MrOobleck
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MrOobleck commented,
I actually did this exact thing in LBP3. The way it worked was to have a value that represents the rate of perceived time over "actual" time. Basically just scale the velocity of an object directly...
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MrOobleck commented,
Media Molecule, we need this desperately! Think of the children!
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MrOobleck commented,
Haha thanks napzackz!
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MrOobleck commented,
You could theoretically make your own very pixelated screens using the raycasts and vector transform logic, but the lag generated probably wouldn't be worth it.
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MrOobleck commented,
I have an idea on how to make in-game screens using the raycasts, but I'm sure it would cause insane lag.
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MrOobleck commented,
This is one of the features I would most like to see added. I want to remake the 2.5D magic brawler game I just finished in LBP3 with a first person mode, but right now it's only possible to have o...
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MrOobleck commented,
What if you used a raycast from the hand to find the nearest thing to grab (limited range of like 0.25 meters or so), then used the hit coordinates as the target location for the hand, then used a ...
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MrOobleck commented,
I have an idea for making your own, but I haven't tried it yet. I'm thinking of creating a grid of pixels with RGB color inputs, each sensing for a different RGB global variable. Make a virtual cam...
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MrOobleck commented,
Hello MM dev team! Enjoying the many features this game has to offer, but on the subject of paint strokes and surfaces, I encountered a bug in which case a stroke that was grouped with a sculpt bro...
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MrOobleck commented,
On this topic, it would be really cool if emitters could emit by reference without deleting an object from the level. For instance, you want to emit a bunch of cubes that have a different color eac...