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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!
http://www.monomirror.com pic.twitter.com/mKAjDav32Q
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i just played sayonara wild hearts and would now like to revise my goty pick for 2019
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can technically extend any 2d collider... (function + use case)pic.twitter.com/EC7nTX6m0G
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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.pic.twitter.com/VOpJ2xiQHh
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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 waypic.twitter.com/j44SXJZIJH
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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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this will be particularly useful as an extension, as i can conveniently ignore the supplied collider too
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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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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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Marco Retweeted
I’m never as succinct or as eloquent as this. I’m glad someone else is…pic.twitter.com/mcxV8Ki8XR
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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.Thanks. Twitter will use this to make your timeline better. UndoUndo -
Marco Retweeted
Got the flavour and entered in the
#WomenGameJam@womengamejam last weekend. All the artwork was entirely hand embroided by
@ceceedraws
Play for free on @itchio here! https://bradsgames.itch.io/katjepult#screenshotsaturday#madewithunity#indiegame#videogamespic.twitter.com/PnM0swUOIFThanks. Twitter will use this to make your timeline better. UndoUndo -
Marco Retweeted
Today! A music game themed stream. Octahedron and Sigma Impact stream on http://twitch.tv/DoktorOndskan , 21:00 (9pm) CEST You can find the games at https://store.steampowered.com/app/1654890/Sigma_Impact/ … and https://store.steampowered.com/app/434660/Octahedron_Transfixed_Edition/ …pic.twitter.com/QSgsaKyxGo
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*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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*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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violence, now with diversity™
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