|
I'd say this belongs here. https://www.youtube.com/watch?v=L6E49Fv0CYo&t=40s
|
# ¿ Feb 26, 2014 04:29 |
|
|
# ¿ Apr 27, 2024 17:23 |
|
I guess this belongs here too.
|
# ¿ Feb 26, 2014 15:53 |
|
xezton posted:I guess this counts! Please tell me you were making a new Cobra Triangle.
|
# ¿ Feb 27, 2014 00:31 |
|
You did a good enough job for me to recognize it so Boy was that a great game. Also infuriatingly hard.
|
# ¿ Feb 27, 2014 02:55 |
|
Looks about on-par for most romhacks.
|
# ¿ Apr 18, 2014 16:31 |
|
Mo_Steel posted:Crossposting from the SAGDC thread: I always knew Exciteturtle would destroy the world.
|
# ¿ Jul 25, 2014 14:34 |
|
Wait are you using TexturePacker or Unity's built-in atlas generator? I've never seen that with the TexurePacker route unless maybe if you re-use sprite names in an atlas and replace old ones. e: whoops just saw your post in the other thread Yodzilla fucked around with this message at 14:55 on Jul 30, 2014 |
# ¿ Jul 30, 2014 14:52 |
|
poemdexter posted:I haven't tried TexturePacker yet because I don't want to go through the extra step of figuring out how their imports work in Unity. Is there an easy workflow you know? Unity's built in stuff has been good enough until this. All you need to do is install CodeAndWeb's free Unity TexturePacker importer plugin: https://www.assetstore.unity3d.com/en/#!/content/16641 Once you have that, any TexturePacker atlas that you import into a Unity project shows up in your hierarchy as a texture object which you can expand to see all of the containing sprites. No cutting anything up and as long as you keep the file names the same you can resize sprites, add sprites, delete sprites, whatever from a given atlas as much as you want. TexturePacker handles where in the atlas things are positioned so you don't have to worry about it. e: you'll notice some sprites say DELETED, those are, well, sprites i deleted but that's how it handles them so that the atlas itself doesn't break. they don't hurt anything
|
# ¿ Jul 30, 2014 16:03 |
|
Nice to see people still creating games in the Quake 2 engine.
|
# ¿ Aug 7, 2014 03:17 |
|
That's some art right there.
|
# ¿ Aug 23, 2014 04:29 |
|
Yo I think my plasma ball bounce code is kinda busted https://vine.co/v/eHZMrIQwpLi
|
# ¿ Aug 2, 2015 02:14 |
|
TooMuchAbstraction posted:Someone should write a videogame that's based on all the weird glitches you can get from improperly-set-up rendering pipelines. The only problem is that it'd start with a completely black screen and no indication of what you need to do to fix it. Almost! https://www.youtube.com/watch?v=6G_IU5lK1E8 I can't wait to see what the final thing will be.
|
# ¿ Oct 14, 2015 21:56 |
|
New Elder Scrolls game coming along nicely.
|
# ¿ Nov 5, 2015 21:41 |
|
I can't believe you abandoned Droppy Bird.
|
# ¿ Jan 1, 2016 17:42 |
|
I know that's not what's happening but it reminds me of this great video. https://www.youtube.com/watch?v=0pmSPlYHxoY
|
# ¿ Mar 8, 2016 20:12 |
|
My bird is sick https://vine.co/v/iUxUZ0WHgIY
|
# ¿ Apr 26, 2016 15:11 |
|
No so much a bug as user error as the game worked exactly as it should have! https://twitter.com/GhostCrabGames/status/766086244023623680
|
# ¿ Aug 18, 2016 02:37 |
|
|
# ¿ Apr 27, 2024 17:23 |
|
Found this right after submitted to MAGFest. https://twitter.com/GhostCrabGames/status/917470473226682368
|
# ¿ Oct 9, 2017 20:26 |