Last night, we had one of the rarest things happen in GE multiplayer. A TIE in a point-limit match! To achieve this, each player needs to kill each other on the same exact frame. Very rare!!! (vs froexiasim - in the Skedar map from PD)
Major wins on the decompilation front in the last 48 hours as 8 more functions were decompiled and total progress advanced to 92.4%.
The biggest remaining prize is a 2500 line chonker of a function called object_interaction that handles too many things to list here.
Sony is in FULL PANIC MODE right now
A Discord user named RSantila has reportedly managed to boot Astro Bot on PC using SharpEmu, a PS5 emulator for Windows PC.
Astro Bot is a 2024 PS5 exclusive, so seeing it even boot on a PC is a HUGE!!! PS5 emulation development is moving CRAZY fast.
This is how I did the intro for Game Sack starting in 2024. I used my iPad Mini to mirror my Mac's desktop and draw in Photoshop with the Apple Pencil. It's animated on 2s which means it runs at 15 frames per second. I didn't want anyone to think this was a filter or AI!
No, because there are still devices being made with headphone jacks and wired headphones are still being sold.
Once Sony axes PlayStation discs, that’s it. No one else can make physical PlayStation games and Microsoft is all but confirmed to get rid of their physical media too.
There are a few things that I look back on as my mistakes in the early days.
Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters.
I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points.
On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better.
One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on.
We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t.
Sorry, Sandy.
@yandhiisntreal The best controller, people that speak against it just follow forced 2010's internet memes. Impeccable accuracy to this day that even hall effect or TMR sticks fail to achieve, thanks to its optical sensors and stick length.
"It breaks!!!" Well maybe take proper care of it lol