• Announcements

    • david

      READ: Mine-imator forum rules   07/14/15

      Read 'em!
    • david

      Mine-imator 1.1.0   11/21/17

      Version 1.1.0 is finally here! Thanks everyone for your input, patience and help with bug-smashing! https://www.mineimatorforums.com/index.php?/topic/46014-mine-imator-110/  
    • david

      Dev update #12 part 1   12/19/17

      Steve will get deliciously curvy in the next update! We also take a look at what happened during 2017 for Mine-imator. https://www.mineimatorforums.com/index.php?/topic/69008-dev-update-12-part-1-2017-in-a-nutshell-and-flexible-steves
    • Nimi

      Dev update #12 part 2   12/19/17

      Mine-imator will be getting some new and exciting graphics in 2018. https://www.mineimatorforums.com/index.php?/topic/69014-dev-update-12-part-2-a-bright-future-and-modelbench-news  


Mine-imator creator
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About david

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  • Birthday 10/18/1994

Profile Information

  • Gender Male
  • Location Sweden
  • Interests Coding and drawing
  • Minecraft username _Davve_

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153208 profile views
  1. Um david im one new here so i want to say to you how to chat on my account:steve_tearful: and i have question for you why you don"t want to team with microsoft or mojang:steve_blushing:

    1. EthanForeverAlone


      You go on discord and no.

    2. willingsas


      1.- You can't


      2.- This is unofficial

  2. My Project Won't open

    Hi, please attach the affected project as well.
  3. Reporting help

    By privately messaging a staff member. Not making a public topic about it.
  4. Suggestion > Reply

    Ah. Well, Mac/Linux doesn't differ in any major ways from Windows when it comes to the desktop. The largest differences, as said, would be in the jump between Desktop and Mobile. They would turn out to be entirely different programs, in fact. Of course this is all hypothetical but it's usually the way things go when comparing other apps between platforms.
  5. Restart

  6. Suggestion > Reply

    A mobile version will require the entire UI to be reworked and simplified to fit onto a small screen, and the graphics would need to be limited to be able to run smoothly on mobile hardware. The resulting Mine-imator Mobile would be nothing like the Desktop counterpart, and a total remake doesn't seem realistic for a project like this with only 1-2 developers who all work in their spare time. A Mac/Linux port is certainly possible to make, but since I've moved on to other projects at this point it's up to future developers to tackle this task. Basically, the Mine-imator code is split into three parts, with varying degrees of difficulty in porting: GameMaker: Studio/GML codebase. Relatively easy to port, with only a few hassles since a couple of the built-in GameMaker functions used are Windows-only. They need to be replaced with C++ code. C++ extensions. Used to add features that are unavailable in GameMaker, including file operations, movie exporting and a few window functions. These will be trickier to port, but not impossible since C++ is an universal language for all platforms. It's just a matter of getting the libraries to compile in other environments, mostly. World Importer C# code. Will need to be ported to a cross-platform engine for C# such as Mono, unknown difficulty. To top it all off, the developers will need access to a machine with Mac/Linux. Developing/testing in a VM doesn't sound optimal. @Nimi, get to it
  7. The Chronicals of Joshdotmp4 and Heavenira

    We have found that there has been some wrongdoings on both sides. There was a case of negligence for common sense (refusing to stop doing something despite repeated warnings from moderators) and an overreaction on the mods' part about double posting and downrepping. Both the users have been unbanned since the number of WPs were greatly exaggerated.
  8. Could be caused by the immense project size, or something else. Either way it's a bug that will be investigated. Did you do anything specific before it got corrupted?
  9. Crashing on Opening on my Intro

    Looks like the schematics are too big, maybe they're unused and can be removed? Or at least trimmed a bit? If you rename/remove them from the folder you can open the project again. Then you may replace them in-program.
  10. Hello, Don't sweat, I was able to repair your file! The timeline and library is very hard to navigate with this many objects and frames though, have you considered splitting up the scene into several files? Ep. 4 - Base Daleks (PARTE 2).miproject
  11. Crashes whenever I save a project

    Does it happen with all projects or just one? If so can you send it?
  12. David, i'm from Brazil, and in the past I translated 50% of "Mine-imator 1.0.0 DEMO 5" but you updated many times and I could not translate another versions, but now, I want translate to portuguese, and many of my friends want a translation to portuguese... Would you like that i translate to portuguese?

    I wanna be an official translator if it's possible:steve_sillyface:

    1. Show previous comments  1 more
    2. NerdExtremeGAB


      @david May I become an official translator? ;-;

    3. david


      If you complete the Portuguese one and it is of high enough quality I can put it in the program, sure.

    4. Vision


      Where do you translate

  13. Can you send the affected project?
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