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#projectspecialk

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Kawaoneechan<p>I should work on that drop-shadowed text label thing tomorrow. Oomfies, give me strength.</p><p><a href="https://mas.to/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mas.to/tags/opengl" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opengl</span></a> <a href="https://mas.to/tags/BeckettEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>BeckettEngine</span></a> <a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a></p>
Kawaoneechan<p>Hmm...</p><p>1. Rip out the shitty player-wall collisions<br>2. Add character-character collisions instead (circle-circle)<br>3. Add proper char-wall as planned<br>4. Add char-model collisions (heightmaps and such)</p><p><a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a></p>
Kawaoneechan<p>Clothes now reflect the wearer's pose.</p><p>Or well, at the time of writing only the top does. The bottoms don't yet. But that's now a single function call away.</p><p><a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a></p>
Kawaoneechan<p>Is it me or are all four of these doing basically the same thing?</p><p><a href="https://mas.to/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> <a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a></p>
Kawaoneechan<p>... What *would* be the best way to handle sing-along data in music in <a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a> anyway?</p>
Kawaoneechan<p>Here lies <a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a>, on indefinite hiatus because of Weird Heap Shit.</p>
Kawaoneechan<p>What I'd like to do is render these pieces in the correct orientation, including the grass bits on top, but somehow make the actual grass texture always appear such that it faces right-side-up, like it does on the unrotated flat ground.</p><p>How would I do this?</p><p><a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a> <a href="https://mas.to/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a></p>
Kawaoneechan<p>And my third <a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a><br> question in a row, this time NOT related to OS differences!</p><p>In ACNH, the dialogue text is stored in MSBT files, or "Message Studio Binary Text". This format allows markup and dynamic effects, among other things. </p><p>In PSK, I use plaintext with "&lt;tags:like:this&gt;" for the same effect, stored in sets of JSON files.</p><p>Commonalities? There's commands and all strings have keys. That's it!</p><p>But it's not made in Message Studio, nor is it binary. (cont...)</p>
Kawaoneechan<p>Should I use the Singleton pattern for some of the stuff in <a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a> ?</p><p><a href="https://mas.to/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a></p>
Kawaoneechan<p>I have no clue what I'm doing lol.</p><p><a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a></p>
Kawaoneechan<p><a href="https://mas.to/tags/AnimalCrossing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AnimalCrossing</span></a>: every regular villager has their own copy of the mesh, which is a waste *but* it allows things like Ankha's snake thing.</p><p>Original <a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a> idea: Ankha and such get their own mesh and a flag to inform it, but the rest of 'em share a common mesh.</p><p>New idea just now: Ankha and Raymond share the same common mesh as *all* cat villagers, but the snake and glasses are separate, villager-specific accessory meshes.</p><p>Now imagine the deer.</p>
Kawaoneechan<p>oh yeeeeaaaah~</p><p><a href="https://mas.to/tags/ProjectSpecialK" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProjectSpecialK</span></a> <a href="https://mas.to/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://mas.to/tags/VirtualFileSystems" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VirtualFileSystems</span></a></p>