Marco  

@Monomirror

made Octahedron (Switch/PS4/Xbox/PC) ⚡ sound human ⚡ audio/gamedev freelancer ⚡ of Flutlicht & other classic Trance acts 🏳️‍🌈

Zurich, Switzerland
Joined July 2013

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  1. Pinned Tweet
    Mar 16

    hello! i have a fancy new portfolio website, updated with all my recent game dev and audio work. coincidentally also looking for (freelance) work 💅 so hey if ya got something, shoot me a message! ✉️

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  2. 9 minutes ago

    i just played sayonara wild hearts and would now like to revise my goty pick for 2019

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  3. Sep 6
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  4. Sep 5

    can technically extend any 2d collider... (function + use case)

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  5. Sep 5

    wooo! this was quite trivial actually. what you see here: the actual collider (green outline) is on the left, on the black sprite. but i'm checking it AT the position of the white shape in the middle.

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  6. Sep 5

    ah, ambiguous documentation with no examples or further details. what is "angle"? what's the angle of a capsule? a scene capsule collider doesn't have an "angle". might map to z rotation in 2d, so gonna assume it's that and its rotation behaves the same way

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  7. Sep 5

    though checks for single colliders (i.e. Physics2D.OverlapCapsule) are nearly useless. they're too likely to return the querying collider, which you must then ignore somehow and check for another collision. might as well just grab all collisions and .FirstOrDefault, excluding it.

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  8. Sep 5

    this will be particularly useful as an extension, as i can conveniently ignore the supplied collider too

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  9. Sep 5

    so... i think i'm gonna make some extension methods now that extend all existing 2d collider shapes, mapping them to 2d shapes that plug into the static overlap functions. hoping to share this eventually.

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  10. Sep 5

    you CAN query overlaps of generic 2d physics shapes at any position. these are the same exact shapes as 2d colliders in the scene. the fact that this is missing from actual colliders seems like a simple oversight. but 2d colliders have been around for AGES. what gives?

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  11. Sep 5

    in unity you can cast any collider into the scene over a distance, like a ray (expensive, as it's queried repeatedly along the resulting vector), but you can't simply query an overlap at x position, much cheaper and more useful. why??

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  12. Retweeted
    Sep 3

    I’m never as succinct or as eloquent as this. I’m glad someone else is…

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  13. Retweeted
    Aug 28

    Adorei a arte desse vídeo 😂

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  14. Aug 29

    dear fellow indies, please invest as much time and money into professional audio as you do into your art 🙏 it cheapens your games SO much to have bad audio mixes, cheap library sfx, stock music, poorly recorded voice acting etc.

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  15. Retweeted
    Aug 28

    Got the flavour and entered in the last weekend. All the artwork was entirely hand embroided by ➡️ ⬅️ Play for free on here!

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  16. Retweeted
    Aug 28
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  17. Aug 27

    sometimes ya just gotta looooove unity

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  18. Retweeted
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  19. Aug 26

    *me talking to my dad, trying to explain game dev in the simplest possible way* my dad: "oh. hm. mh-hm. yes yes. i see. so you have to draw every single frame of what could happen?"

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  20. Aug 26

    *camera pans to reveal a giant, grotesque monster with countless bizarre, ever twisting limbs and just as many oozing orifices; a bleeding, screaming mass of flesh and terror* video game protagonist: "this thing... is not human."

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  21. Aug 25

    violence, now with diversity™

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