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?
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.
looks like they did a batch of apps at the same time
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
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
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
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)
haha fuck you java I'm never coming back
Working on a syntax highlighter for Lua - in Lua.
For the ones not seeing it; you can only jump 2 blocks high, but the platforms "teleport" you up one block.
Update for my roguelike
added enemies ( sexy sprites, right? )
I should get a prize for that almost tiling background I made in paint.
Mushroom Kingdom has a lot of suns.
Time to revamp the collisions system... Again... Does anyone have a scheme or something about it?
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
Supplying a linear function for each parallax layer should make things like that possible (not easy, but possible). FinalOffset = Multiplier * XScroll + InitialOffset