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    « Reply #15000 on: July 19, 2013, 08:24:01 AM »


    If you're planning movesets, wait until you've figured out how the game's fighting engine will be like.
    Just pointing out the obvious .-.

    Oh, and happy 1000 pages, and good luck with your project Cheesy
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    « Reply #15001 on: July 19, 2013, 08:58:57 AM »



    ?

    Tried to test the rigging by playing an animation. Note that this version of the model was imported through an earlier Brawlbox (0.65c I think). Model has custom boneset that was arranged in 3ds max long ago.

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.InvalidOperationException: Matrix is singular and cannot be inverted.
       at System.Matrix.Invert(Matrix mat)
       at BrawlLib.Wii.Models.Influence.CalcMatrix()
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
       at System.Windows.Forms.ModelEditControl.UpdateModel(MDL0Node model)
       at System.Windows.Forms.ModelEditControl.UpdateModel()
       at System.Windows.Forms.ModelEditControl.set_Current Frame(Int32 value)
       at System.Windows.Forms.ModelEditControl.SetFrame(Int32 index)
       at System.Windows.Forms.ModelEditControl.AnimChanged(AnimType type)
       at System.Windows.Forms.LeftPanel.listAnims_Selected IndexChanged(Object sender, EventArgs e)
       at System.Windows.Forms.ListView.OnSelectedIndexChan ged(EventArgs e)
       at System.Windows.Forms.ListView.WmReflectNotify(Message& m)
       at System.Windows.Forms.ListView.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18010 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.68.4926.38362
        Win32 Version: 0.68.3.0
        CodeBase: file:///C:/Users/Eternal%20Yoshi/Desktop/Firefox%20DLs/Brawlbox%20v0.68d(1)/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.15.4926.38361
        Win32 Version: 0.15.3.0
        CodeBase: file:///C:/Users/Eternal%20Yoshi/Desktop/Firefox%20DLs/Brawlbox%20v0.68d(1)/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18037 built by: FX45RTMGDR
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18022 built by: FX45RTMGDR
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18022 built by: FX45RTMGDR
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    OpenTK
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.278.44921
        CodeBase: file:///C:/Users/Eternal%20Yoshi/Desktop/Firefox%20DLs/Brawlbox%20v0.68d(1)/OpenTK.DLL
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Configuration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.




    Edit: I haven't a clue why this happened so I just reimported it using 0.68d.
    « Last Edit: July 19, 2013, 10:06:13 AM by Eternal Yoshi » Logged


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    « Reply #15002 on: July 19, 2013, 10:42:21 AM »


    happy 1000 pages bj and thanks for all your programes brawl hacking would have not been so amazing  if you werent here.


    No problem Smiley
    Btw Y U DO DIS 15,000th POST CARNAGE

    I'd love to help since I plan on pursuing a career in games, this should be a good start.


    Yay! What do you think your region of work will be for the game? Are you a modeler, programmer, etc

    1000 pages, 15000 posts, see how awesome you are?
    Even if someone else starts developing this, it won't be the same :/


    Lol I can't stick around forever. Stopping development on Brawlbox will be hard for me too.

    this post gets the official reward for being the 15000'th post :3

    I would like to help out where I can,
    but I currently don't have a sufficient means of doing so... Sad
    so that "where I can" part is kindof already bamfed out by other members... heh

    sorry BJ...
    I'm not good enough yet for this one...
    I still need to grow up a little bit more... Tongue

    Post Merge: July 19, 2013, 06:29:39 AM
    I feel it better to do things this way as well Smiley

    I mean shoot, if Riku doesn't say enough about the game I'm building (currently designing) my own game system for... Tongue


    I'm glad you're being honest with yourself Smiley
    Just let me know you change your mind at any time.

    If you're planning movesets, wait until you've figured out how the game's fighting engine will be like.
    Just pointing out the obvious .-.

    Oh, and happy 1000 pages, and good luck with your project Cheesy


    Of course. I almost have all the gameplay plans complete. Then we can start on designing characters, movesets and stages.

    Thanks Smiley


    ?

    Tried to test the rigging by playing an animation. Note that this version of the model was imported through an earlier Brawlbox (0.65c I think). Model has custom boneset that was arranged in 3ds max long ago.

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.InvalidOperationException: Matrix is singular and cannot be inverted.
       at System.Matrix.Invert(Matrix mat)
       at BrawlLib.Wii.Models.Influence.CalcMatrix()
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
       at System.Windows.Forms.ModelEditControl.UpdateModel(MDL0Node model)
       at System.Windows.Forms.ModelEditControl.UpdateModel()
       at System.Windows.Forms.ModelEditControl.set_Current Frame(Int32 value)
       at System.Windows.Forms.ModelEditControl.SetFrame(Int32 index)
       at System.Windows.Forms.ModelEditControl.AnimChanged(AnimType type)
       at System.Windows.Forms.LeftPanel.listAnims_Selected IndexChanged(Object sender, EventArgs e)
       at System.Windows.Forms.ListView.OnSelectedIndexChan ged(EventArgs e)
       at System.Windows.Forms.ListView.WmReflectNotify(Message& m)
       at System.Windows.Forms.ListView.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18010 built by: FX45RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.68.4926.38362
        Win32 Version: 0.68.3.0
        CodeBase: file:///C:/Users/Eternal%20Yoshi/Desktop/Firefox%20DLs/Brawlbox%20v0.68d(1)/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.15.4926.38361
        Win32 Version: 0.15.3.0
        CodeBase: file:///C:/Users/Eternal%20Yoshi/Desktop/Firefox%20DLs/Brawlbox%20v0.68d(1)/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18037 built by: FX45RTMGDR
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18022 built by: FX45RTMGDR
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.18022 built by: FX45RTMGDR
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    OpenTK
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.278.44921
        CodeBase: file:///C:/Users/Eternal%20Yoshi/Desktop/Firefox%20DLs/Brawlbox%20v0.68d(1)/OpenTK.DLL
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Configuration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
        CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.




    Edit: I haven&#039;t a clue why this happened so I just reimported it using 0.68d.


    Well Brawlbox inverts the influence matrix to get the inverse influence matrix, and a matrix can't be inverted if its determinant is 0, usually (only?) when it's a Zero Matrix.

    I suppose instead of letting that throw an error, I should catch it and return an Identity Matrix, huh. Tongue
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    « Reply #15003 on: July 19, 2013, 10:46:18 AM »


    Happy 1000+ pages, Blowjay Awesome Face
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    « Reply #15004 on: July 19, 2013, 12:30:57 PM »


    Well Brawlbox inverts the influence matrix to get the inverse influence matrix, and a matrix can't be inverted if its determinant is 0, usually (only?) when it's a Zero Matrix.

    I suppose instead of letting that throw an error, I should catch it and return an Identity Matrix, huh. Tongue


    Oh yeah. I was about to say that. Pretty simple stuff.
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    « Reply #15005 on: July 19, 2013, 01:37:07 PM »


    No problem Smiley
    Btw Y U DO DIS 15,000th POST CARNAGE

    Yay! What do you think your region of work will be for the game? Are you a modeler, programmer, etc

    Lol I can't stick around forever. Stopping development on Brawlbox will be hard for me too.

    I'm glad you're being honest with yourself Smiley
    Just let me know you change your mind at any time.

    Of course. I almost have all the gameplay plans complete. Then we can start on designing characters, movesets and stages.

    Thanks Smiley

    Well Brawlbox inverts the influence matrix to get the inverse influence matrix, and a matrix can't be inverted if its determinant is 0, usually (only?) when it's a Zero Matrix.

    I suppose instead of letting that throw an error, I should catch it and return an Identity Matrix, huh. Tongue

    1 person likes this post.

    and will do Wink
    once I can get myself fully online and ready to develop Grin
    (I mean just online... I'm already ready to develope) Tongue
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #15006 on: July 19, 2013, 02:04:11 PM »




    Well Brawlbox inverts the influence matrix to get the inverse influence matrix, and a matrix can't be inverted if its determinant is 0, usually (only?) when it's a Zero Matrix.

    I suppose instead of letting that throw an error, I should catch it and return an Identity Matrix, huh. Tongue

    Why does that make sense to me?...
    It should only be when it's a zero matrix, no reason for anything else not to.
    Logged

    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #15007 on: July 19, 2013, 03:18:06 PM »


    Happy 1000+ pages, still remember when BrawlBox's model preview could only edit animations by typing in the numbers, and show off the model. You've made this program become close to the likes of LunarMagic for Super Mario World. Keep it up. Grin
    Logged

    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

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    « Reply #15008 on: July 19, 2013, 04:36:38 PM »


    hey BJ!
    I've got something to give you for helping me out earlier Grin
    it's small though, so I still need to do something more... Smiley

    anyways, I'll release it on my thread if anyone else wants it Wink

    ever had a slew of obfusticated files containing a string you're looking for but don't want to spend hours looking through every file??
    with this, you just place it in the directory of the files, run it, and type the string you're looking for. Smiley

    it DOES NOT do:
    - sub-directories
    - case mis-match ( typing "This" will not find "this" )

    if anyone else wants, it'll be in my thread.

    BJ
    this goes to you Wink
    thanx again for the help
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #15009 on: July 19, 2013, 04:44:55 PM »


    Yay! What do you think your region of work will be for the game? Are you a modeler, programmer, etc?
    I can model and rig. I can code a bit aswell but nothing near your level.
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    « Reply #15010 on: July 20, 2013, 09:29:33 PM »


    Why do you do everything game related i do smf1...

    BJ, do you think you'll ever get brawlbox to version 1.00?
    Logged

    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #15011 on: July 20, 2013, 09:47:09 PM »


    BJ, do you think you'll ever get brawlbox to version 1.00?

    Nah. I'm thinking v0.70 will be my final revision release.

    Happy 1000+ pages, still remember when BrawlBox's model preview could only edit animations by typing in the numbers, and show off the model. You've made this program become close to the likes of LunarMagic for Super Mario World. Keep it up. Grin

    Thanks Smiley

    hey BJ!
    I've got something to give you for helping me out earlier Grin
    it's small though, so I still need to do something more... Smiley

    anyways, I'll release it on my thread if anyone else wants it Wink

    ever had a slew of obfusticated files containing a string you're looking for but don't want to spend hours looking through every file??
    with this, you just place it in the directory of the files, run it, and type the string you're looking for. Smiley

    it DOES NOT do:
    - sub-directories
    - case mis-match ( typing "This" will not find "this" )

    if anyone else wants, it'll be in my thread.

    BJ
    this goes to you Wink
    thanx again for the help

    Alright.
    No problem!
    Logged

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    « Reply #15012 on: July 23, 2013, 03:28:15 PM »


    Any number less than v1.00 is considered unfinished beta releases, on or over than that is considered the first official non-beta release and have almost all bugfixes included, around 2.0 for new features and feature-related bugfixes, and compatibility between extra and core features, 3.0 for moar features/bugfixes, orgasms if over v8/v9 (v0.8/v0.9) XD

    Though, it doesn't matter lol.
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    « Reply #15013 on: July 23, 2013, 04:39:02 PM »


    yeah if 0.7 is the final just call it v 1.0 and everyone is happy xD
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    « Reply #15014 on: July 23, 2013, 04:48:38 PM »


    Any number less than v1.00 is considered unfinished beta releases, on or over than that is considered the first official non-beta release and have almost all bugfixes included, around 2.0 for new features and feature-related bugfixes, and compatibility between extra and core features, 3.0 for moar features/bugfixes, orgasms if over v8/v9 (v0.8/v0.9) XD

    Though, it doesn't matter lol.
    huh...
    interesting :/

    yes, I didn't know that...
    screw da rules

    too bad you're stopping BJ
    but I understand... -.-*

    I'm not stahping >:3

    I wonder if I'm the longest programmer who's been a hacker >.>
    « Last Edit: July 23, 2013, 04:51:24 PM by DarkPika » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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