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Nimi

Retired Mine-imator Developer
  • Posts

    2576
  • Joined

  • Days Won

    56
  • Posts

    2576
  • Joined

  • Days Won

    56

Everything posted by Nimi

  1. Click this button in the latest update.(1.2.2)
  2. Ethan the Forumer 3 & Ethan
  3. Mine-imator already has a dev/developer mode, though it's heavily centered around being used for debugging purposes. It allows developers to skip the startup screen entirely and make a new project automatically, show save IDs of objects, allow certain debugging scripts to run within Mine-imator we have set up around its code, and other technical uses.(Though overall functionality and behavior of the program more or less doesn't change.) You can check out where to turn this on/off in this script if you can open the source. The following screenshot posted on the Mine-imator twitter also shows what it looks like to have it enabled when Mine-imator is compiled.
  4. I seems people are misunderstanding this suggestion. I believe what you're asking is essentially a simple option or something to redirect an object's selection to another object if clicked in the viewport?(Likely not exactly what you're suggesting, but could used for various other purposes as well as work for what you need.) Also, Shift + Left click already has a function in selecting objects, as it's used to select multiple objects as well as deselect objects.
  5. I've ran some tests and it seems to be an issue from the engine Mine-imator uses.(There's some issue GameMaker has with numbers over 31,999 being used for lists.) Dunno how to go about taking care of the issue as of right now, but for now don't put any keyframes past 31,998.
  6. The "Requests" subforum is used for posting requests of the community. The topic has been moved to "Wallpapers and Art".
  7. Topic locked. For future reference, don't mention Emunator for moderator tasks, as they're no longer a mod.(Or mention as mod for that matter, instead report a topic/post with a message.)
  8. If you have a middle mouse button/scroll wheel, hold that down on the timeline and drag left and right.
  9. I was trying to make the turning of the body give the punch more power, but I guess I did overdo it which resulted in me having to keep them moving while turned, but also made the punch overall look a bit awkward i guess.
  10. Made a running cycle loop and a punch. Haven't animated actual movement like this for some years. (Also, excuse any model bending issues, these animations were made in 1.2.1. Also please try to keep replies relevant to this topic.)
  11. Go to the "Graphics" tab in the settings and set the limb bending to "Blocky".
  12. Currently, no. I don't have any idea as to why the issue occurs after trying to recreate the issue with several different images as 3D items and different fonts with the text object.
  13. Surface and item objects have a "Face camera" option which have different behaviors. Surfaces will rotate upwards and downwards based on the camera position, while items won't. I believe david intended it to be this way when he added the settings.
  14. Moved to "Wallpapers and Art", as there isn't a download link present.
  15. Hello everyone, and to kick things off, happy holidays! This year has undoubtedly been a big year for Mine-imator, David, and myself. Starting off with the public beta release of Modelbench in the spring, and topping off with the much anticipated 1.2.0 update! Along with the transition of the lead developer from being the glorious David over to myself as of recently. Now there are some things I'd like to address since my last dev update in July: College Since August, I've been enrolled in a technical college, trying to go for an Associate in Applied Science degree in these next couple years. Despite only being two years, it'll still require a bit of time and focus to get through the course. Motivation/Stress Being the only current developer working on both Mine-imator and Modelbench, while also being enrolled in college and keeping up with personal responsibilities is no easy task by any means. Programming Modelbench and Mine-imator (including mods I've made) for roughly over 2 years without any sort of hiatus has been pretty tiring. With that said, please understand that development on Mine-imator will not be up to par like it has been in prior years. (Though this may be subject to change with another developer... )  Now of course, Modelbench as a whole nor most of 1.2 would be possible if David didn't teach me the ins and outs of developing Mine-imator code throughout 2016 and up until I became the lead developer. He was a big help in my journey in becoming a better and more professional developer, and if given the chance, I would like to collaborate with him more in the future if possible whenever it's my time to move on from Mine-imator. So with 2018 setting on the horizon, what's to expect in 2019? Well... Improved bending and fixed 3D planes!? More details to come next year, still being experimented with at the moment. Modelbench 1.0's release Mine-imator 1.3 to begin development Anyways, with 2018 soon to be wrapped up, it's now time to get hyped for what's in store in 2019! So once again, Happy holidays!
  16. Hello! We're currently looking for new developers to help development Mine-imator 1.3.0 and future updates. Currently I'm the only developer working on Mine-imator and it could use more hands to improve and push updates faster. If you or anyone you know that may be interested, don't hesitate to contact david or myself on this forum! Below or some basic details about being a developer. Requirements: A portfolio of past coding projects, does not have to be anything big or fancy. Just something to show you have some experience with basic scripting. At or above the age of 15. Speak or type fluent English. Mine-imator uses a variety of different coding languages. Knowing all of these isn't required to be a developer, knowing a couple may be all you need to be an active developer on Mine-imator. It's fine if you don't know any of these at the moment, as these can be learned when becoming a developer. Languages: GameMaker Studio 2 / GML - Primary coding language used for Mine-imator's codebase. GLSL ES - Used for a majority of shader code. HLSL 11 - Used for shaders that require multiple render targets. (Such as SSAO.) C# - Used for Mine-imator's world importer app. C++ - Used for .dll files used to execute functions that Mine-imator cannot run within GameMaker. JSON - File format used in save files. (Projects, models, keyframe data, etc.) Also! If you currently do not have GameMaker Studio 2 and get accepted as a developer, david and I can arrange a Desktop license for you to use. We look forward to any new developers willing to work Mine-imator and don't be afraid to shoot either of us a message for more questions!
  17. Testing out an unofficial forumers-only discord server, it's still very WIP at the moment. Join if you'd like. https://discord.gg/wPYBsCc

  18. Did you animate the keyframes? There are a set of keyframes later in the timeline that represent the first image, while the keyframes in the beginning represent the second image.
  19. They're talking about the UV editor. If you have more than one shape selected and move a UV point, it'll set all the shapes to be the same.
  20. So when selecting a UV point and moving it, instead of setting all selected shapes to be the same width/height/length with the same UVs, it offsets them?
  21. Looks like I'm now officially the only developer working on Mine-imator.

    1. Show previous comments  3 more
    2. TwoToRule
    3. Spontaneous Explosions

      Spontaneous Explosions

      Guess so. I'm sure you'll do a great job. Well, technically you already have on your first update so...

    4. Red Riptide

      Red Riptide

      Congrats, Nimi!

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