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“GitHub - felixrieseberg/windows95: 💩🚀 Windows 95 in Electron. Runs on macOS, Linux, and Windows.”

This is kind of amazing.

Shitting on GoG Show more

Fun Fact, Grinding Gear Games' Path of Exile seems to work flawlessly under Valve's Proton (Steam Play) on Linux.

Still sane exile?

PS: The last battery is brand new, and has only gone through one charge cycle

My Thinkpad T420i decided to die on me. It has eaten through 3 batteries (official) and the last two charge, and report 100% charge and everything A-OK, but if I disconnect the power cable the computer dies. Does anyone have any idea what might be the issue here?

PSA: If any s are traveling around north iceland you are more than welcome to drop by and visit me at @kollafoss Game Farm for a cup of coffee and some gamedev chat.

 ̄ ̄ ̄ ̄ ̄ ̄ ̄

   ( ・ω・) I should
  _| ⊃/(___ finish
/ └-(____/ my game
 ̄ ̄ ̄ ̄ ̄ ̄ ̄


when you're a little chubby but you still fuck with black metal

I tried Bauxitedev's entry for today and wow, it's amazing!

So much detail, gorgeous artwork, SFX and gameplay packed in a 64x64 px jam game. I long for an extended version :)

Playable on Linux, macOS and Windows, made with .

mastodon meta (~); building social media that better serves its users Show more

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.

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 ( ) 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.

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.

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.

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