Notices by RedEnchilada (notice the lack of a space) (redenchilada), page 71

  1. h0i!

    Sunday, 25-Oct-15 03:56:47 UTC from web in context
  2. @m14brony What a poor, sad little life you must lead

    Sunday, 25-Oct-15 03:00:32 UTC from web in context
  3. @rarity Also when I say "no way to backtrack", that's only until you beat the final boss. You can then backtrack freely, and even watch the credits and then reload your save if you want to

    Saturday, 24-Oct-15 19:39:15 UTC from web in context
  4. @rarity Yes but you're not gonna get anything you wouldn't be able to get by finishing the true ending and THEN resetting. The only way you'd lose out is if you went full genocide and then tried to do it again.

    Saturday, 24-Oct-15 19:36:37 UTC from web in context
  5. @rarity Once you finish the True Lab it'll put you back at the ending with no way to backtrack. Then you do different bosses and get the true ending

    Saturday, 24-Oct-15 19:33:30 UTC from web in context
  6. @yodeleerie

    Saturday, 24-Oct-15 04:36:53 UTC from web in context
  7. Saturday, 24-Oct-15 04:35:22 UTC from web in context
  8. http://pny.lv/uuzx You pose dramatically.

    Saturday, 24-Oct-15 03:24:25 UTC from web in context
  9. @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

    Saturday, 24-Oct-15 02:02:12 UTC from web in context
  10. @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.

    Saturday, 24-Oct-15 01:58:22 UTC from web in context
  11. @tiffany np bb

    Saturday, 24-Oct-15 00:02:48 UTC from web in context
  12. @tiffany I'm 99% sure you can convert BRSTMs to looped MP3s of arbitrary length

    Friday, 23-Oct-15 23:59:27 UTC from web in context
  13. @tiffany Those usually get made into Brawl custom music that's loop pointed for proper indefinite playback

    Friday, 23-Oct-15 23:50:56 UTC from web in context
  14. 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
  15. @ceruleanspark There is a (slight) chance that my boss would get onto me for that

    Friday, 23-Oct-15 23:43:13 UTC from web in context
  16. Using a 2k monitor in portrait orientation is great. I don't even have to scroll to read articles any more

    Friday, 23-Oct-15 21:22:46 UTC from web in context
  17. Xcode installed properly but now the IDE won't boot. Fun!

    Friday, 23-Oct-15 18:00:37 UTC from web
  18. I bet I could inverted suplex the Angry Video Game Nerd.

    Friday, 23-Oct-15 05:21:47 UTC from web Repeat of scribus
  19. In five minutes I need you all to wish @chimiru happy birthday

    Friday, 23-Oct-15 03:57:35 UTC from web in context
  20. @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.

    Friday, 23-Oct-15 03:54:21 UTC from web in context
  21. @scrybus Hey, Domino's is pretty good as far as big pizza chain pizza goes

    Friday, 23-Oct-15 03:49:19 UTC from web in context
  22. @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.

    Friday, 23-Oct-15 03:35:58 UTC from web in context
  23. @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

    Friday, 23-Oct-15 03:29:25 UTC from web in context
  24. 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
  25. I don't have a Subway order because there's no reason to order that trash when Which Wich is a closer drive

    Friday, 23-Oct-15 03:23:46 UTC from web in context
  26. @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.

    Friday, 23-Oct-15 03:22:30 UTC from web in context
  27. http://puu.sh/kQup6.png Undertale spoilers?

    Friday, 23-Oct-15 03:19:04 UTC from web in context
  28. @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.

    Friday, 23-Oct-15 03:17:38 UTC from web in context
  29. 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
  30. @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

    Friday, 23-Oct-15 03:11:12 UTC from web in context