“GitHub - felixrieseberg/windows95: 💩🚀 Windows 95 in Electron. Runs on macOS, Linux, and Windows.”
This is kind of amazing. https://github.com/felixrieseberg/windows95
Shitting on GoG Show more
I don't why I feel the need, but they really got to me with this FCKDRM thing.
-They're very exclusive. You can't just put your game on there - unlike Steam or Itch.
-Steam gives devs tools to implement DRM. My game on steam has no DRM as far as I understand DRM. You can copy the game file from one computer and run it on another without steam just fine.
-They're not heroes. This is just marketing.
mastodon meta (~); building social media that better serves its users Show more
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
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
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
Working on the local multiplayer game Vegg and the Marathon mod Susannah. Game dev & a farmer responsible for @firstname.lastname@example.org and Isolation Game Jam
Game development! Discussions about game development and related fields, and/or by game developers and related professions.