Shaddy the guy
Professional ass-merchant
Looks pretty. I'm looking forward to it coming out. If it does.
And yeah, I also second the skybox for THZ2 looks a bit strange. I think maybe it's due to how it looks like a city more than a factory. It sort of juxtaposes with the polluted canyon that was traversed in the first act.
Edit: Oh yeah, quick question of the LUA scripting. What kind of functions can we expect to be built in for SRB2 use? For instance finding a specific thing, etc etc. Or will it just use the functions already present within SRB2 itself
How many times does it have to be explained that there will be no functioning bots outside of the SP Sonic & Tails option.
How many times does it have to be explained that there will be no functioning bots outside of the SP Sonic & Tails option.
Bots are something that I never want to see in srb2 outside of single player mode. Slopes? Now that's an entirely different story.
Well, he meant that he doesn't want multiplayer bots, but just single player ones.You're contradicting yourself. First you say SRB2 should add bots, then right in the next sentence you're arguing against it.
Don't they also go around killing nearby enemies and collecting rings? (Talking about SRB2CB bots)However, there's not really much to do with bots in single player. They just stand around and follow you.
Isn't it already explained in Layman terms? The news post says that it allows very large graphics to be inserted and used in game. I'm not sure how else someone's supposed to explain it.I'm sorry. I don't quite understand tallpatches. Can I have them in Layman terms?
Isn't it already explained in Layman terms? The news post says that it allows very large graphics to be inserted and used in game. I'm not sure how else someone's supposed to explain it.
In 2.0, patches can be 255 pixels high at most. If you want to use an image that's larger than that as a texture (for example, the ACZ sky), you need to split it up into smaller images, import those as patches and then reconstruct the texture out of these patches. 2.1 removes this size limitation, so you can just import the image as one large patch and use it like that.I'm sorry. I don't quite understand tallpatches. Can I have them in Layman terms?
In 2.0, patches can be 255 pixels high at most. If you want to use an image that's larger than that as a texture (for example, the ACZ sky), you need to split it up into smaller images, import those as patches and then reconstruct the texture out of these patches. 2.1 removes this size limitation, so you can just import the image as one large patch and use it like that.
I don't think it makes any actual difference in terms of what you can do, it's just simpler.
And yet I would not be the least bit surprised to see the same scaled-up Black Eggman model with the ugly brown banding on his shoulders.It's more important for sprites, personally; you're still better off breaking up large textures into patches, especially if there's a lot of redundant data, because one large unbroken patch can take up an absurd amount of space (like, a few megabytes). Sprites, on the other hand, don't support multiple patches, so the ability to make them extremely large is a real boon.