It’s a steal at $7. Check it out 👀
store.steampowered.com/app/3972660/...
It’s a steal at $7. Check it out 👀
store.steampowered.com/app/3972660/...
If you've been following this project for a while, this may seem like reverse progress, but I wanted to go back and redo some areas to sure the general feel and muscle memory came through.
If you've been following this project for a while, this may seem like reverse progress, but I wanted to go back and redo some areas to sure the general feel and muscle memory came through.
Give it a watch!
So, what's the GamePro press CD collection? We put together an explainer
Give it a watch!
It does bring the autowalk doors much closer to the original though.
It does bring the autowalk doors much closer to the original though.
It's been a long month in the real world, and I'm looking forward to sitting down and recapping it in something other than tweets.
All the best, gang. o7
It's been a long month in the real world, and I'm looking forward to sitting down and recapping it in something other than tweets.
All the best, gang. o7
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
Wanted to finish with something visual, and luckily I found a nice tutorial on how to implement blinking with blendshapes by @evepaints_ -- linked below.
The Shannon model was a commission last year from k_catz on fiverr, briefly shown to the Quest 64 discord.
There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.
There were 2 previous attempts with this with the newer Rigging system, but I learned today that there is just a built-in function for this on the default animator object. Way simpler and just takes a few seconds to set up.
The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.
The stairwell areas are blocked with the lua data, and the stencil issue was just a typo somewhere. The last camera issue is handling collision and closeness, and figuring out why the npcs now talk to you while pouting.
Hat-Loving Gamers Packed Presentation! ~ Oct 29, 2025
defaultdnb.github.io/ReCollect64/...
#N64 #ReCollect64
Hat-Loving Gamers Packed Presentation! ~ Oct 29, 2025
defaultdnb.github.io/ReCollect64/...
#N64 #ReCollect64
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
Adjusted the animation / IK stuff to play nicely with doors and the new 30 fps sim stuff, but the denser layouts are inviting problems with the stencil door trick from last year.
Finished the map data exporter with landmine's help, adding npcs and doors between areas. A common question is "how far do you want the project to get", and every tool like this helps that answer extend further out etc.
Finished the map data exporter with landmine's help, adding npcs and doors between areas. A common question is "how far do you want the project to get", and every tool like this helps that answer extend further out etc.