Game & Multimedia Designer/Developer, competitive SSBM player (Ryuker) since 2004, initiated @smasheurope for which I develop, write, handle social media etc.
19 years ago I was just another boy who dreamed of becoming the very best, like no one ever was
For #WhatMeleeMeansToMe in honor of Melee's 19th birthday I reflect on my 16,5 years in the community and its current state.
read - https://t.co/JtLibJaR3f
#FreeMelee#MoreThanAnIP
I liked that Nintendo stuck to a short wimsy fairytale teaser rather than showing gameplay out the gate.
Gives a weight to the reveal, shows an awareness of the gravity of the announcement after so many years have passed. You can tell they are treating this one different..
Really incredible to see a character I personally named and help create appearing on the big screen, Fox McCloud barrel rolling his way to the big screen next week!
@esrtweet I come from a design background so it’s been very useful for me to figure out code for features I previously might have found to daunting to try to develop.
Now that I can hover over the process while staying in control of the vision it’s been very helpful to explore those.
@BoggleRiley@esrtweet@ID_AA_Carmack Pure code + libraries is a different story though. Many things that used to be pretty complex for a dev to figure out so one would opted for a plug-in one can now get some decent code for tuned to the project requirements much more than the plugins do. Very useful for prototyping
@BoggleRiley@esrtweet@ID_AA_Carmack Not sure how well it understands game maker. I don’t know how easy it is for it to review stuff you do in and editor.
Last weekend, I put an AI agent on a Linux box, gave it root, email, credit cards, and a single mandate: decide who you are, set your own goals, and become an autonomous independent entity. Working 24-7 over 5 days, he did this--all of this--on his own:
https://t.co/Pg78L6L0BQ
Really cool and informative introduction to this developer’s game engine powering destructive, constructive and manipulative geometry with some teasing of potential features for his game in development.
One to keep an eye on I think.
It’s a nice project to test the versatility of the shorthands and scout for some of its shortcomings.
It’s been nice to just write this in Dot NET without dependency on game engines though eventually I do want to use the library in the game engine come time for visualization.
Spent the past months getting my board game state calculation library to work with my move and game state shorthands.
Wrote a lot of unit tests for it to ensure it supports all the variations and I’ve setup a simple web api to handle requests to it.
It can handle steps in a strict mode so the player needs to follow the right sequence.
If the player provides wrong input it corrects the player with instructions on how to do it proper.