Yeah, the game is very enjoyable, to say the least. I mean, "AEwVS" has indeed come a long way, and MrDrNose, you're doing a great job creating "AEwVS", in my opinion.
I Already said this on the wiki comments so i will link that here, https://eternitydev-wiki.fandom.com/wiki/Alice_Freudenmacher. (And I Don't have a wiki account as of making this post, just so you know.) But I will copy and paste this here with a few adjustments so I can spread the work about this "issue". It's about Alice in the History level.
While Alice was too predictable in the old builds, now she is too unpredictable in the new builds. The old builds was just her running and her appearing behind any door when the clock strikes 12. Now that was a little repetitive and can get a little boring after a while. Now there's clones of her and i can't tell what's real and fake, and while dash and ricochets are fine, they are too often. And Alice spawns in secret locations too, i.e. the forest. Now that is too much and can be a bit too nerve wrecking. We need something more in the middle of both in my option. Here's a suggestion. How about the clones of Alice are not bloody, or there's two limbs instead of three, so that way we can tell if she's a fake or the real deal, and it doesn't need to be obvious. Also, maybe only reserve dashes and ricochets only for if Angell is too far away so that Alice can catch up or to catch her in a corner (And you'll won't be screwed by the way). And have Alice NOT spawn in the forest. Although a enemy for the forest that we can kill would be very welcome to me. The New Alice as of right now is the biggest reason i don't like playing the history level anymore.
Be careful though, it isn't all that good an experience. It feels very messy, you can break down doors by yourself, you have an almost unlimited supply of everything everywhere, and Santa pawns everyone
Yes, it's me. Came back with some more ideas, mainly this absolutely fitting language question idea that I don't actually know the answer to. I mean, you can still refer to the boy, but would you call the collection of separate body parts that? And especially if you take each one and isolate it far away. Would you say the boy is in multiple different locations?
Anyway, here are some things to note about my stacks of ideas:
UI/HUD is now a translucent overlay, rather than a dynamic border that confines the gameplay area.
The inventory is now completely rehauled and makes sense. Angell now has slots for each of her body parts in the main section, and if Angell needs to carry or equip large sizes or quantities of items, she can try to fit multiple into one slot, carry items in both hands, carry items in her arms, or equip bags on her shoulders. Angell can probably carry a lot of items and bags, but she'll be weighed down and lose stamina and speed more easily if she carries a lot. Still thinking about how the controls might work, but I'll get to it eventually. Pressing Alt will expand the inventory pane, revealing more slots for any items that can carry others, and that's a very good reason why the UI/HUD should be translucent. It's also a much better deal than just have it appear on the front of the screen and constrain the mouse.
If multiple necklaces are equipped, there's a chance they might break apart.
NO unequip dress.
Unless game is not rendering and there are backup garments (that can hide the B like the dress can) or urgent matters that the Math Level unfortunately stopped supporting. (good thing this is language)
Consumption limit is lowered by default to contrast emaciation and obesity. Still thinking about the different bars.
Brain-Upgratonator now uses the newest version. You know what happens.
Brain-Upgratonator UI layout shuffles itself in some notebooks depending on the problem being presented. We need room for stuff.
If you don't know already, I did notebook ideas before. (have the software maintenance personnel arrived yet?) I might not have prepared properly for this screenshot, but I don't really see anything that needs a lot of fixing.
We don't really have much reliable analytical data on the subject, besides that of our secluded community, which frequently visits the wiki and shares information with itself rather than actually going into the game and figuring out all the puzzles and strategies for themselves, so...k͡ǀ...we might have to do something about that
The entire game is supposed to be beatable without ever coming across the deep secrets, so...the fact that the Language Level is on the same level as them is...disturbing
Well, they're not available right now, but I have a bunch of old versions in my backups. A lot of major versions are included, so I'm fairly still the Lord of Ages even though I missed a few and accidentally deleted some. oof
You can look on the EternityDev wiki for the version history, but I'll tell you when you ask for a version
Oh good, the old style is back. Kinda. No more of that Christmas remnant...except for the fact that the game still has a Christmas tag. Please delete that, cause untitled8 doesn't count. And also that long tag about Baldi, because it makes the game look like a joke when you've already talked about it normally in the description. (It doesn't really explain the premise of the game by the way. The new IndieDB did a bit more ("Welcome to Advanced Education with Viktor Strobovski. This is an educational horror game with multiple levels which are still in development. You will have to collect different notebooks of different subjects and solve the mysteries of the „school“.").
oh boy this is just turning into a page layout review lol...kinda did just get up...typing pretty fast
Crimson on grey text box is a bit low on contrast, so it's a bit squinty, but it's still fine if you have good brightness and don't need to stand back.
(Skip the banter, and read the start of the document below, will ya?)
Okay, so, remember the idea I had for Lil Puss mode to have hidden books that explain each subject in comprehensive detail?
(By the way, you didn't do multiple things, like have Mr. Mix include no subtitles or missing letters, or hide added secrets, because onion memes are everywhere now, and if anything, nobody can take the B (RF transition) seriously anymore.)
Well, I've started on a comprehensive document about mathematics. I just couldn't help showing the early stages of it to you peeps. After typing all of this stuff, I've finally gotten around to the basics of explaining binary. (Seems like being a logician just makes you talk more and more about everything, but hey...at least I didn't miss ANYTHING out. This is what you would show somebody who's learning about reality and takes everything at face value.)
There's a good reason mathematics are and should be everybody's favourite subject. First of all, Baldi knows best. Secondly, it is literally a product of logic. Reality is unpredictable, with lots of arbitrary explanations and parameters, but explaining mathematics, the foundation of reality, requires only the barest of vessels to possess, to understand it with.
Best of all, you are going to get this useful book about mathematics FOR FREE. Because informative content should be free, and not put behind a price tag or the doors of a bookstore. Also, although it's a completely formal document, there are some random parts that will make you wheeze, like this one:
("Two" will be explained later.)
when this gets added, a whole 1% of playtime will be spent on reading this :D
...
A Compendium of Mathematical Knowledge By Viktor H. StrobovskiFireyDeath4 𝐼 𝒲𝐼𝐿𝐿 𝒩𝒪𝒯 𝒲𝒪𝑅𝒮𝐻𝐼𝒫 𝒜 𝒲𝒜𝒯𝒞𝐻𝐸𝑅 𝒲𝐻𝒪 𝒱𝒜𝒩𝒟𝒜𝐿𝐼𝒮𝐸𝒮 𝐼𝒩 𝑀𝒴 𝐵𝒪𝒪𝒦! says the guy who canonically worships memes
Defining values Everything in existence has a fundamental structure, a composition of units. This is called mathematics. The most basic units of mathematical existence are called values.
There are two different types of values. The more basic type of value is called a bit. This is the most basic and essential form of distinction between entities. Bits can have two possible values, which there are multiple but no accurate, universal names for. ("Two" will be explained later.) They are commonly associated with the comparisons: "on/off" (in mechanical activity), "true/false" (in logic), and "yes/no" (in interrogation). Generally, they can be considered "active" or "dormant".
The other type of value is called a number. Numbers are variant to the highest possible extent, which is called infinity, while bits are variant to the lowest possible extent. Thus, numbers have infinite possible values. These values are first measured and defined using integers. To put it simply, and to explain what the numerical form of a bit would be, an integer is the range between the two possible values of a bit. Although this is not a strict and absolute rule, most sentient mathematical entities have agreed that this is the standard translation of a bit, and there are more reasons for this than against it. With integers, this range can be reached at either end of the boundary of a bit, meaning that numbers can have values greater or lesser than the possible values of a bit.
Values abide by basic laws of logic and validity, chiefly the commutativity of equality. This is because if self-equality was not commutative, equality would be identical to inequality, meaning that there would be no distinction between entities. This only occurs in nonexistence, which mathematics are not, as they define and are identical to existence. Keep in mind that understanding values themselves requires mental intuition where necessary, as they can only be explained using examples, which are self-referential, and of no help.
Defining numbers The value of a number can be defined as a point, positioned at the value of the number in number space. Integers ranging from "dormant" to infinity can be expressed by using vessels to possess them. The most general form of vessel converts each bit within the integer to a point, places them in an arranged collection, and expresses the integer as the sum of the amount of points in the collection. This effect is expressed in Figure 1.
. .. ... .... ..... ...... ....... Figure 1. The usage of points in a collection to express an integer through each bit it contains.
It is common for sentient mathematical entities to use more complex and arbitrary vessels to represent the points, such as physical objects, like counters. However, if there are any other possible states, including a lack of points at specific places in the arrangement, giving the points irregular spacing, representing each bit as a point is the least optimal way to express the integer. Instead of representing each individual bit as a point, bits can be divided into groups, and the groups can be represented as points. Following the two integers where dormancy and activity are, a group can be begun, where the following number has two different bits, one signifying that it is in a group, and one signifying its value relative to the group. Each group can be represented as a bit, which will be contained by a larger group ad infinitum. The arrangement can then have identifiable places where points can be present or absent, use a present point as a reference for where the integer begins (at dormancy), and then use the places to express the dormancy and activity of each group. . .. . . ... . . .. . . .. .... Figure 2. The usage of points in a collection to express an integer through groups of bits, represented as extra bits.
...
(Note: I'm not even going to call numbers by their English names until I get around to explaining the rest of number bases, and the Hindu-Arabic number system. Then we'll finally get around to basic arithmetic, and a bunch of hyperoperations and other operations. AEWVS has so much potential other than for doing brain training and making a meme of itself, REMEMBER THAT.)
Alright, so, I just wanted to post this. This post had no thought put into it but I suppose I'll add commentary below after I upload this. By the way, Just An Angell was added to the playlist now.
Finally got around to the ABIBAZ sprites. Which I at some point decided I wouldn't do for some reason, but, well, I see no point in leaving them out.
Yeah, this is not really related to AEWVS, although I consider them to be part of the trio. You know the one. May as well post it on the ABIBAZ page for good measure. Managed to do four characters in probably four hours. Completely went through my soundtrack playlist again.
Notice how both Candy Princess and Scrina are way too big. Since they don't have shadows or any kind of relativity stabiliser like a grid and also hover in an unstable wave, it's impossible to tell how tall they really are. Asmodena is the only one who seems to have a reasonable size, and look at how Pusheen turned out.
Might have to fix things up, but it's gonna get a bit finicky.
Here's what Candy Princess' reference looked like by the way
When playing AEwVS Alpha 0.0.1, the following error occurred. How can I solve this error? I have tried to download and run again many times, and the error still exists.
"Am I Alice?" 6 hours ago --I SAW THAT. (and literally when I checked to see if there was anything new - double fluke)
(okay, but seriously, no, Tiara) Alright, well, time for the first mundane sprite animation loop ever done in here...this is really going to chow up my time
some hours across multiple days were spent on this and it's literally just a walk cycle from one angle
(TL;DR: HOW do people of the really intricate sprite animations in the links below get time for that??? idk even how much time it takes but they seem like they're pumping them out)
Yep. It's basic. And even so, each pixel (in a single frame) had at least ONE SECOND of time spent on it. Some pixels literally had multiple minutes spent on them. Count the pixels, and you'll see where that went. Literally chowed through a musical cycle and a bit of my soundtrack player and some half-hour episodes of a show while doing this.
*sigh* I thought doing animations for Perpaoulkon would be time-consuming. Heck, I thought doing the mere design of Perpaoulkon would be time-consuming and painstaking. But after this...I don't think I'll keep up with MrDrNose until multiple years after AEWVS would release the last ever beta version.
And do you know why I thought I could do eventually do so many animations? Because I really don't either. If, say, the spritesheet for Sonic Advance 2 was produced at this rate, the game would probably still be in production today.
That's the thing. So many games have such intricate sprites and sprite animations. Even the Sonic sprites from the game mentioned above are relatively small compared to games I don't know. (instinctively looks some up)
Uh, yeah, see, look at these. I told you it was basic. The sprites in there are multiple times as intricate as even these ones I'm doing, which are just big enough to fit all the important details in, and that's honestly still pretty big. Level UP on YouTube has generally vastly simpler graphics in their sprite animations with the focus on 8-bit Mario, and they can pump out around 10 minutes of content every week, and usually they even have much more intricate structure designs added in. Where do people get the time for these things??? Like, how big and dedicated are these guys' teams?
I tried to look it up one time, and I only found even more intricate designs and animations, but I was completely at a loss as to predicting just how much time, teamwork and effort go into producing the things. Look, I took at least an hour on the feet across 4/12 keyframes for a single step. If not, probably at least an hour and a half for that and the hands. I also took at least half an hour on the dress, and probably another for the hair. And I swear I've spent at least 15 straight combined minutes just watching the animations in GIMP, and another 15 doing all the menial tasks like duplicating layers and animation parts. I've spent probably 30 minutes looking up things like whether GIMP has onion skin, which I ditched. And we haven't even gotten to the part where I started filling in the gaps with two motion frames and making it look smooth.
These people are drawing substantially more complicated movesets that are much more intricate. What the heck are they doing???
I remember when I did sprites in Microsoft Paint. (It meant that Nyan Cat's eyes had an RGB value of #FEFEFE and that I would still be cringing about even some things pertaining to other sprites on a broken laptop to this day.) Imagine just how long I'd be taking on there without GIMP's time-saving tools like colour and area selection, selection adjustment and manipulation, layers, tools, filters, and all the rest of it. All the things I did would probably still be a fantasy I'd be spewing into a blog post on the wiki to this day. (Aaaaaaaand I've just noticed I've started scratching the record. Great. Yeah, you have NO IDEA how many ideas I have for AEWVS. For what it's worth, I might probably be taking it all into my own hands in my head.)
There are some features I wish GIMP had, like realtime animation updating, manipulation of multiple layers at once, and the ability to make animations out of layer groups. Might suggest them after I post this.
Anyway, yeah. It took so long. Since you've read this post, you probably know what it's like to do something for a long time, like reading a short comment. I also started on the front view, but it has exactly the same problem all the other Blender exports of front-facing walk animations had in AEWVS. You'll know what I mean when you see. (There's still some things I want to fix even other than that, so don't take it too seriously.)
Yeah...she's just stamping her feet and she's an idiot.
Hey, just a suggestion but maybe don't fill up the comment section with extremely long comments like this? Use blog posts on the wiki, or on here if itch.io supports blog posts. The comment section is for comments, not for in-depth essays about random aspects of the game
Nobody even likes these things you know. Who'd want to click on a link?
Anyway, you can collapse comments if you log in on Itch. I consider that to be a perk. It encourages people to log in and make more comments lol I remember when people used to post whatever they wanted about AEWVS in here (before Discord), but maybe you have a point
Nobody complained before though...probably because nobody even liked them enough to care. Or disliked them. Well, that changes today!
Well, if you're going to collect all the soundtracks for the game and basically make a playlist, know I've probably already done that. (It's very useful (for listening), and you should give it a try.) My thing also has all the soundtracks from Baldi's and Alex' Basics though. Also, there's a lot of soundtracks in AEWVS and ABIBAZ we don't know the original sources of yet.
Okay, first of all, the game is seriously broken. But before I get into it, here's your obligatory deep secret spoiler warning, and if you need an idea of what it's about, it's about the mark. For all you inexperienced players, I'll just let you think I'm talking about Markiplier, because seriously, he literally played this very game.
On Version 2.
Of 20.
2 years ago.
People should really come back to it.
So anyway, it's been a bunch of versions, and I got curious about what would go on with the 666 ending. It was about as it was as expected, except for a few things. What I really wanted to see was what it would do to the...storage space for the Station. It was still a bit creepy and got quite tense, but with my trusty Sanity Necklace and co. , the whole thing pretty much went down the drain. I will put the main points at the bottom, but here's the first one: if you have the Sanity Necklace, scary gameplay atmosphere and effects should be enhanced.
Another point: the Happiness Gun overlays everything, including render manipulations and blinking.
Even amidst a fleshy hell, the Syringa at the bottom of the bathroom is as relentless as ever. It should probably despawn like the other characters. Also in Lil Puss mode.
I GOTA DA POWA! !!
If you want proof that AEWVS has lately completely failed to be a horror game, look no further than this image.
The 666 ending is meant to be a hell that you go through before you get your game crashed and have to enter the Red Forest at midnight, but if you can just pause the game normally like that (and use all the manipulative buttons) it's completely useless.
And this one.
They all really do not stop coming. Including the music since I still held down the mouse while I paused it, so it continued to loop until the game wouldn't let it anymore.
Lost my Teleportation Necklace so I just waltzed over back to the bathroom and fell back into the pit, and,
You were supposed to die either way, but now that you can die of other causes, the Red Forest is going to remain desolate even beyond retrieval request. You should probably make any death send you to the Red Forest as well. Don't know what to do if you jump in the cauldron though. Oh and Freek-a-del'ka should also despawn during that.
That's the apple and not even the actual apple death screen gets that. What a mess.
You know what's another mess though?
No idea where to even start and it sucks because I don't have a clean, high-resolution orthogonal projection of Perpaoulkon doing the T-pose equivalent without that platform in the way. If I could just get an image of that from the front and side, that would be REALLY useful. Trouble is, Unreal Engine is very hard to hack, and so is MrDrNose's mind lololololol
might try rendering something with UModel but I'd have to learn where to start
almost forgot, here are the points
Sanity Necklace should make horror gameplay more intense in return
The Happiness Gun overlays everything (stop it)
(also it's sprite doesn't disappear from under anymore, either with an item in the other hand or not)
All other characters should despawn during 666 and Lil Puss (oh and Smile Dog)
666 ending and other secret endings (such as the Smile Dog ending) should disable the pause menu completely
AEWVS is probably not a true horror game anymore, and that needs to change for the better
All deaths should crash the game during the 666 ending and activate the clock
The apple appears with the gravity death screen but not the apple one itself (wut) (well it doesn't even appear anymore)
← Return to AEwVS
Comments
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Let's fucking GO!!!!!!!! old versions are back
Yeah, the game is very enjoyable, to say the least. I mean, "AEwVS" has indeed come a long way, and MrDrNose, you're doing a great job creating "AEwVS", in my opinion.
What more can I say except you are 10000% correct
I Already said this on the wiki comments so i will link that here, https://eternitydev-wiki.fandom.com/wiki/Alice_Freudenmacher. (And I Don't have a wiki account as of making this post, just so you know.) But I will copy and paste this here with a few adjustments so I can spread the work about this "issue". It's about Alice in the History level.
While Alice was too predictable in the old builds, now she is too unpredictable in the new builds. The old builds was just her running and her appearing behind any door when the clock strikes 12. Now that was a little repetitive and can get a little boring after a while. Now there's clones of her and i can't tell what's real and fake, and while dash and ricochets are fine, they are too often. And Alice spawns in secret locations too, i.e. the forest. Now that is too much and can be a bit too nerve wrecking. We need something more in the middle of both in my option. Here's a suggestion. How about the clones of Alice are not bloody, or there's two limbs instead of three, so that way we can tell if she's a fake or the real deal, and it doesn't need to be obvious. Also, maybe only reserve dashes and ricochets only for if Angell is too far away so that Alice can catch up or to catch her in a corner (And you'll won't be screwed by the way). And have Alice NOT spawn in the forest. Although a enemy for the forest that we can kill would be very welcome to me. The New Alice as of right now is the biggest reason i don't like playing the history level anymore.
I know right?! it so frustrating for me.
Who has AEwVS [New Year Special]?
Please!
Me
Be careful though, it isn't all that good an experience. It feels very messy, you can break down doors by yourself, you have an almost unlimited supply of everything everywhere, and Santa pawns everyone
Where can I download it?
Bah, I should try and get that hard drive soon
Probably on Google Drive after I upload it
Finally uploaded the thing (Version 0.14.3)
Go on, go play
bruh that sounds awesome
Advanced edutainment horror game?
PERFECT.
Yes, it's me. Came back with some more ideas, mainly this absolutely fitting language question idea that I don't actually know the answer to. I mean, you can still refer to the boy, but would you call the collection of separate body parts that? And especially if you take each one and isolate it far away. Would you say the boy is in multiple different locations?
Anyway, here are some things to note about my stacks of ideas:
If you don't know already, I did notebook ideas before. (have the software maintenance personnel arrived yet?) I might not have prepared properly for this screenshot, but I don't really see anything that needs a lot of fixing.
Yep...I think I've decided.
I'm gonna have temperature instead of balance.
*insert lava here*
don't you have a whole page on the wiki for this stuff
Well, yeah...
but who clicks on pages unnecessarily? i barge in here instead(as well) >:DDDDDDDDDDDDD
also remember the pre-discord era
dang I just clicked the last sprite link on my project list and saw only now you replied
so yeah just hop on Twitch and skip to a few times where you can see the stuff I implemented and then leave
Just talked to ChatGPT about the example shown in the notebook because it is really really interesting
I hope I can come up with more examples like this
I Always rush To Death to Run away From The Headteacher, Viktor and Mix.
We don't really have much reliable analytical data on the subject, besides that of our secluded community, which frequently visits the wiki and shares information with itself rather than actually going into the game and figuring out all the puzzles and strategies for themselves, so...k͡ǀ...we might have to do something about that
The entire game is supposed to be beatable without ever coming across the deep secrets, so...the fact that the Language Level is on the same level as them is...disturbing
I forgot where I looked for something
bruh language level isn't on the same level as them
it's above them
u need to pay attention more
frick
well still look at the other normal things
How do I get the historical version of AEwVS?
Well, they're not available right now, but I have a bunch of old versions in my backups. A lot of major versions are included, so I'm fairly still the Lord of Ages even though I missed a few and accidentally deleted some. oof
You can look on the EternityDev wiki for the version history, but I'll tell you when you ask for a version
OK, Thanks. Do you have Alpha 0.0.3?
Yep, but that's really old. You do want a historical version though, so yeah. I'll try and give it to you when there's time
Thank you very much!
I Probs Just Know
i have 32-bit computer , now i cant play
just search on youtube upgrade 32 bit to 64 bit windows 10 and watch a tutorial
"Third-Person Shooter"?
um...okay...
hope you read all the comments in 0.24.1.0 BTW lol
Vehri Ghood
i Was Laughing on AEwVS off ThiccoBreather Version
Here are your bug reports.
Beware: there are some deep secret spoilers.
There'll be more soon.
Yeah i Just listen to Hot Snakes when I Play AEWVS
Now the Page is full of Thiccobreather
Oh good, the old style is back. Kinda. No more of that Christmas remnant...except for the fact that the game still has a Christmas tag. Please delete that, cause untitled8 doesn't count. And also that long tag about Baldi, because it makes the game look like a joke when you've already talked about it normally in the description. (It doesn't really explain the premise of the game by the way. The new IndieDB did a bit more ("Welcome to Advanced Education with Viktor Strobovski. This is an educational horror game with multiple levels which are still in development. You will have to collect different notebooks of different subjects and solve the mysteries of the „school“.").
oh boy this is just turning into a page layout review lol...kinda did just get up...typing pretty fast
Crimson on grey text box is a bit low on contrast, so it's a bit squinty, but it's still fine if you have good brightness and don't need to stand back.
(Skip the banter, and read the start of the document below, will ya?)
Okay, so, remember the idea I had for Lil Puss mode to have hidden books that explain each subject in comprehensive detail?
(By the way, you didn't do multiple things, like have Mr. Mix include no subtitles or missing letters, or hide added secrets, because onion memes are everywhere now, and if anything, nobody can take the B (RF transition) seriously anymore.)
Well, I've started on a comprehensive document about mathematics. I just couldn't help showing the early stages of it to you peeps. After typing all of this stuff, I've finally gotten around to the basics of explaining binary. (Seems like being a logician just makes you talk more and more about everything, but hey...at least I didn't miss ANYTHING out. This is what you would show somebody who's learning about reality and takes everything at face value.)
There's a good reason mathematics are and should be everybody's favourite subject. First of all, Baldi knows best. Secondly, it is literally a product of logic. Reality is unpredictable, with lots of arbitrary explanations and parameters, but explaining mathematics, the foundation of reality, requires only the barest of vessels to possess, to understand it with.
Best of all, you are going to get this useful book about mathematics FOR FREE. Because informative content should be free, and not put behind a price tag or the doors of a bookstore. Also, although it's a completely formal document, there are some random parts that will make you wheeze, like this one:
("Two" will be explained later.)
when this gets added, a whole 1% of playtime will be spent on reading this :D
...
A Compendium of Mathematical Knowledge
By
Viktor H. StrobovskiFireyDeath4
𝐼 𝒲𝐼𝐿𝐿 𝒩𝒪𝒯 𝒲𝒪𝑅𝒮𝐻𝐼𝒫 𝒜 𝒲𝒜𝒯𝒞𝐻𝐸𝑅 𝒲𝐻𝒪 𝒱𝒜𝒩𝒟𝒜𝐿𝐼𝒮𝐸𝒮 𝐼𝒩 𝑀𝒴 𝐵𝒪𝒪𝒦! says the guy who canonically worships memesDefining values
Everything in existence has a fundamental structure, a composition of units. This is called mathematics. The most basic units of mathematical existence are called values.
There are two different types of values. The more basic type of value is called a bit. This is the most basic and essential form of distinction between entities. Bits can have two possible values, which there are multiple but no accurate, universal names for. ("Two" will be explained later.) They are commonly associated with the comparisons: "on/off" (in mechanical activity), "true/false" (in logic), and "yes/no" (in interrogation). Generally, they can be considered "active" or "dormant".
The other type of value is called a number. Numbers are variant to the highest possible extent, which is called infinity, while bits are variant to the lowest possible extent. Thus, numbers have infinite possible values. These values are first measured and defined using integers. To put it simply, and to explain what the numerical form of a bit would be, an integer is the range between the two possible values of a bit. Although this is not a strict and absolute rule, most sentient mathematical entities have agreed that this is the standard translation of a bit, and there are more reasons for this than against it. With integers, this range can be reached at either end of the boundary of a bit, meaning that numbers can have values greater or lesser than the possible values of a bit.
Values abide by basic laws of logic and validity, chiefly the commutativity of equality. This is because if self-equality was not commutative, equality would be identical to inequality, meaning that there would be no distinction between entities. This only occurs in nonexistence, which mathematics are not, as they define and are identical to existence. Keep in mind that understanding values themselves requires mental intuition where necessary, as they can only be explained using examples, which are self-referential, and of no help.
Defining numbers
The value of a number can be defined as a point, positioned at the value of the number in number space. Integers ranging from "dormant" to infinity can be expressed by using vessels to possess them. The most general form of vessel converts each bit within the integer to a point, places them in an arranged collection, and expresses the integer as the sum of the amount of points in the collection. This effect is expressed in Figure 1.
.
..
...
....
.....
......
.......
Figure 1. The usage of points in a collection to express an integer through each bit it contains.
It is common for sentient mathematical entities to use more complex and arbitrary vessels to represent the points, such as physical objects, like counters. However, if there are any other possible states, including a lack of points at specific places in the arrangement, giving the points irregular spacing, representing each bit as a point is the least optimal way to express the integer. Instead of representing each individual bit as a point, bits can be divided into groups, and the groups can be represented as points. Following the two integers where dormancy and activity are, a group can be begun, where the following number has two different bits, one signifying that it is in a group, and one signifying its value relative to the group. Each group can be represented as a bit, which will be contained by a larger group ad infinitum. The arrangement can then have identifiable places where points can be present or absent, use a present point as a reference for where the integer begins (at dormancy), and then use the places to express the dormancy and activity of each group.
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Figure 2. The usage of points in a collection to express an integer through groups of bits, represented as extra bits.
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(Note: I'm not even going to call numbers by their English names until I get around to explaining the rest of number bases, and the Hindu-Arabic number system. Then we'll finally get around to basic arithmetic, and a bunch of hyperoperations and other operations. AEWVS has so much potential other than for doing brain training and making a meme of itself, REMEMBER THAT.)
Lol Thiccobreather
funy thic boy xd
Have you been unable to hide Versions 0.20.2.8 and 0.21.2.8 from the download list? (not anymore lol)
oh yeah also this (it's advertisement, be careful risking your lives on those)
Alpha 0.21.thicc.thocc.1 (64 bit)760 MB
does not even run on my computer
𝕥𝕠𝕠 𝙩𝙝𝙞𝙘𝙘
Yo Yo Yo Whats up
make a moddable version of this please?
Alright, so, I just wanted to post this. This post had no thought put into it but I suppose I'll add commentary below after I upload this. By the way, Just An Angell was added to the playlist now.
Finally got around to the ABIBAZ sprites. Which I at some point decided I wouldn't do for some reason, but, well, I see no point in leaving them out.
Yeah, this is not really related to AEWVS, although I consider them to be part of the trio. You know the one. May as well post it on the ABIBAZ page for good measure. Managed to do four characters in probably four hours. Completely went through my soundtrack playlist again.
Notice how both Candy Princess and Scrina are way too big. Since they don't have shadows or any kind of relativity stabiliser like a grid and also hover in an unstable wave, it's impossible to tell how tall they really are. Asmodena is the only one who seems to have a reasonable size, and look at how Pusheen turned out.
Might have to fix things up, but it's gonna get a bit finicky.
Here's what Candy Princess' reference looked like by the way
even that size is much more reasonable
When playing AEwVS Alpha 0.0.1, the following error occurred. How can I solve this error? I have tried to download and run again many times, and the error still exists.
Just look up the error on Google. It's that simple.
See, even the search suggestions contain "unreal engine is exiting due to d3d device being lost. (error 0x887a0006 - 'hung')".
I hope you check out the newer versions as well, on YouTube if not on your computer.
Yes, and I find that all you have to do to solve this problem is to press the "`" button repeatedly (yes, it is the console)
i by away New well i really Enjoined the Game a little bit its kinda Little Cursed
Well Hi
All levels say unavailable, how to I unlock them?
They're actually test maps with random content and tons of spoilers. You can probably get them by completing the main levels and finding stuff.
Yeah, they're just bonuses. You unlock them after beating the first level
"Am I Alice?" 6 hours ago
--I SAW THAT. (and literally when I checked to see if there was anything new - double fluke)
(okay, but seriously, no, Tiara)
Alright, well, time for the first mundane sprite animation loop ever done in here...this is really going to chow up my time
some hours across multiple days were spent on this and it's literally just a walk cycle from one angle
(TL;DR: HOW do people of the really intricate sprite animations in the links below get time for that??? idk even how much time it takes but they seem like they're pumping them out)
Yep. It's basic. And even so, each pixel (in a single frame) had at least ONE SECOND of time spent on it. Some pixels literally had multiple minutes spent on them. Count the pixels, and you'll see where that went. Literally chowed through a musical cycle and a bit of my soundtrack player and some half-hour episodes of a show while doing this.
*sigh* I thought doing animations for Perpaoulkon would be time-consuming. Heck, I thought doing the mere design of Perpaoulkon would be time-consuming and painstaking. But after this...I don't think I'll keep up with MrDrNose until multiple years after AEWVS would release the last ever beta version.
And do you know why I thought I could do eventually do so many animations? Because I really don't either. If, say, the spritesheet for Sonic Advance 2 was produced at this rate, the game would probably still be in production today.
That's the thing. So many games have such intricate sprites and sprite animations. Even the Sonic sprites from the game mentioned above are relatively small compared to games I don't know. (instinctively looks some up)
Uh, yeah, see, look at these. I told you it was basic. The sprites in there are multiple times as intricate as even these ones I'm doing, which are just big enough to fit all the important details in, and that's honestly still pretty big. Level UP on YouTube has generally vastly simpler graphics in their sprite animations with the focus on 8-bit Mario, and they can pump out around 10 minutes of content every week, and usually they even have much more intricate structure designs added in. Where do people get the time for these things??? Like, how big and dedicated are these guys' teams?
I tried to look it up one time, and I only found even more intricate designs and animations, but I was completely at a loss as to predicting just how much time, teamwork and effort go into producing the things.
Look, I took at least an hour on the feet across 4/12 keyframes for a single step. If not, probably at least an hour and a half for that and the hands. I also took at least half an hour on the dress, and probably another for the hair. And I swear I've spent at least 15 straight combined minutes just watching the animations in GIMP, and another 15 doing all the menial tasks like duplicating layers and animation parts. I've spent probably 30 minutes looking up things like whether GIMP has onion skin, which I ditched. And we haven't even gotten to the part where I started filling in the gaps with two motion frames and making it look smooth.
These people are drawing substantially more complicated movesets that are much more intricate. What the heck are they doing???
I remember when I did sprites in Microsoft Paint. (It meant that Nyan Cat's eyes had an RGB value of #FEFEFE and that I would still be cringing about even some things pertaining to other sprites on a broken laptop to this day.) Imagine just how long I'd be taking on there without GIMP's time-saving tools like colour and area selection, selection adjustment and manipulation, layers, tools, filters, and all the rest of it. All the things I did would probably still be a fantasy I'd be spewing into a blog post on the wiki to this day. (Aaaaaaaand I've just noticed I've started scratching the record. Great. Yeah, you have NO IDEA how many ideas I have for AEWVS. For what it's worth, I might probably be taking it all into my own hands in my head.)
There are some features I wish GIMP had, like realtime animation updating, manipulation of multiple layers at once, and the ability to make animations out of layer groups. Might suggest them after I post this.
Anyway, yeah. It took so long. Since you've read this post, you probably know what it's like to do something for a long time, like reading a short comment. I also started on the front view, but it has exactly the same problem all the other Blender exports of front-facing walk animations had in AEWVS. You'll know what I mean when you see. (There's still some things I want to fix even other than that, so don't take it too seriously.)
Yeah...she's just stamping her feet and she's an idiot.
doggos phonty viktor tarwill
others look much better
Alright...yeah...I don't really have many other things to share at the moment. So instead of forgetting, go and listen to the new AEWVS soundtrack before it gets on YouTube and everybody knows about it. Will add that and the new Math Level ambience to my sountrack player momentarily and get a new update on my profile on the wiki. Which you might have seen already.
bye
Hey, just a suggestion but maybe don't fill up the comment section with extremely long comments like this? Use blog posts on the wiki, or on here if itch.io supports blog posts. The comment section is for comments, not for in-depth essays about random aspects of the game
Nobody even likes these things you know. Who'd want to click on a link?
Anyway, you can collapse comments if you log in on Itch. I consider that to be a perk. It encourages people to log in and make more comments lol
I remember when people used to post whatever they wanted about AEWVS in here (before Discord), but maybe you have a point
Nobody complained before though...probably because nobody even liked them enough to care. Or disliked them. Well, that changes today!
nah mate I want to know the software and temporal expectations of producing a large spritesheet with large sprites first
I might try and do an music album On AEwVS What you guys think?
Well, if you're going to collect all the soundtracks for the game and basically make a playlist, know I've probably already done that. (It's very useful (for listening), and you should give it a try.) My thing also has all the soundtracks from Baldi's and Alex' Basics though. Also, there's a lot of soundtracks in AEWVS and ABIBAZ we don't know the original sources of yet.
oh
fake wanted
Coffin Dance Meme
good news i back on PC!
Gave it a go...
Okay, first of all, the game is seriously broken. But before I get into it, here's your obligatory deep secret spoiler warning, and if you need an idea of what it's about, it's about the mark. For all you inexperienced players, I'll just let you think I'm talking about Markiplier, because seriously, he literally played this very game.
On Version 2.
Of 20.
2 years ago.
People should really come back to it.
So anyway, it's been a bunch of versions, and I got curious about what would go on with the 666 ending. It was about as it was as expected, except for a few things. What I really wanted to see was what it would do to the...storage space for the Station. It was still a bit creepy and got quite tense, but with my trusty Sanity Necklace and co. , the whole thing pretty much went down the drain. I will put the main points at the bottom, but here's the first one: if you have the Sanity Necklace, scary gameplay atmosphere and effects should be enhanced.
Another point: the Happiness Gun overlays everything, including render manipulations and blinking.
Even amidst a fleshy hell, the Syringa at the bottom of the bathroom is as relentless as ever. It should probably despawn like the other characters. Also in Lil Puss mode.
I GOTA DA POWA! !!
If you want proof that AEWVS has lately completely failed to be a horror game, look no further than this image.
The 666 ending is meant to be a hell that you go through before you get your game crashed and have to enter the Red Forest at midnight, but if you can just pause the game normally like that (and use all the manipulative buttons) it's completely useless.
And this one.
They all really do not stop coming. Including the music since I still held down the mouse while I paused it, so it continued to loop until the game wouldn't let it anymore.
Lost my Teleportation Necklace so I just waltzed over back to the bathroom and fell back into the pit, and,
You were supposed to die either way, but now that you can die of other causes, the Red Forest is going to remain desolate even beyond retrieval request. You should probably make any death send you to the Red Forest as well. Don't know what to do if you jump in the cauldron though. Oh and Freek-a-del'ka should also despawn during that.
That's the apple and not even the actual apple death screen gets that. What a mess.
You know what's another mess though?
No idea where to even start and it sucks because I don't have a clean, high-resolution orthogonal projection of Perpaoulkon doing the T-pose equivalent without that platform in the way. If I could just get an image of that from the front and side, that would be REALLY useful. Trouble is, Unreal Engine is very hard to hack, and so is MrDrNose's mind lololololol
might try rendering something with UModel but I'd have to learn where to start
almost forgot, here are the points