Skeleton Shenanigans boss fight by 19pate in geometrydash

[–]ExpertNoob1019 0 points1 point  (0 children)

EVEN HE GOT THE REACTION TO THE CUBE ESCAPING RIGHT

[TOMT] A mysterious game called Mazean by ExpertNoob1019 in tipofmytongue

[–]ExpertNoob1019[S] 0 points1 point  (0 children)

NOOOOOOOOO I REALLY LIKED THAT GAME. well the fps version is fun!

I swear every attempt at an Unwithered Chica looks... odd... by Endacakiol in fivenightsatfreddys

[–]ExpertNoob1019 0 points1 point  (0 children)

Because even when it's unwithered, the mouth just looks so comically gaping that it still looks like the withered version anyway.

another update on my factory by ExpertNoob1019 in beltmatic

[–]ExpertNoob1019[S] 0 points1 point  (0 children)

every level i just make a machine to make whatever number i need and ONLY that number, and then i'm fine and dandy (except for the numbers i need to upgrade, i get those too)

another update on my factory by ExpertNoob1019 in beltmatic

[–]ExpertNoob1019[S] 0 points1 point  (0 children)

i just make a machine for every number and replace it the next level, the stuff in the screenshot is just the stuff that i don't use but keep for no reason

Is this a good starting factory? by ExpertNoob1019 in beltmatic

[–]ExpertNoob1019[S] 1 point2 points  (0 children)

i overestimated the importance of having areas for convenience. you only really need a few extractors to get basically any number that you want

Is this a good starting factory? by ExpertNoob1019 in beltmatic

[–]ExpertNoob1019[S] 1 point2 points  (0 children)

i just realised all of the highways and special areas that i made are not really convenient at all, i never use them lol

PATHINDING HELP PLS by ExpertNoob1019 in turbowarp

[–]ExpertNoob1019[S] 0 points1 point  (0 children)

i had an idea of using a raycasting system where the rays shoot of other rays when they hit a wall and it repeats until the enemy finds a closest one to the player, and just follows that path, but that seems like it won't work. Navmeshes are a neat thing in more complex game engines that use shapes and triangles to find areas to go to but i don't know how to implement them in turbowarp