<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Tools on Merlijn Van Holder</title><link>https://merlijnvanholder.com/tags/tools/</link><description>Recent content in Tools on Merlijn Van Holder</description><generator>Hugo -- 0.152.2</generator><language>en-us</language><lastBuildDate>Mon, 20 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://merlijnvanholder.com/tags/tools/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot Multi-Resolution Screenshots</title><link>https://merlijnvanholder.com/posts/2026/godot-multi-resolution-screenshots/</link><pubDate>Mon, 20 Apr 2026 00:00:00 +0000</pubDate><guid>https://merlijnvanholder.com/posts/2026/godot-multi-resolution-screenshots/</guid><description>&lt;p&gt;My biggest pain of making mobile games is arguably the Apple and Google Play store submission process. They both require screenshots in various resolutions. You might already have captured some great screenshots, but Apple in particular requires screenshots in a variety of different aspect ratios.&lt;/p&gt;
&lt;p&gt;Simply resizing your screenshots won&amp;rsquo;t do, in most cases the different aspect ratios will result in cropping, cutting off the UI, etc.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Pilot Panic" loading="lazy" src="https://merlijnvanholder.com/posts/2026/godot-multi-resolution-screenshots/media/godot-multi-resolution-screenshots-01.png"&gt;
&lt;em&gt;Pilot Panic running at different resolutions and aspect ratios.&lt;/em&gt;&lt;/p&gt;</description></item><item><title>Quake 25th Anniversary</title><link>https://merlijnvanholder.com/posts/2021/quake-25th-anniversary/</link><pubDate>Tue, 22 Jun 2021 00:00:00 +0000</pubDate><guid>https://merlijnvanholder.com/posts/2021/quake-25th-anniversary/</guid><description>&lt;p&gt;&lt;img alt="Quake" loading="lazy" src="https://merlijnvanholder.com/posts/2021/quake-25th-anniversary/media/quake-01.png"&gt;&lt;/p&gt;
&lt;p&gt;Today marks Quake&amp;rsquo;s 25th anniversary, which also happens to coincide with my birthday. Coincidence? I think not!&lt;/p&gt;
&lt;p&gt;Quake released on June 22, 1996. I was still in elementary school and I&amp;rsquo;m not entirely sure how I got my hands on it, probably through my cousin, but my dad and I were &lt;em&gt;hooked&lt;/em&gt; and played nothing else for a good while.&lt;/p&gt;
&lt;p&gt;Quake wasn&amp;rsquo;t just among the first fully 3D, real‑time‑rendered FPS games; it was executed so well that it still holds up today, that quality is what makes it unforgettable.&lt;/p&gt;</description></item><item><title>Poisonator: My Rogue Quality of Life Addon</title><link>https://merlijnvanholder.com/posts/2020/poisonator-my-rogue-quality-of-life-addon/</link><pubDate>Sat, 04 Apr 2020 00:00:00 +0000</pubDate><guid>https://merlijnvanholder.com/posts/2020/poisonator-my-rogue-quality-of-life-addon/</guid><description>&lt;p&gt;With the release of World of Warcraft Classic some months ago, I&amp;rsquo;ve been casually playing most weekends (until the nostalgia eventually wears off). One of my work colleagues happens to run a guild, and has been pestering me to write some guild management addons. Having no experience with WoW modding, I&amp;rsquo;d give it a go.&lt;/p&gt;
&lt;p&gt;Since I&amp;rsquo;m playing a rogue, I found myself having to re-apply poison to my weapons constantly. Tedious. After looking into the guild addons, I realized this was the perfect opportunity to &lt;code&gt;/scratch&lt;/code&gt; my own itch.&lt;/p&gt;</description></item></channel></rss>