The first playthrough of 4 player capture the flag was such chaotic fun - but I need other players to play now - my wife said she had to stop playing for the rest of our safety.
Now For up to four players:
https://t.co/N3HVYBTiy9
Yesterday I had a few test rooms built for a new N64 action-platformer - which has an optional co-op player. 10 minutes of playtesting and my 10yo was making up rules for routes to run and loop around before the co-op character caught up with him. So I went on a sidequest. #n64
@dark_coderz It depends - It depends on what languages are commonly used by the others who will maintain it. Millions of requests a second is just as achievable in Python and Java as it is Go or Rust.
Castlevania: Belmont’s Curse
Release times are as follows:
New York
PS5®/XBOX/Nintendo Switch™/ Steam®: October 15, 12:00 AM EDT
#Castlevania#CastlevaniaBC
I’m not a real Indie Developer - but I like to tinker and solve problems in my free time. I’ve since pivoted from porting this to the CPS3 (I don’t have the source audio and the mixdown won’t fit on CPS3’s 16MB of addressable audio)
I’m totally not biased -
But by implementing just enough gles and SDL2 ABI on the FPGA, this made a lot of games that rendered at 8fps reach 60: https://t.co/B7E9CbpX3H
I knew the concepts and the strategies that developers used on hardware with no FPU, and could see the system architecture - but even with ast-grep no-one’s got time for the amount of “find double precision math, now use fixed precision integer math, or LUTs”
While I wait to maybe someday get back into my @mcnut account…
I’m a person with too many hobbies:
I honestly would not have had time to do the massive amount of work to make spelunky playable on a Capcom CPS3 without the help of AI -
https://t.co/ZQj9H58mVn