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is it really development if u dont have over 20 tabs of documentation and stackexchange questions open

im not sure what to work on next with this plugin? i guess i should probably make it capable of handling weapons and armours, then add the ability to change the values of the throwable skill via notes

there's also the issue of ammo counts being hidden when used with yanfly's skill core,

i should probably have thrown on that but idk if people actually use hashtags here so 🤷

so my throw command script is already working pretty nicely, altho it's still very basic

it works by generating a skill from each item tagged as being throwable, then gives the skills to all classes. the skills only appear when the corresponding item is in the party's inventory, and throwing an item uses it up. effects, animations, etc are identical whether the item is used or thrown

was promised a job at £20 an hour and hr slashes it to £14.50 after we've already agreed on roles and stuff

sick one lads

update: it's actually totally possible and im like halfway done with the most basic form of a simple throw command script

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thinkin about whether it's possible to make a script for rpg maker mv that makes a throw command easier to implement

right now the only way to do it (without making more scripts) is to make a separate skill for every single throwable item, which is time consuming and adds a LOT of clutter to the skill list

folks it is 4:40am and im still up because wasps are in my room again

must be a nest around somewhere

loud alcohol shitpost 

HENRY WESTON KICKED MY ASS

food 

hey how the fuck does pasta salad have so much calories

there's only 400g of this stuff and it's already half my gda

i think the #1 feature i would want for rpg maker mv right now is the ability to edit "notes" sections in an external editor cos i can already tell i'll be throwing a LOT of javascript in em

bug fix: replaced "attack" command when confronted by pupcorn, replaced with something more appropriate

i have no idea what kind of aesthetic im gonna go with for this minesweeper/infinite runner thing

i should probably figure that out soon since it's nearing completion as far as game mechanics go

doing some more work on my minesweeper type game - tiles can now only be broken if the player is in range and has line of sight to them

now i just need to figure out how to make range circular instead of square

it ~seems~ to be working... i might throw the code up somewhere once i've tested it some more cos this is definitely a useful function to have

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attempting to implement bresenham's algorithm in gdscript because i love being in hell

at a glance it looks like making steam use libnotify has been a feature request for 5 years, and has been ignored despite certain source games (dota 2) using it for their popups,

nice one valve

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