Let me remind you about my #GodotEngine#indiegame «Hellrule».
😈 Simple but challenging · Unique visual style ☔
⚡100% free - No ads - No purchases⚡
· 🤖: https://t.co/Wk7omWcgZ8
· 🍏: https://t.co/S96q6yS5EY
Sincerely high ratings appreciated! 😁
🧵 1/3
@haru2401game They'll face two separate boss characters at the same time. However, it'll be as if both were part of a single boss "contraption," if you know what I mean.
At the end of the forest area you'll be fighting terrifying bosses (yes, not only one this time). The atmosphere is quite fitting I'd say. Apocalyptic, hellish, dreadful.
#Hellrule#ScreenshotSaturday#indiegame
@JamesVoid5 They're in Spanish, but I guess nowadays there are ways to get a decent translation. Haven't checked myself, though, how much it takes to translate audio such as what YouTube can do.
Tuve el gusto de ser el entrevistador en este ciclo. Una experiencia muy grata. Agradezco el compromiso de todos y la confianza puesta en mí. Espero que se disfrute mucho de ellos.
Comenzamos a publicar una serie de entrevistas realizadas a los desarrolladores de los juegos presentados al concurso C:\DOS\CONTEST II, de juegos para MS-DOS, empezamos con Iván y Jordi.
https://t.co/CjtsFVQw0n
@JamesVoid5 My repost is about a contest the MS-DOS Club run about making games for such system. I have been the host in the interviews to the contestants. Those are going to be released in the feed of the podcast. The first one is already out.
Nos hemos presentado a los premios Ivoox al podcasting.
Nos haría mucha ilusión recibir un reconocimiento por nuestra labor divulgativa así que os ponemos el enlace por si os apetece votarnos.
¡Muchas gracias de antemano!
https://t.co/AKTvWlrcg2
Es todo un sueño cumplido salir en la página de actualidad de la revista @MicroManiaPapel. Mi eterno agradecimiento a @vidaextraretro por echarme una mano a cumplir este sueño.
Ahora toca llevar The Weave a cabo, y @haddhar y yo seguimos necesitando grafista 😉
In 1996, Naughty Dog released Crash Bandicoot on the original PlayStation, which had just 2 MB of system RAM.
Some levels contained over 10 MB of data. There was no way to fit an entire level into memory at once.
So programmer Andy Gavin built a custom virtual memory system that swapped 64 KB chunks from the CD as Crash moved through the world.
The game typically loaded around three chunks per second, carefully arranged on the disc to avoid interrupting gameplay.
They were streaming entire 3D worlds from a CD-ROM capable of roughly 300 KB/s, while targeting 30 FPS.
All on a console with 2 MB of RAM.
we WISHED it yelled at us in russian instead of this:
error: no matching function for call to 'std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, MyComplexType<std::vector<int, std::allocator<int> >, std::shared_ptr<OtherType>>::InternalData>::insert(std::pair<const std::__cxx11::basic_string<char, ...>, ...>&)'
𝐕𝐮𝐞𝐥𝐯𝐞 𝐋𝐚 𝐏𝐫𝐢𝐬𝐢𝐨́𝐧, el primer 𝐌𝐌𝐎 𝐞𝐬𝐩𝐚𝐧̃𝐨𝐥, de la mano de sus autores, ahora renombrado a 𝐏𝐫𝐢𝐬𝐨𝐧 𝐋𝐞𝐠𝐚𝐜𝐲.
A partir de Noviembre en 𝐒𝐭𝐞𝐚𝐦, nos lo explican sus creadores en el podcast.
https://t.co/tTZwQPXHnJ
@SheriefFYI That matches my experience. And if you guide them enough so changes keep creating something well structured again, you get the same benefit in the next iteration. And so on. But you have to be very careful not to accept looking good as actually good to avoid slowly derailing.
@brunosxs It quite arose on the go. My idea was to do even game logic in C. However, as I dove into it, I made a coroutine system, then a set of handy macros, etc., so it ended looking like a custom script language. Named Painscript, by the way.
Did you know I'm making a retro adventure game engine and a game on top of it? Soon, I'll release a little demo of the Legpain engine, that will also give a taste of what the full 'A Doc in the Stark' game will be. Made on and for MS-DOS, ported to modern platforms.
Ain't that ability to pseudoscript beautiful?
#retrogamedev #gamedev #indiedev