CranberryClock

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CranberryClock

CranberryClock

@cranberryclock

Game Dev (systems, design, VR, MMO, art, prototypes). Ret. USAF Combat Vet 💣 IYAAYAS. Built it, broke it, rebuilt it better. NG/CC 2001🍓 👑 ⭕️ MAYPLES

Bottom of Elons Cabinet Katılım Mart 2009
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CranberryClock
CranberryClock@cranberryclock·
Dear Blizzard: We’ve Been Breaking Your IP for Seven Years : Please Let Us Keep Doing It (a TurtleWoW breakdown thread 🧵 )
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CranberryClock
CranberryClock@cranberryclock·
We have free hand drawing saved per frame and movement on different frames. This is not a drill... this is the start of something amazing... a frame by frame in godot for animation with events... *magical*
CranberryClock tweet mediaCranberryClock tweet media
CranberryClock@cranberryclock

@AlbertoKlocker here is the current build working today. I know its not much to look at.. but.. its actually a ton :-P

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CranberryClock
CranberryClock@cranberryclock·
lmao, that moment you decide to try and make a Flash to Godot importer only to rebuild Flash Animate completely in Godot
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CranberryClock
CranberryClock@cranberryclock·
I am going to drive by offer advice here because I don’t know if this is the problem but I checked a few previous tweets: What this looks like is sequential collision resolution. Each one works alone, but together one push gets resolved first, then the second push is applied without re-solving the first contact correctly. not hitbox size. It is usually one of these: resolving X and Y in the wrong order applying push forces directly instead of resolving final position handling each collider independently instead of solving the full set of contacts using place_meeting() checks after movement in a way that misses corner/cross-axis conflicts — my advice: What I believe was the approach: “each block pushes the player” try: “the player has a desired movement, and collisions restrict the final allowed position” Option 1: Player resolves all movement itself. Do not let solid objects push the player directly in their own collision events. I’d suggest: compute player motion,move on X, resolve X collisions, move on Y, resolve Y collisions, then handle external push/platform motion in a controlled pass. Option 2 (allows for more push block object systems) Separate “pusher motion” from normal collision If blocks are actively pushing the player, treat that as a movement vector applied to the player, not as each block editing the player position. Calculate X or Y first, force calculate opposite. Then apply that motion through the same collision-safe move system: (move ->(pushx,pushy)). If systems must push at the same time you can hackily build: with (obj_push_up) { if (place_meeting(other.x, other.y, id)) { other.total_push_y += -2; } } with (obj_push_left) { if (place_meeting(other.x, other.y, id)) { other.total_push_x += -2; } } Call with move_with_collision(total_push_x, total_push_y); —- Design Notes— Practical design advice Use this pattern instead: Solids (static) -only exist as blockers -do not move the player directly Pushers / moving platforms -provide intended displacement -do not directly force other.x / other.y unless directly a mechanic like “ice” or “disappear” Player is the single authority on final position gathers inputs and pushes movement logic incoming from a pusher resolves all collisions in one place vs firing events outside That removes the “second object pushes through first object” problem I think I’m seeing your asking. <3 Cranberry
Willis Ellis@WillisEllis8

For day 1169 of coding, I tried enlarging the player's hitbox to see if it changes anything. It didn't #gamedev #gamedeveloper #Gamedevelopment #gamedesign #gamedesigner #gamedesigning #coding #dailycoding #dailycodingchallenge #dailycodinghabit #GMS2 #gamemakerstudio2

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CranberryClock
CranberryClock@cranberryclock·
How technical 😂 I know of these bugs extensively well. Culprit is from older dx drivers. Older games often helped build these api’s out by including a custom set of DLLs. Many of the old games would also run off CD’s and just use the system loaded DLL without the extra instruction sets. Here’s the nerd. Sometimes in scenarios where there was new shaders or custom code that would run ontop it would “actually” just rewrite the module loaded and keep the altered one hot in memory. Launching 2 games using the same base shared DLL that systems shared would the often bleed over from memory buckets not being strictly separated. It made it easy to alt tab and during the render swap chain, windows would inadvertently write the shared DLL to page, and the chain restarting would read the DLL from the page. Starting and stopping older render engines ontop of live memory altering caused render gremlins crossing over buckets from DLL references. What you see here is probably a named object in memory (player_obj_1) or something, the render swap happens between engines and the shared memory bucket DLL points to a memory reference of the data in use by the DLL in the page not the live loaded one. This became fixed when Nvidia/amd changed how drivers work and when direct x changed sometime around 10 (rip lol). Which then became the standard for 11/12. At some point we started also changing memory management at the OS level and this kind of memory overflow doesn’t really occur. (@grok I might have explained this wrong but I just need a double check)
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Dynabroth - Roblox Trivia
One of the strangest Roblox bugs of all time in my opinion is this one recorded by Hackerhunter100, in November 2009. "whenever you play roblox and spore at the same time the files mix and everything glitches"
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CranberryClock
CranberryClock@cranberryclock·
@KenneyNL @TheMG3D ^ crap like this gets outsourced often. High chance the generic look artist hired to prop fill just generated art and sneaks past quality checks or gets pushed into production without an art oversee
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Kenney
Kenney@KenneyNL·
@TheMG3D Why even do this, a LOT of classic paintings are in the public domain and totally cool to use in your games
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Michael
Michael@TheMG3D·
Apparently someone on Reddit found this supposedly AI generated painting in Crimson Desert
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CranberryClock
CranberryClock@cranberryclock·
@SayuriArtsy Throw down as much code as you need. It’s your project of understanding. Just don’t let the AI start cranking out code you just bolt on because it just works and you don’t know why. (There’s nothing wrong with it, but you foot gun yourself easily) Prompt > learn > build
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Eager Passion
Eager Passion@SayuriArtsy·
I hope you're not too mad at me, but I did ask Grok to take a look at the collision code I came up with back in 2016 and told it about the clippy. It did a few adjustments and now it's working as far as I can tell? Is this an acceptable use of AI?
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CranberryClock
CranberryClock@cranberryclock·
I have an idea for a WoW addon but it’s just not landing how I want yet, I want to take the recap of a death and animate it lightly for the release screen. I just need to nail this system down to spawn the window properly.
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CranberryClock
CranberryClock@cranberryclock·
@ShoxxyQt Bot probably got permission to post again and all the backlog qued posts are firing
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ShoxxyQt 🔜 Dreamhack Birmingham
I think the Warcraft Memes account is stuck in some chromie time, why are they posting like Lemix is ending today 😭
ShoxxyQt 🔜 Dreamhack Birmingham tweet mediaShoxxyQt 🔜 Dreamhack Birmingham tweet mediaShoxxyQt 🔜 Dreamhack Birmingham tweet mediaShoxxyQt 🔜 Dreamhack Birmingham tweet media
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CranberryClock
CranberryClock@cranberryclock·
@Tekeee I’m 40 Married W/a kiddo Def not a millionaire but retired and comfy but will never find another 6 figure Money definitely could fix the house, the lawn, pay for college etc. :) you can still find love friend
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Tekee
Tekee@Tekeee·
I’m 40 years old Lonely Childless But I’m a millionaire Unfortunately money doesn’t fill the spot in the heart that a family would :/
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Jesse Raen
Jesse Raen@JesseRaen·
@blkstrps Just confirming, even if she did want to talk to you about my job - in six years she has not understood a single thing I do. Messaging my wife is the surest way to earn a block from me and, if you harass her, get banned from the game entirely.
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𝔰𝔭𝔢𝔠𝔱𝔯𝔞𝔩 𝔰𝔩𝔲𝔱 🫐🍋
hey if you found me through my husband’s job, please don’t follow me or message me about him or his work. i have never and will never post/talk about it, plus the content i post is inappropriate for younger people ✌🏻
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CranberryClock
CranberryClock@cranberryclock·
@TheMG3D Isn’t the character like 11 years old during this story lmao?
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CranberryClock
CranberryClock@cranberryclock·
I wish @Warcraft could design stealth drops on the game. I know secrets exist, but I’m talking a large content patch. I understand why they can’t, I just feel like WoW has become more and more routed and less wonder.
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CranberryClock
CranberryClock@cranberryclock·
(It’s a joke btw… I just wanted to play stupid :p)
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CranberryClock
CranberryClock@cranberryclock·
😳 I’m sorry, did you say you have 20k people working in Palword now?
Bucky | Palworld@Bucky_cm

@SuperR0ck One is made by 20,000 man Netease, the other by 100 (30 at release) man Pocketpair. Not a UE5 vs UE4 thing :) Anyway, there are no plans for a graphic overhaul.

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CranberryClock
CranberryClock@cranberryclock·
@ID_AA_Carmack Has anyone ever shot back out bursting if your decision was insane and if so did you reverse course because they were a domain expert or because you trusted them blindly?
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John Carmack
John Carmack@ID_AA_Carmack·
The corporate advisory boards that I have been a part of have almost exclusively been “vibe checks”, where presentations are made about work the company is doing, and the advisory panel chats about things for a while. This seems like a poor way to utilize the advisors. Maybe it is worth it just for a rare outburst of “What? No! Are you insane?” But if the company executives don’t actually do something differently than what they were already planning, then the advisory board was actually wasted. The right time to use advisors is when there is an open and contentious question, and you want an opinion from an unbiased expert. You probably don’t want to convene a “board of advisors”, but rather draw from a “pool of advisors” according to their skillsets.
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samyam ☆ Bust Buddies → on Steam ☆
my latest indie game release completely flopped with less than 100 copies sold. we spent around 7 months working on it and while there was a lot of stuff i could have done better i learned a lot from my mistakes and will keep on improving!
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