Bowser Jr 🎨
wallacepolsom
TVSTRANGERTHINGS
Mike Driver
cherry valley forever

roma★
h

Andulka

Love Begins
occasionally subtle
Noah Kahan
d e v o n
Jules of Nature
NASA
One Nice Bug Per Day

PR's Tumblrdome
Lint Roller? I Barely Know Her
Game of Thrones Daily
tumblr dot com
Not today Justin

ellievsbear
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@tairisinuse
Bowser Jr 🎨
tiny super paper mario guys
i was gonna do o'chunks and maybe tippi aswell but it was hard and i got lazy :/ (maybe someday though
A Super Mario Bros 3 globe!
Crocodile Warrior.
Posted a picture to the patreon. Full size JPG and PSD can be downloaded according to the amount of support. https://www.patreon.com/satoshi_matsuura
For decades, the medical community has ignored mountains of evidence to wage a cruel and futile war on fat people, poisoning public perception and ruining millions of lives. It's time for a new paradigm.
“Diets do not work. Not just paleo or Atkins or Weight Watchers or Goop, but all diets. Since 1959, research has shown that 95 to 98 percent of attempts to lose weight fail and that two-thirds of dieters gain back more than they lost. The reasons are biological and irreversible. “
Fatsplaining at its finest. I don’t give a fuck when someone chooses to not be healthy, but don’t sit there and make bullshit excuses and blame anything other than yourself and your lack of self control. Take responsibility and own up to it, you’re not fooling anyone.
I’m sorry other people’s shapes make you so angry that you pretend science is wrong
Obviously this person must think climate change is wrong and vaccines cause autism
Author posted some great follow up tweets: https://twitter.com/RottenInDenmark/status/1043141336239497217
Artist: Mohamed Chahin Title: Cute Megaman and Met “Cute little Megaman render based on the cute character sheet from Marília Nascimento You can check out her awesome illustrations over here” Hehe very cute =) …
Local single father wears fursuit to embarrass his horrible children
winter melon way ❄️🎵
(from my album of fake video game music LEVELS! i wanna draw something for each tune eventually)
Here they are: The Heroes of Final Fantasy IX
*places hand to screen*
My friends…
The problem with the idea of 8 hours of work, 8 hours of sleep and 8 hours of recreation as a structure for a day is that it simply can’t work that way. If I’m expected to be at work at 9, then my work day must begin at 7. Allowing myself a rushed experience to wake up and get to work. And I live close to work. So either my recreation or my sleep needs to take a hit, but for some people it could be more. 8 hours a day, 5 days a week as a basis for full time work is honestly unreasonable at that point. Because it isn’t actually 40 hours a week, it’s 50 hours a week lost to a job, of which 10 is unpaid.
some of my coworkers have 2h of transit to get to work, which takes 4-5h off their free time. working full time is a bad idea and shouldve never been a thing
This is, it’s worth noting, by design.
It’s perfectly well known that people can only really “work” (in that they can only consistently and effectively perform tasks and create products) 3-6 hours a day, for 1 hour to 2 hours at a time. Generally speaking, the broad consensus among actual researchers is to aim for about 4 hours a day.
The rest of these work hours, and the associated sunken time necessary to get to and from these work hours, serves one purpose:
It exhausts people.
People who don’t have leisure time are stressed. People who are stressed need conveniences. People who need conveniences will pay for them.
People who are stressed also don’t have the energy to fight for their rights, having expended all that energy in just staying alive.
And let’s not forget that maintaining a clean home and providing food for yourself takes over 20 hours a week (appx 20 hours in-house, and varying hours spent running outside errands) if you are completely abled.
Winner of OC raffle!
Tairisinuse’s OC guy.
Hey I won!! I'm ecstatic Tair got drawn!! Thank you SO MUCH! 😄❤
PIXELART OC RAFFLE
Okay the last raffle just ended, so here’s a new one. To participate just reblog this & add a reference to any OC of yours in the comments; winner will be picked based on the OC I like/would enjoy drawing within a day or so, good luck!
https://youtu.be/urbjGbRoGao Tair (or the whole cast) from my youtube videos :D
Inside of a giant mechanical flying fish. Cozy but comfortable Added in a few stills by request from: @smirkingravens
So comfy. I want to live here
i drew a cover for my friend’s roadrat fanbook!man i love AUs!!!!!!
Just imagine on your commute to work only to have a italian manlet plumber take over your mortal vessel.
A Terrible Guide to 2D Zelda-Like Rooms in GameMaker
Note: Unless otherwise specified, when I mention “rooms” here, I’m talking about the old Zelda-like, static-camera rooms. Not GameMaker rooms. Sorry. It’s confusing, I know.
For some reason, camera stuff is one of the most difficult things I’ve tangled with in The Waking Cloak. I’ve reworked my camera and room system a half dozen times, pretty much since the very beginning of development. (It didn’t help that it broke horribly when moving to GameMaker Studio 2!)
Doing rooms like Zelda on the NES isn’t too hard (unless you’re a dummy like me… took me way too long to figure out). Every room is the same size. When the player touches the edge of the camera, move the camera a fixed distance north, east, south, or west. No big deal.
My problem is I wanted rooms of different size, more like the Zelda Oracle games (such as in the dungeons). I didn’t want to mess with a separate GameMaker room for each Zelda-like room (which would mean delving into surfaces and some pretty complicated stuff). The easiest way to do it would just to have one GameMaker room.
There were a lot of iterations to this, but it pretty much just ended up with me setting up an enum for the compass and hardcoding the dimensions in a two-dimensional array (called “region” so I don’t confuse myself with GameMaker’s rooms):
Long story short, this array helps the camera determine its limits for rooms of varying size, as well as the edges of the room for the player to run into. This is extremely unwieldy and prone to error. Every time I add a region, I had to redo math. When creating the most recent town GIF scene, I moved all the items in my GameMaker test room down 400px, and I had to redo a bunch of math. I mean, sure, it works. But it’s not really very scalable or debuggable.
So, since I just revamped the camera (maybe a post on that soon), I figured it was time to get back to the region system and make it much easier to use. Mechanically, it’s a bit slower than the method above, but I’ve got thousands of FPS to spare, so no big deal. (This is not a demanding game, lol.)
First, I whipped up a new region sprite with a standard rectangular collision mask:
Next came an object. I won’t screenshot that because it’s literally just an empty object (with one line of code to prevent it from being deactivated by another process, but if you’re following along at home, you won’t need that).
Then I created a new instance layer in the GameMaker room specifically for these region objects and slapped one down for each region. Tada:
So it looks a little silly , but most of the time it’ll be invisible anyway. (I might at least edit the sprite later with different colors for each “wall” to make it more readable.)
Then, whenever the camera begins in a room, or when a camera “transition” is kicked off by the player touching a playerLimit variable (i.e., the edge of the room), this code is run to construct the camera limits and player limits. It’s pretty similar to the code that used the 2D region array:
Maybe there’s a better way to do this (please let me know if there is), but this works pretty great for now.
Just a note, global.viewX and global.viewY are the coordinates that the camera object uses to position the view. If you want to know more about this camera system, check out PixelatedPope’s awesome video on the subject. I’m doing some specific stuff in the camera’s transition state to throw the global.viewX and global.viewY north/east/south/west before the above method is called, and if it returns false, global.viewX and global.viewY are moved back to their previous location and the camera doesn’t transition. I’d paste a picture of the code in the camera transition state, but it’s kind of ridiculous.
Oh, what the heck:
Ok, so I know this was the world’s worst tutorial, so if you have any questions about this or implementing a similar camera/room system, please let me know either on Twitter (@MrDaneeyul) or on my Ask page. Suggestions work too. Otherwise… well, I hope you enjoyed these pictures of code. :)