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Facebook: https://www
Tuesday, June 12, 2018 - 15:57

Facebook: https://www.facebook.com/medicine.storm (utumno@medicinestorm.com)

Twitter: @MedicineStorm

Youtube: https://www.youtube.com/user/medicinestorm

Deviantart: https://medicinestorm.deviantart.com/

Tumblr(?) https://medicinestorm.tumblr.com/

Instagram(?) https://www.instagram.com/medicinestorm

Discord(?) MedicineStorm#4059

GitHub(?) https://github.com/MedicineStorm

Steam: https://steamcommunity.com/id/medicinestorm ( this is you, right? https://steamcommunity.com/groups/OpenGameArt )

There was some interest from other site regulars in helping out with this, but I'm not sure how that would work or even if it's a good idea.

I was planning on using a professional marketing company do some stuff on the OGA social media accounts, so they may need access to things as well. Should I get their details before moving forward or will I be able to delegate access when i'm ready for that so long as I'm a co-admin/whatever on these accounts?

Are there any constraints you'd like me to observe when representing these accounts? (other than the obvious "don't do anything that goes against the spirit and ideals of OGA")

PS: does OGA have/want a discord server/account?

I've seen the rope swing
Tuesday, June 12, 2018 - 15:35

I've seen the rope swing incorporated into the animation itself, but also having a static straight rope be altered in code by a Rotate() function in terms of Sin * elapsed_time.

Here is a Unity tutorial where the swing of the rope is handled by code. It is more complex than just a sine function since there are several generations of axis points calculated when the rope hits various parts of the rock, but it demonstrates the concept:

In Donkey Kong Country, the swinging rope is incorporated into the animation itself. This allows for a more dynamic bend (not just a straight line) and it has a more gently sloping curve near the top:

In my opinion, this is actually less realistic than a straight rope, though. In real life, the rope is always very straight between the payload and the fulcrum point at the top. Unless the rope is more like a flexible plastic rod or the payload is nearly weightless, the animation above doesn't look right to me.

Here's Lana Del Rey on a tire swing. Notice the rope is totally straight between her and the fulcrum:

 

That all sounds like perfect
Tuesday, June 12, 2018 - 12:50

That all sounds like perfect content for a "missing link" theme, TBH. It may not have been missing to you, but those features are certainly a general missing link between UI elements and a complete look-and-feel. I know I could personally use the stuff you're talking about.

Can't click links without
Tuesday, June 12, 2018 - 09:23

Can't click links without cursors. :) 

Are the backdrops not made out of necessity for the things you are missing?

It's already fixed.
Monday, June 11, 2018 - 20:26

It's already fixed.

Excellent. PM them to me
Saturday, June 9, 2018 - 17:28

Excellent. PM them to me would be ideal. I can name them as long as I know which source file they came from. Would you be able to put them in a folder/archive of the name of the spritesheet they came from?

a). My thought process was
Saturday, June 9, 2018 - 16:29

a). My thought process at the time was "movie previews don't show the whole movie because they're just a preview" but I'm inclined to agree. I'll see about finding a good way to showcase more of it without overwhelming the page.

b.) Agreed, but I'd need some help doing that. Any chance volunteers would be willing to help me separate sprites and give it transparency?

c.) What tags did you have in mind beyond "cat, bird, helmet"?

Late response, but you can
Friday, June 8, 2018 - 15:56

Late response, but you can now add embedded youtube videos on a new forum post so long as the link used follows the correct format.

For example, it won't work if you add following link in the Embed Video field: 

https://www.youtube.com/watch?v=EK5VOK9FD_M

It has to follow the format indicated, like so:

https://www.youtu.be/EK5VOK9FD_M

 

:)
Friday, June 8, 2018 - 15:09

I see. Thank you for that explanation.

:)

1920x1920? That's like 60
Friday, June 8, 2018 - 14:22

1920x1920? That's like 60 pixels per pixel! Why not just a 32x32 sprite that anyone can scale up?

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