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S.D
953 posts

S.D
@Safe_Data_art
just a french guy (NSFW DNI if your account is NSFW get tf out)
가입일 Şubat 2022
834 팔로잉242 팔로워
S.D 리트윗함

Out on YT now with shaded sprites and a BG and sum effects
youtu.be/0IgGVJfLTc8

YouTube
🌲 Ⱨł₴₮ØⱤł₵₳Ⱡ | ₱Ʉ₦₭ 🌲@Historical_Punk
"𝐘𝐨𝐮'𝐫𝐞 𝐛𝐫𝐨𝐤𝐞𝐧. 𝐖𝐞'𝐥𝐥 𝐟𝐢𝐱 𝐲𝐨𝐮. 𝐘𝐨𝐮'𝐥𝐥 𝐥𝐨𝐨𝐤 𝐛𝐞𝐚𝐮𝐭𝐢𝐟𝐮𝐥." Adding Walten Files to No Fear. Sprites - Historical Punk Music - @squid_ink___ and @mrpeakless Charter - @Sebaxti0n
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@lexxiemow @angelseraphym Maybe it's...
Titan<->King
Tenna<->Queen
So that means that maybe
Lancer<->Titan and that Ch1<->Ch4 swap and Ch3<->Ch2 swap
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A BTS deep dive on the (updated) programming elements of POPGOES Arcade, plus their icons and purposes.
Omega: Core game object which controls the global game state as well as other important things.
Popdata: This is where all save-data is stored. Items, story-state, upgrades, discoveries, all of it goes in here.
Menu: General-purpose menu control object, depending on what frame we're in (title, overworld, battle, etc.).
Info: Made to contain simple info for specific use-cases, so the info is available for editing if needed, without having to dive into the code.
Math: An object created solely to store temporary math results. Clickteam has limits on how complex a math expression can be, but it is also good in case a calculated value is needed in multiple places, so we avoid calculating it multiple times in one code-cycle.
Trophies: Only really used on the title-screen, mainly for the "continue" button icons. Game progress stuff is calculated/checked for and stored in this object.
Music: Controls music cross-fades and general soundtrack triggers and fadings.
Particle System: Governs particles, such as the overworld butterflies, snow, falling leaves, etc.
Menu Inn: Control object handling the regular inn menus.
Menu Shop: Control object handling holly's shop menus.
Menu BBBM: Control object handling BB's black market menus.
Menu Jukebox: Control object handling the jukebox menu.
Menu Smith: Control object handling Blake's smithing menu.
Menu Compendium: Control object handling both Bestiary and Index menus.
Menu BBB: Control object handling BB-Bot's Buyback menu.
Menu Wishlist: Control object handling the wishlist menu.
Battle Coordinator: Handles how, when, and what battles are initiated in the overworld (mostly the random encounters).
Battle: Handles the core battle logic, such as whose turn it is.
Machinist: A unique AI object for The Machinist. His unique abilities required unique code and a place to store relevant values that didn't fit in the regular enemy AI object.
FileSys: A unique "AI" object governing the secret and weird file-menu battle.
Myth: A small object that handles some codes and appearances of a certain mythological creature.
Puppet: A unique AI object for the puppet, in a similar style to the Machinist object.
Cutscene Director: Handles states and timings for cutscenes in the overworld, usually whenever stuff happens on-screen while you are not in control of Popgoes.
Controls: A helper object made to generalize button and directional inputs so they can be mapped via keyboard/mouse as well as controller and touch.

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S.D 리트윗함

A series of previews of the cast for JOLLY: Anniversary Edition were showcased following the decision to remodel the entire cast. This included the model reveal of Metalionette!
Source: gamejolt.com/p/devlog-3-met…
#fnaf #fangame #fivenightsatfreddys




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#deltarunechapter3 #deltarune
Gonna post the antagonists for ch3-5 below
(If you are intrested in, please dm me)

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@FebbyFabbear Isn't he from that Gamelab video with matpat and others in a fnaf experience ?
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