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Here's a blog post from last year from Nolan Lawson, developer of Pinafore. In it, he succinctly explains what Mastodon is, how "instances" work, the Fediverse, and why Mastodon philosophically is not, and will never be, the birdsite.
It's an enthusiastic but ultimately realistic overview, and I think it's a great starting point for recent arrivals who are still trying to make sense of it all. https://nolanlawson.com/2017/10/23/what-is-mastodon-and-why-is-it-better-than-twitter/
Running the same level in Marathon actually allows the player to squeeze a little bit further into that gap but it makes movement really glitchy so that's most likely down to a bug in Marathon. Also, fun little fact, the player sprite is actually larger than the collision shape.
I had some trouble attaching the gif to this post so I'll just link to the tweet. Sorry about that. https://twitter.com/johannesgunnar/status/1026081189403258885
Testing out the player sizes in a test level in Godot. Here you can see the player fitting inside a 0.5 unit wide gap, and under a ceiling 0.8 units from the floor.
Now that we have a level, what about the player? By looking into the Marathon physics model with the tool Shapefusion ( http://shapefusion.sourceforge.net ) we get the following information about the player. First, we'll look at is the player size. 0.25 WU radius and 0.8 WU in height.
As pointed out by chemikhazi @ twitter the Blender plugin BRM-UVTools might be the way to go regarding texturing Marathon maps in Blender. https://github.com/leukbaars/BRM-UVTools
On that note, If anyone knows of a good method or a plugin in Blender or Godot to independantly texture each face and be able to drag textures around (both tiled with other faces or independantly) like in Forge visual mode, then please do let me know.
Texturing in Forge is quite nice as you could simply texture each face individually. Blender/Godot works differently though but I don't need to worry much about as Susannah had very minimal texturing needs. I do think Sprytile might be the key though. https://chemikhazi.itch.io/sprytile
Do note that after you export a map from Weland and import into Blender you might need to flip some normals around so they will display correctly. Otherwise you'll get invisible walls.
WU stands for World Unit and is the unit of measurements in Marathon. It is noted in the Forge (Marathon map editor) manual that one WU accounts for about 2 meters in the real world. So if you like 1 blender unit = 1 meter, then scaling with 0.0625 might work better for you.
This is quite cool. Somebody remade Route 66 from Marathon for CS:GO https://gamebanana.com/maps/196128
This will be a little thread on remaking my old Marathon scenario Susannah in #GodotEngine. The first thing is the number 0.03125. This is how much you want to scale a marathon map in Blender after exporting it from Weland to get 1 unit in Blender to match 1 WU in Marathon
#gamedev tootverse help me. A year or more ago someone posted on Twitter a series of posts of a blender plugin that allowed you to easily individually texture each face of a low poly model with tiling textures and easily adjust them afterwards. Does anyone remember this?
Very slowly remaking my first ever finished game (2009) Susannah in the #GodotEngine (between changing diapers)
This is quite cool. Someone made a Blender theme in the #GodotEngine 3 style. https://blenderartists.org/t/theme-godot-3-0-default-theme/1110893
It's been a bit slow on the game development front for me lately as I've been busy getting to know my new CEO.
New post on kollafoss.farm. Thank you all for Isolation Jam 2018
Working on the local multiplayer game Vegg. Noiseician, Gamedev & a farmer. Responsible for Kollafoss Game Farm, Isolation Game Jam, Þ Kollektiv and void Ziz();
Game development! Discussions about game development and related fields, and/or by game developers and related professions.