Oh. My. God.
Oh. My. God.
fwiw I run Pop and I've been able to get Overwatch running, but only through the Steam release. Battlenet through the various workarounds just doesn't cut it apparently.
This has got to be one of the best illustrations I've seen of him. I need a beat-em-up game starring The Illest Villain.
MF DOOM
Making UI so annoyingly bouncy and squashy and stretchy and bobby and spinny that a single UI element has like 500 lines of code in it's script. HELP ME
Progress on my Quake Sewer Jam 3 map.
These models were hand sculpted in blender and then converted to brushes with OBJ2MAP, 800 faces per model.
Baking is done with combined, so the normals and the lights are baked in the texture.
was playing Blinx for some easy nostalgia and spotted this fucker
YO PILLAR IM WATCHING YOUR STREAM WHY YOU TRYING NOT TO LAUGH BRO THAT'S DISRESPECTFUL AS SHIT BRO
I will pay a $30 bounty to whoever creates an accurate MIDI version of RZA's Guitar Centre beat. DM me to claim.
Okay, I started listening to BjΓΆrk and I get it now. I feel like a better person after marathoning the first 4 albums in a row.
SKIN DEEP REFERENCE?
YEAHHHHHH WE OUT HERE
WIP everything right now, but even with the placeholders this enemy feels so intimidating. Pure bullet-hose action. #gamedev
Portraits I made pixel version of for Fixeight Exa Label.
I worked off of new concept/promotional art by Nanpei Kaneko, who also did the promo art and ingame portraits for the original arcade version. Each of the portraits is 16 colours (including the black) and are in 15bit colourdepth. Fun times.
I think that Flourish is a very delicate system in a good way. You can easily tweak a few of the micro-incentives like bringing a chain into a boss, extending with bombs, zero-flourishing, and then change the other surrounding systems and get something with a very different soul.
It's a bit sad to say, but I've had the exact same experience designing my own game. Flourish was the first system that really stuck out to me and made me "get" scoring, and it's heavily affected the design of my current system (kinda rayforce-y, but where you gotta target the biggest dude last).
d2m7/d2m8 looming over everyone
lil before/after of the dwell d2end blockout vs what @balbafu.bsky.social turned it into :D
I'm quite glad that lots of these PS1 horror titles have been leaning into old-school "clunky" gamefeel more often lately. It's a bit of a shame that every single PS1 classic gets remade and seemingly by-default adopts an over-the-shoulder perspective.
Then they give one character a loooooooong ass slide, a tiny clip, and the highest DPS in the game bar none. GAME DESIGN!
ty for introducing him to culture
new video about an extremely cool quake mod/jam watch it now? now? now?
youtu.be/b0MIbo2aQqs
He donβt ever run out of βgoing back in timeβ potion. He just go back in time forever. There ainβt no point to the game. He just go around. This shit is stupid as hell, man.
But you can put Warden in a fairy princess dress, and that makes the exploitation okay!
Deadlock is unique in that, due to being in closed Alpha, there is literally zero monetization in the game. It's a pure, untainted game in a sea of predatory gimmicks.
That's sure to change when Valve gives this the 1.0 treatment, so us Deadlock fans are enjoying it whilst it lasts.
I don't think there's anything wrong with wanting to share your interests, especially if that interest is inherently fueled by competition and population. People probably shouldn't be wishing a Live Service model on their favourite games, though. It's an arms race that only the most broad win.
Sometimes I'll just boot it up to make a little prototype/clone of a game that I never even intend to do anything with, just for the innate fun of creating it.
I think I am in love with Godot. It's been about a year of on/off usage of it and I think I could be happy making just about anything in it. What a superbly designed piece of software.
We're going back to Mumble. That's right, fucko.
Europan Mining Operations #pixelart