trickster721.bsky.social
@trickster721.bsky.social
I worked on each one of these posts for like an hour.
We just have to wait for that first integer step, to 2x. Surely it's coming any day now.
November 17, 2025 at 5:10 AM
If it's literally just the ending, that's usually an epilogue that's totally meaningless out of context anyway. Spoiler, all the Avengers become friends and eat dinner together.
November 17, 2025 at 4:53 AM
Having visited, it makes perfect sense why they would film there. Albuquerque is like one of those fake cities they build in the desert to test bombs, but with Starbucks.
November 15, 2025 at 7:19 PM
Seems like a hardware limitation. Zelda didn't attempt scrolling on the original GB, even though they had already done it on SNES. When Capcom made the Oracles games for GB Color using the same engine, they added scrolling.
November 2, 2025 at 4:03 PM
Isn't a "social neighborhood" just an echo chamber? I don't want to avoid "misunderstandings" by being insulated from people with different backgrounds.
October 31, 2025 at 10:33 PM
Yeah, it also took me way too long to figure out where the magic conversion was happening. It would be nice if there was a linear_color hint, and maybe source_color should really be called srgb_color?
October 23, 2025 at 3:22 PM
Where are you trying to drag it from? AFAIK you can only drag it from the FileSystem panel.
October 19, 2025 at 4:19 PM
But wouldn't the behavior be exactly the same as if the revert button was clicked currently?
October 19, 2025 at 4:13 PM
Ah, gotcha! So I guess what I'm asking is, do you think instancing a scene in another scene should also be changed, so the behaviors still match?
October 19, 2025 at 7:18 AM
But they both duplicate the resource, I just tested it.
October 19, 2025 at 6:53 AM
An inherited scene is just a scene with an instance as the root node, so shouldn't the behavior be consistent? Instancing a scene in the editor always duplicates local_to_scene resources.
October 19, 2025 at 6:19 AM
I feel like people who grew up playing 2D platformers might have an advantage. I thought Path of Pain was surprisingly fair, but I have trouble with newfangled games that involve multiple shoulder buttons and clicking the thumbstick.
September 7, 2025 at 7:13 PM
Nice! I've been meaning to try out Rider since I heard they added a free non-commercial licence. Fleet seems really good too.
August 5, 2025 at 3:05 PM
Not really understand, but appreciate maybe? It's not required, but it's sort of like asking if you can just play Portal 2, or Tears of the Kingdom. The first one is a purer, simpler version of the same idea, and the second one gets messy and goes places.
June 8, 2025 at 2:35 PM
Scene is Scene and Prefab, Node is GameObject and Component, Baba is you!
May 13, 2025 at 3:54 PM
This is also playable at #PaxEast, at the Boston Indie Game Developers booth!
May 9, 2025 at 9:52 PM
May 9, 2025 at 6:20 PM