Fun fact:Cerberus (Cerbi) Dont attack you cause they need to focus on maintaining the hell orbs shape Therefore the only ones that do attack you are the ones who can maintain the shape while in battle
42:40 the maurice name came from a meme with two bugs that said "pick youre fighter: gilgamesh the consumer of reality or maurice" one being a huge spider, the other being a ladybug. someone changed out the ladybug for a low res image of malicious face, and the name stuck.
2:51 Hakita said in the developer stream that it is ''in fact'' a misespelling of a misespelling, it was either close to the end of the stream or when he was playing 5-2
29:01 what’s funny is on my first play through, I thought John was a canon play through boss because I was SO LOST on 7-1 that I thought he was progression based
42:45 the name Maurice comes from a meme of a “who would win” scenario, on the left was the corpse of king Minos with the caption “Gilgamesh, destroyer of worlds” and on the right was a tiny head of the malicious face with the caption “Maurice”
Hakitr liked the meme so much that he decided to call the malicious faces “Maurice”
35:49 Floating point precision shenanigans! TLDR (still like 4 paragraphs lol): The polygons of the player’s model use coordinates in 3D space to know where to put their vertices so they can be visually rendered; like drawing a triangle on a piece of paper by drawing 3 dots and connecting them with straight lines.
Computers are limited in where they can draw those dots, though; and there’s a bunch of options for how exactly those possible dot locations can be arranged. They can have a possible dot spot on every whole number like 1, 2, 3, etc*, but people usually want something more precise than that, like 1.1, 1.2, 1.3, etc. But the more precise you make it, the shorter the range of numbers you can use; and so people naturally wanted to find a way to make their dot spots both precise and expansive.
Someone eventually came up with the “Float”, which did a really good job at doing both. Basically, it made it so the possible dot spots are extremely precise around the Origin (the center of the 3D space, which is probably around the middle of each level - or the spawn room) and gets increasingly less precise the further away from the Origin. So possible dot spots would be something like 0.0001, 0.001, 0.01, 0.1, 1, 10, 100, 1000, etc.
Thing is, in most video games, the player never really goes very far from the origin. So the vertices of each polygon look sharp and clean, most of the time. But when you go super duper far out of bounds (like he did there), the possible dot spots start to get more and more spread out, so the vertices just have to round their position to the nearest valid coordinate, which isn’t always close enough for the models to not look weird.
So! Yes, computers can’t just pluck any number from thin air like we can, but despite the wobbly-ness, everything happening there is expected and acceptable; in a way, it’s even a sign that things are working correctly!
33:11 I actually fell asleep watching this video and woke up around this part and it scared the fuck out of me because I thought there was a stranger speaking into my ear
14:09 from what i heard, no two ferrymen can be on one boat so they have to fight for it and the winner uses the skull of the loser as a key, gets the boat, and the cloak
28:30 this also works with virtue beams and is the easiest way to open it since they have infinite range so you dont have to lite them all the way out there edit: I should have waited 2 seconds before commenting
100 Things You (Probably) Didn't Know About ULTRAKILL! (Compilation)
linguini & lasagna
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will i ever make any of these ever again? (yes) Discord: Discord: discord
Minos Phrime is OVERWHELMINGLY resilient to Ethanol, to a point where it can still live in a 99% concentration of it.
For reference: Alcohol, and Ethanol especially, is REALLY GOOD at killing microorganisms