I do, droplets2113, and I think I understand what you mean now, the clones I’d stores where it’s layer data is in the layer list, so when the clone layer is set it uses the id to find it’s entry on the list, so we set the clone layer to it’s layer using id, not setting it to the id. And if you mean json like key and value, you can use json extension to read the value of a key, sorry I have trouble understanding what you mean
Droplets
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I used the looks+ extension and clones extension, though the clones one isn’t necessary. So when the broadcast is called, everything in that sprite receives it, that goes for the any of it’s clones and itself, you can identify if the thing receiving the broadcast is a clone by using a for this sprite only variable or a is clone? boolean from the clone extension. Then with the looks+ extension you can set the clone’s layer, and the clones layer is stored right where any sprites layer would be, the only difference is that it’s added when a clone is instanced rather than being verified during runtime like it’d be typically done in the runtime function with sprites, I hope you understood any of that
It’s been a while so I’ll try to recall as well as I can. When a clone is created it’s automatically given an ID and added to the layer-buffer queue, then when layer runtime gets called that broadcast is also called which only works on clones, once the clones receive that broadcast they set to their layer, I would show you an example but I personally forgot how to use this, I typically just render stuff on a pipeline now so layers haven’t been much of an issue
I've never realized how impactful being dead really is. Being dead simulator showed that to me. I'll never be able to describe how this game made me feel. Actually, I can:
First of all, the intro is a masterpiece, the Glue3D logo followed by the intro is a chef's kiss, and it really gives you a feel of what you're getting yourself into
The music and ambience are also really good. The raindrops overlaying the music are just the touch of not too much, but not too little, and really show you how much detail was put into the game. Along with the souls of the damned playing when you use your cursor really portrays what being dead feels like, I almost felt like I was lying there too, empty and... dead
And don't get me started on the lack of controls. Some might say it was pure laziness, I say it was masterful thinking. As it really gets you feeling like you're dead, and how it feels to be paralyzed
I've even talked to people who have died before, and they said that this is almost a 1 to 1 expirience, and it really shows. It seems like the developer really put their heart and soul into this project, and I think that's beautiful, 5 cheeses out of 5






































