RedEnchilada (notice the lack of a space)
@redenchilada
Houston, TX
http://lyrawearspants.comI used to break RDN.
More details...Notices by RedEnchilada (notice the lack of a space) (redenchilada), page 71
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h0i!
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@m14brony What a poor, sad little life you must lead
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@yodeleerie ☺
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☺
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http://pny.lv/uuzx You pose dramatically.
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@tiffany XY/ORAS might just load whole maps in at once now though. They have incredibly obvious map divisions everywhere now, even just between routes. It kind of upsets me after how seamless the worlds felt before to transition into tons of transition tunnels that ruin everything
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@tiffany The map is stored in segments and only the segments needed are loaded in at once. This is most apparent in the 4th gen (DPPt/HGSS) because it's possible to run over load boundaries in specific patterns to screw up the loading mechanism and then you walk off the edge of the world into the void.
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@tiffany np bb
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@tiffany I'm 99% sure you can convert BRSTMs to looped MP3s of arbitrary length
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@tiffany Those usually get made into Brawl custom music that's loop pointed for proper indefinite playback
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The best part about today is my work computer was so busted that I got paid to read magazines for four hours and then eat free food
Friday, 23-Oct-15 23:45:30 UTC from web -
@ceruleanspark There is a (slight) chance that my boss would get onto me for that
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Using a 2k monitor in portrait orientation is great. I don't even have to scroll to read articles any more
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Xcode installed properly but now the IDE won't boot. Fun!
Friday, 23-Oct-15 18:00:37 UTC from web -
I bet I could inverted suplex the Angry Video Game Nerd.
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In five minutes I need you all to wish @chimiru happy birthday
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@scrybus I need to find the local place that makes the good pizza around here. I know when I lived in Nashville it was Fox's, but unfortunately they're called local restaurants for a reason.
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@scrybus Hey, Domino's is pretty good as far as big pizza chain pizza goes
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@mrmattimation Well, it'd be a lot more effort to do it a diffferent way, but you could basically freeze the screen every 2-3 frames while running the game at a higher tic rate. Then you get what Spyro games (apparently) did, where they rendered at 30FPS but game logic was ran at 60hz. That'd be pretty complex to make happen, especially in Clickteam stuff (it'd be an incredibly ugly hack), but it's not impossible or anything.
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@mrmattimation Clickteam products (and I think GM as well) let you set the framerate to whatever you want, so you could literally just run it natively at 24FPS if you want if you were using one of those. Otherwise it's an incredibly basic feature that they can slow down animations to make one animation frame last longer than a single game frame
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Like, I forget if I ever showed M.E.A.T. to you guys, but just getting the simplest of AI for the one enemy type I had implemented was a wreck because one enemy being in a trigger range would set off every other enemy to take a certain action and making that work wasn't fun
Friday, 23-Oct-15 03:25:53 UTC from web -
I don't have a Subway order because there's no reason to order that trash when Which Wich is a closer drive
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@mrmattimation Most of it depends on the framework. I think Game Maker is better at handling object associations but it's hard to learn at first and some things require you to use a scripting language. Clickteam products are simple to get into and all GUI-based, but handling object associations/AI with multiple instances of an object is an absolute clusterbanana because there's no form of object-oriented logicbuilding and barely any way to point one object to another in the first place or even filter the instances decently.
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http://puu.sh/kQup6.png Undertale spoilers?
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@mrmattimation That's probably the ideal way to do it. The exact setup you'd use depends on the engine you're using, but for example, with Clickteam stuff you can make a separate object that's always set to the same position/animation/direction as the main player for each customization layer and destroy the objects that aren't added at the start of the frame. For NPCs, if you don't have a ton of them and you don't want to randomize their appearances, you'd probably be better off baking the needed customizations into the object to simplify things.
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Although a puppet system could offer a bit of extra flexibility for, saying, raising/lowering the front half of a quadruped's body depnding on the slope they're on. It's all about whether it's worth it to implement (and you can use different solutions for different things in-game as needed to)
Friday, 23-Oct-15 03:13:22 UTC from web -
@mrmattimation Yes. Rendering out character animations and loading them in-game is a trillion times simpler than trying to recreate a puppet model in basically anything