

baldiAgent.Warp(baldiTeleportPoint.position); // Teleport Baldi to Baldi_WarpPoint

cc.enabled = true;

gc.DespawnCrafters(); // Despawn Arts And Crafters

}

}

public bool db;

public bool angry;

public bool gettingAngry;

public float anger;

private float forceShowTime;

public Transform player;

public CharacterController cc;

public Transform playerCamera;

public Transform baldiTeleportPoint;

public Transform playerTeleportPoint;

public NavMeshAgent baldiAgent;

public GameObject sprite;

public GameControllerScript gc;

[SerializeField]

private NavMeshAgent agent;

public Renderer craftersRenderer;

public SpriteRenderer spriteImage;

public Sprite angrySprite;

private AudioSource audioDevice;

public AudioClip aud_Intro;

public AudioClip aud_Loop;

}

are u sure?

there's a rule on the jam that says "don't submit more than one mod.one is the max" that's why it got disqualified (i think)

i deleted the code with the null tut stuff i will give you the script once i do the tut again

ok i get it

You have 1 month and 6 days.I don't get why you can't develop in 6 days.

(3 edits)

es tu oc pero baldi

uhh

Yooo thanks it worked but uhh i got this error Assets\Scripts\Core\GameControllerScript.cs(592,59): error CS1061: 'CraftersScript' does not contain a definition for 'baldi' and no accessible extension method 'baldi' accepting a first argument of type 'CraftersScript' could be found (are you missing a using directive or an assembly reference?)

(1 edit)

Are you serious rn bro ._.

 

If someone can tell me how to fix this fucking killallowance thing i will be so grateful.

 

So saaad D:

 

uhh idk why im putting this in here but use it for the window if u want tho.

replace the brick wall with the one you used ig.

(1 edit)

If you don't want your mod to get disqualified then here 's a tip.

Make like a huge update with more effort and more machanics.You can also redesing characters or other stuff.

I recommend you to do that bc it MIGHT get disqualified because of the lack of effort.

Let me honest.This is way better than Disaldi bc is rushed.

HOLY SHIT IS WAY PEAKER THAN 1.0

Also how tf you got the player model i need that.

(1 edit)

from your channel

np

You can't go to bed now :sob:

how are you today?

how did you became friends with antbal?

hi solder :D

 No c xd

yay

(1 edit)

This time you can use a null decomp. (only on this jam)

sorry for the bad rating last time ig

Also im agreed on the rate you did on disaldi bc is so rushed

(1 edit)

Is almost done also it looks so rushed ngl

(2 edits)

Yeah some leaks bc why not.

  

 

 

Edit:It got removed.That was because of this rule:

  

that 's all.

So uhh i just want to say that Disaldi will not have a null mode.

that 's all.

nah this feels better than my mod tbh