I will be making a few short stories in the same world as the game I'm solo working on.
Almost entirely done with @grok , abusing it in clever ways.
More of the game will be shown soon.
#AIVideo#AIFilm
This is exactly why we built the QUByte Emulation Engine (QEE).
"Biomechanical Toy is a brilliant reminder of the creativity of 90s arcade gaming. QUByte has treated this forgotten classic with care, preserving its charm while adding modern features"
Full review in the comments
Are traditional platformers starting to feel a little too predictable lately?
Grapple Force Rena fixes that.
@galaxytrail has created an incredibly well-crafted 2D action game where you don’t just jump—you can swing back and forth with a grappling hook, fling enemies, and push the limits using a grappling beam.
Fun fact: The game was created by the same developer, Sabrina DiDuro, who also developed Freedom Planet, a hit platformer from 2014.
And yes, console gamers, we’re officially bringing this amazing game to all consoles! 🪝
#retrogaming #pixelart #grappleforcerena #indiegames #gaming #platformer #freedomplanet
Developed in partnership between @NightdiveStudio and @qubytegames , this is a great opportunity for you to test our great tech piece, QEE (QUByte Emulation Engine), with a MS-DOS core, for free at @EpicGames!
This is "Final Re:Quest"—the world's first, and likely only, pixel art feature film.
I wagered everything I had and spent five years of my life creating this movie.
Even now, I struggle to sell it. Because I can't survive by focusing solely on this, I've found myself continuously making ridiculous, kitschy games—which represent my other world.
Yet, I have absolutely no regrets, for I know I will probably never be able to do something like this ever again.
I poured my entire belief in the True, the Good, and the Beautiful into this film. Just knowing that someone, somewhere, might watch this even after I am gone allows me to face death with a little more peace.
Both this deadly serious, deeply earnest piece and those crazy, bizarre works are genuinely me.
Those who only know one side of me might be bewildered, but this is simply who I am.
The first half is available to watch until July 10th. Please watch it if you'd like.
I’ve created an easy to use software for making point-and-click games with AI-rendered visuals. All you need to do is draw the area where you want the character to move.
This Earthbound interview from 1994 with writer-developers Shigesato Itoi and Hajime Kimura (Metal Max) looks at questions of perspective, immersion, and what it means to be a game designer. https://t.co/Wps5pxEJsT
Looking for a timeless classic with a story that will mess with your mind (without spending a single dime)?
We at QUByte worked hard alongside @NightdiveStudio to bring I Have No Mouth, and I Must Scream to consoles, and right now you can grab the PC version entirely FOR FREE on the Epic Store!
#retrogame #retrogaming #scifi
Box3D is now public & open-source. 🎉
We've used it as our 3D physics engine for the past year, for a Sandbox game where players can build whatever they imagine, or developers can build any game - Box3D handles anything thrown at it.
Open development like this makes games better for everyone. Congrats to @erin_catto on the release.
https://t.co/nfFPYHPL8M
What's about to happen at Microsoft / Xbox:
Just the predictable result of $70B spent on ONE acquisition: Activision Blizzard.
To give you some perspective, here are some games lifetime revenue:
The entire Call of Duty franchise > $35B
GTAV > $10B (with 230 million copies)
WoW > $12.8 billion
Diablo III > $2 billion
Overwatch > $1 billion
This means Xbox now needs many legendary games & entire franchises of this caliber, sold for +15 years, just to be even.
That's how hard it's going to be to turn such an acquisition into something profitable for Microsoft. That was the insanity of this deal.
Activision Blizzard sure might bring $2B to $3B of annual operating profit to Xbox, but that is still 25 to 35 years just to pay back.
Absolutely no way that this acquisition beat what $70B could have done elsewhere, especially at the dawn of AI (and Microsoft, like Apple, missed the train, failing to develop their own competitive frontier model).
So yes, party is over, now is the time for correction. It's going to be absolutely savage & devastating for the industry, for talents, for studios, AND for gamers. It's going to break trust between everybody. And it was entirely predictable.
What we see right now is why I rejected every deal since 2020, when COVID brought a sudden massive injection of cash in the gaming industry. I was certain it was poisoned money & would end up incredibly costly for studios & founders who would drink the fountain.
Many of my industry friends lost their studios, their IPs, and their teams, forever. I thought they were wiser by moving their business faster than me, but turns out it was insanely dangerous as I predicted & they now live with the kind of creative scar that I don't think I could recover from.
I still own my studio & my IP. And I will make sure to keep it that way, long after The Last Night is in your hands.
My path is longer, but ultimately sovereignty & restrain will put us in a much stronger position, will ensure we can make the absolute best games without having to convince the suits, will allow us to capture the upside ourselves to fund our next games, all while minimizing the risk of losing our life's work.
https://t.co/rvY0oSp5fa
Tim Sweeney says Steam is leaving billions on the table by ignoring major live-service games like Fortnite, Riot Games, and Genshin Impact. 🔗 https://t.co/BZ6UPyrVgD
"They're missing out on a lot of opportunity that I think they could have if they took the more forward-looking, open view that Epic has taken, and Microsoft has taken."
#UnrealEngine#UE5
I’ve been testing Lumen’s new Medium Quality mode, which is supposed to be faster and scalable enough for #Switch 2. Sadly, I’m surprised by how close its performance is to standard #Lumen.
Image 1: Lumen Medium + Medium reflections/SSR
Image 2: Lumen High
The result is 88 FPS versus 83 FPS; merely 8-12% faster. Despite a noticeable loss in fidelity.
Thing is, you can gain that much performance simply by tuning regular Lumen’s default settings while retaining significantly higher visual fidelity.
I also tested in more demanding scenes, where the difference became even smaller because of the additional rendering costs.
I’ve seen similar results from people using very different hardware, so this is quite disappointing. I would have expected at least a 45% performance improvement, especially considering that DDGI Probe based solutions often are more than twice as fast as per-pixel ray-traced GI systems such as Lumen.
For example, Vite #DDGI gets to run scenes 250% faster than Full Lumen. #UE4 #RTXGI looks similar to this Lumen Medium, as both are similar tech; the performance isn't though.
It simply isn't fast enough for Switch 2, and, actually, Per Pixel RT GI solutions from engines like BlackSpace or Metro Exodus 4A Engine seem to be more performant at much higher fidelity.
#rendering #gamedev
A lot of programmers are basically fans of programming itself. It’s all about them. They have mastered Rust or Haskell or Zig or whatever, but their objects of veneration are useful mainly as a backdrop to their own cleverness. Anyone who will spend six weeks rewriting a working system in a new language to make the types nicer is more into the rewrite than the product. Extreme technical obsession may serve as a security blanket. If you are the person who knows every flaw in the architecture, every impure abstraction, every place where the old code fails to express its true intent, you already know what to say in every meeting, which is so much safer than asking whether users care.
Your obsession with refactoring is your beard. If you know absolutely all the trivia about borrow checkers, effect systems, async runtimes, and build tools, it saves you from having to know anything about customers, deadlines, support, sales, documentation, or whether the thing actually helps anyone. That’s why it’s excruciatingly boring to talk to such people: they’re always asking you questions they know the answer to, and never shipping anything that answers a question users actually asked.