he didn't
he didn't
Well my automerge was messed up. I was stating it because I wanted some ideas and I figured it would help me.
this was way harder than it should have been
Has anyone here used KDevelop before? is it possible to get it to do what Visual Studio does when a segfault happens?
Yeah, all the particles in the video are from a 16x16 white transparent circle / dot. If that's what you're asking
Did you make the particles yourself?
Sweet. Now I can work on getting a menu to display properly and not have my graphics flicker on and off in the emulator.
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~fuck yeah~
Edited:
looks like they did a batch of apps at the same time![]()
Do elaborate
I think he means terrains.
Found this in the part of Mari0's source code that gives you coins when you hit blocks
--7 coins; 7 sins. COINCIDENCE? I THINK NOT.
I now need to choose between working on my game and try out Unity...![]()
Decided to take a break from garrysmod lua to get more into iOS and objective-c.
It's a start![]()
I made that poison mushroom say things randomly
Only after making it I realized I had made the Mario equivalent of a personality core
Edited:
I think I need to make a video to emphasize how funny this is
Oh look I made my first thing that isn't shit
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Make the background blocks stand out less. Darken the highlight on them.
I don't see how you guys can be having such a hard time finding resources for learning Unity. There's so much documentation it's not even funny
He doesn't have access to his own computer, so he uses the ones at his school which only have VB6 on them.
Pretty much this.
There's a ton of demo projects and tutorials on their site which you can go through, not to mention the Unity Answers site which is useful as all hell, and the massive amounts of documentation with examples on everything. If you're trying out Android and iOS development, goto the market or App store and get the Unity Remote too, it lets you send touch data straight from the device when you go into play mode without having to compile it every time. (You have to install it, open it, and then open Unity for it to connect on Android)
Tutorials
Demo Projects
Other Resources
Making some sort of cell mutation thing.
haha fuck you java I'm never coming back
Working on a syntax highlighter for Lua - in Lua.
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I see you've got some obsidian action going on there. Nice.
"Not Responding"
Platforms!
Nada...
Edited:
For the ones not seeing it; you can only jump 2 blocks high, but the platforms "teleport" you up one block.
[]window
[]working program
you get to pick one
Edited:
Actually I should have said:
X window
X working program
Do it right if you make checkboxes
Update for my roguelike
added enemies ( sexy sprites, right? )
healtbars
combatsystem
descriptionboxes
[url]
I should get a prize for that almost tiling background I made in paint.
Mushroom Kingdom has a lot of suns.
Where do I sign up for the Mari0 elite subscription and do you take Visa?
Time to revamp the collisions system... Again... Does anyone have a scheme or something about it?
Swap all assets, sell (or something) for money?
I hope you manage to do something like that, you deserve money for your work.
Godamnit, that's what is creating the Steam bleep.
Why the fuck did it record sound...
Well, good thing I wasn't playing music at 100% vol
Because parallax scrolling makes anything sexy.
Not sure how I should handle the speed.
Currently I just divide the scrolling by the layer, so the first layer is xscroll/2, then xscroll/3.
Anyone got a better idea?
Weekend so I'm gonna have a rest from Secret Game and GMod and work on the Gwen Designer
There are numbers between 2 and 3. If you want to slow everything down, just divide the layer number by something first.
Off to play about with Wireshark and Steam, Source refuses to reply to my A2S_INFO requests so I'm going to see how Steam does it
If I was a map maker for a 2D platformer, I'd want some control over the scrolling of the parallax. For example if I wanted to make a map with a background that doesn't tile, but evenly progresses from the beginning to the end as the player moves through the level.
Supplying a linear function for each parallax layer should make things like that possible (not easy, but possible). FinalOffset = Multiplier * XScroll + InitialOffset
I was thinking an option to have parallax scrolling or just 1:1 scrolling.