Old Yoda Coder. Co-coded Reality Construction Kit game engine on Commodore Amiga. Making #MoonDogsArcade (indiedev 1990-1996) FullyBandaged Autistic Aphantasia
Here’s Mitosis!
This is my personal favorite out of the last few logic games I've made.
You can check it out here:
https://t.co/fWTgetwS5D
#8bit#oric#gamedev
So this is "Faster" for Atari Jaguar - a conversion of my existing Atari STE game.
Lots of work to be done, but this is much closer to the game I would have created without the hardware constraints imposed by the STE.
Watch until the video reaches night for the cool effects. 😀
📺On November 11, 1960, CBS aired ‘The Twilight Zone’ episode ‘Eye of the Beholder,’ in which a woman lying in a hospital bed with her head wrapped in bandages awaits the outcome of her 11th and final state-approved surgery, a last-ditch attempt to make her look ‘normal’ in a society that demands conformity in appearance.
Written by Rod Serling, the episode featured Donna Douglas as the unmasked Janet Tyler and is widely regarded as one of the series’ best episodes
Midwinter 1 enhanced v1.2 is here, an updated version with a bunch of fixes, and it runs great. Links in the first reply, hope you like it. Promo video speech done by the speech program on ST Format issue 14 (side B).
Good morning gang. I spotted some incredible procedural foliage on the morning walk
Runs at about 500FPS on a 32 year old MPU (meat processing unit)
It must be using CLOD as these are many yottabytes of meshes
MPU continuously samples ray traced light data. Infinite bounces
today raylib received a BATCH of +10 AI generated Issues in one go, long blocks of text to be read, understood, analized and implemented.
Really, how can I deal with this? It seems the faster way to kill an OSS project. I want to be paid for even read those issues.
Long time ago I took the decision to work in a handmade way, I just enjoy working and learning that way.
But many developers always preferred to use modern engines and latest technologies to accelerate product development because they had different priorities. Perfectly understandable.
What seems weird to me is that some of those developers now critizise latest technologies and support that "handmade development" while never really embraced it in their careers.
What's a game that was insanely hard (borderline impossible) but you went back to it and tried over and over again?
My arch-nemesis was Ghosts 'n Goblins. We played the absolute crap out of it, and it was incredibly unforgiving.
What was your love/hate-relationship game?
And there was a human cost.
As commercial engines took over, those of us who specialised in writing game engines found it increasingly difficult to get work doing what we loved.
Our jobs weren't immune to technological change.
But back then, we were told that it was progress.
3/4
As someone who's spent 30 years writing game engines, I'm confused by all the outrage over #AISlop.
Where were you all when Unity and Unreal unleashed #EngineSlop on the world?
You're not a REAL game developer unless you write your own engine! 😉
See how ridiculous that sounds?
1/4
Don't mind me - I'm just DOING THE MATH with a new and exciting port of Faster to a 64 BIT platform.
No, I can't tell you if the cars will have headlights during the night phase. But don't those real-time scaled roadside sprites (enlarged from the ST version) look just divine?