
🏳️🌈 | @OpenNBS Lead Developer https://xitter.cf/t.co/r2rqyqXtFk | @Minecraft pt_BR translator | Musician | ♥️ coding, gaming and tech! | 🦋 https://xitter.cf/t.co/3HLMnyIK9N
Brazil
Joined February 2012
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- Following638
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Took a while, but I recreated the main theme from @FallGuysGame using 20,000 Minecraft sounds!
youtu.be/WEVb1wx1LrU
@Mediatonic @jukiokallio @danielhgstrom
Bentroen retweeted
BASTIDORES DAS PROJEÇÕES
1ª previsão no site foi aos 2% de apuração, mas o plano era divulgar antes. Segurei por medo de criar falsas esperanças.
Números de Lula que eu via no início da apuração:
0,29% - 51,84
1,74% - 51,96
1,94%% - 51,80
Tudo aqui: projecao.2026elections.worke…
Bentroen retweeted
LULA SAI NA FRENTE NA PROJEÇÃO
Eu nunca achei que eu ia postar isso, mas seja pra apontar um belo erro no meu modelo ou não, eu preciso mostrar o que tá acontecendo, por transparência.
Estou tremendo de medo de errar.
Outras iniciativas também dão Lula com vantagem.
Bentroen retweeted
After co-inventing ChatGPT, I kept asking myself: why have superhuman chat models not led to AGI?
I’ve spent the last 2 years in stealth building a new way to train models (RLCD), and a new type of frontier AI model that we are releasing today: Jev
• 20-200x faster
• 40-400x cheaper (w/ output tokens free)
• Frontier composable intelligence optimized for decisions
AFAICT the shortest path to AI-based economic revolution
Bentroen retweeted
if you build animated interfaces for the web, this is essential reading
a clear, practical look at the main thread and the real cost of animation in javascript and css
the difference isn't just measurable, it's something you feel ↓
🔗 kciter.so/posts/the-expensiv…
Bentroen retweeted
In Mario Kart Wii, asphalt is slightly shiny, reflecting a band of light ahead of the player. This is implemented cleverly by leveraging something that the Wii is already doing, allowing it to not need to use any sort of additional lighting or post-processing.
PixiJS 3D closed beta signup is now open 🎉
2D and 3D in one place, the PixiJS way!
Fast by default.
WebGPU first with WebGL fallback.
Drop in 3D like it was always there.
Closed beta for the next couple of weeks, then open source!
Register 👇
pixijs.com/3d
Introducing shadcn/lint. An agent-first linter for Tailwind design systems.
You define what’s allowed. When an agent breaks a rule, the error explains what’s wrong and how to fix it using your components, variants and theme.
There’s a lot you can do with this. Let me show you ↓
github.com/shadcn-ui/lint
Bentroen retweeted
Our third community-wide jam is happening right now! Submit your songs to Note Block World until June 16th to have them played at Smithed Summit 2026! Read more in our blog post:
noteblock.world/blog/smithed…
@SmithedMC
📢 Calling all Modrinth creators!
We're looking to showcase some content made by and for our LGBTQIA+ community!
If you want to be a part of that, submit your content to the linked form for a chance to be highlighted in our collection and future posts.
tally.so/r/GxQBbO
Bentroen retweeted
Pleased to announce that we have officially secured the next two years of development costs through pre-purchases. Combined with my personal commitment of ten years, we are looking very strong for the future ❤️
Thank you all for the support.
Hytale is saved.
We are almost home.
As promised, some news regarding the localization of Hytale!
We'll use Crowdin, a community-based platform, meaning you all can get involved officially to help Hytale get translated into your language!
The main bits:
- When will it be available? Tomorrow, on Jan 13th at release time!
- Where is it available? hytale.com/translations - the project is private for now.
- How does it work? Once the project is public, you'll be able to join as a translator for one of the following languages and start submitting translations: French, German, Portuguese (Brazil), Russian, and Spanish. Then, translations will be approved by our proofreaders, and once approved, they will make their way into the game with the next update (this will be an ongoing process).
We're starting with only five languages to ensure we have dialed down the localization workflow (they were chosen by using Steam data and picking the languages with the most users).
In the following weeks, if everything goes right, we'll open the following languages: Danish, Dutch, Finnish, Italian, Norwegian, Polish, Portuguese (Portugal), Turkish, and Ukrainian. For every language, we'll make only the client translation keys available.
Once we reach 90% of translations approved in a language, we will make every other key available for it.
We do so because the client contains the major translation keys that players will encounter initially (like for menu navigation, settings, etc...).
Other languages (like Japanese and Korean) will be available for translation at a later date because we cannot support them technically in the client right now.
Once we move over to using Noesis and do some client modifications, we'll be able to support them.
Thank you all in advance for helping us make Hytale available in your language!
Bentroen retweeted
We are delivering on our promise and releasing Hytale into Early Access on January 13, 2026, with all the consequences that come with that decision.
In just a few weeks, we merged roughly 300 branches, modernized a four-year-old code & asset base, scaled the team from 8 people to 50 core developers plus ~250 helping hands, tracked close to 1,000 bugs and fixed hundreds of them, added Mac and Linux support, and built an Exploration Mode that simply did not exist before.
When we started the mission to save Hytale, we made a clear promise: Launch without any delays, at any cost.
We are keeping that promise, even though it is a herculean task. In an alternate timeline, the most intelligent production decision would be to delay launch by 3-4 months, complete the obvious work in front of us, and avoid the overhead and distractions of maintaining a live product. The game would objectively be better on day one. That is not what we are doing.
Moving this fast also comes with very real downsides, and you have already seen them. We make visible progress every week, sometimes so much that key community members work overtime to keep up with the news - but you have also seen us drop the ball.
Some concrete examples:
1- Name reservations were intended to reward longtime fans. Still, we lacked sufficient time and information to verify the email list's integrity, and some longtime fans were missing from it.
2- The username generator produced unintended results, and our name filters failed to catch some unacceptable cases.
3- The payment system continues to report issues.
4- Communication regarding avatar customization, Steam release, modding, and pricing was insufficiently detailed, leading to misinterpretation or confusion.
5- Blog posts and technical write-ups have landed on an unpredictable schedule.
6- Game server providers, server owners, creators, and business inquiries are not receiving responses as quickly as we would like or as they deserve.
This is the tradeoff we all have to accept: You can’t make an omelette without breaking a few eggs. We wish we had more time to double-check every step and spend more time on communication, but that time comes at a steep opportunity cost. Extra polishing reduces the overall impression of Hytale on January 13. Our primary focus is the game.
The team is in a constant release cycle. Every week until launch is tightly scheduled, and we are doing this with a core team of around 50 people assembled in weeks, not a massive AAA organization. That means we are taking hundreds of calculated risks every day. Most pay off. A small fraction doesn’t - and when they don’t, the impact is very evident.
If I could ask for one thing from the community, it’s this: Please keep reminding each other what this pace implies - especially newer players who were not around for the #SaveHytale moment and may not know what the Early Access experience is meant to be for us.
Some people will not be able to get their desired username. Some will run into payment issues. Some information will arrive later than it ideally should. This is not because we don’t know better; it’s because we are choosing to keep a promise.
For us, Early Access success looks like this: you start a world, and the first impression and immersion leave you thinking, “This is much better than they said.” After more time, you also start to see the rough edges - and still end your first day thinking, “This game has a lot of potential. I’ll come back and keep up with updates,” or get you inspired to get into making maps, content, mods or a minigame server.
As you will be playing through the first week of Hytale, we will already follow up with the first patch. We will release updates rapidly in the first few weeks, with pre-releases available more frequently. You start on the 4-year-old archeology project, but within months, you will find yourself in a flow of rapid development, previously unthinkable.
We appreciate that the community has high expectations for Hytale, but please remember that we are fulfilling a promise we made early on: to release as soon as possible. That is what the core community asked for. Our biggest fear right now is not criticism - it’s that the story of #SaveHytale gets forgotten during Early Access, and the team ends up wishing we had simply delayed those extra four months instead of keeping our word.
Bentroen retweeted
任天堂への公開書簡:どうかブラジル向けの価格を現地化してください @Nintendo
任天堂様
本日の動画はとても個人的な内容であり、任天堂に直接届けたいメッセージです。これは私にとって、そして多くのファンにとって非常に重要なことだと考えています。私たちはブラジルで任天堂と共に育ちました。だからこそ、この場を借りて公開書簡という形でお伝えしたいと思います。
私は任天堂の世界やゲームに心から魅了されている一人のファンとして、そしてブラジルの多くのファンを代表して、一つお願いがあります。それは「ブラジルにおける任天堂製品の価格の地域化(ローカライズ)」です。
現在、任天堂のゲーム価格は世界的にほぼ統一されています。アメリカやヨーロッパ、日本と同じように、ブラジルでもほぼ同額に設定されています。しかし、私たちの経済状況は大きく異なります。そのため、ゲームを買うことが非常に困難になっており、多くのファンが大好きな任天堂作品に触れることができていません。
ブラジルでは、ファミコン(ニンテンドーエンターテインメントシステム)やスーパーファミコンの時代から任天堂は深く愛されてきました。『スーパーマリオワールド』や『ゼルダの伝説 神々のトライフォース』、『スーパーメトロイド』、『ポケモン』など、多くの名作がブラジルの文化の一部となっています。90年代には「É Nintendo ou Nada!(任天堂か、そうでなければ何もない!)」というスローガンが有名になり、ブラジル独自の任天堂文化が育まれました。
その後も私たちは『スマッシュブラザーズ』、『どうぶつの森』、『ピクミン』、『スプラトゥーン』など、新しいIPを追いかけ続け、ニンテンドー3DSやWii U時代も情熱的に任天堂を応援し続けました。そしてNintendo Switchが発売された時、ブラジルのファンたちは再び大きな盛り上がりを見せました。
現在、ブラジルには何百万人もの任天堂ファンが存在します。しかし、現実として私たちの経済力は他国と比べて低く、価格と所得のバランスが取れていません。例えばNintendo Switch 2向けの『ドンキーコング バナンザ』はデジタル版で約440レアル(10%以上の平均月収)です。これはアメリカで70ドルのゲームを、月収5000ドルの人が500ドルで買うのと同じような負担です。
私は自分のチャンネルでコミュニティ調査を行いました。4000人以上の回答を得たところ、もし価格が300レアルから199レアルに下がれば47%の人がもっとゲームを買うと答えました。価格を調整することで、売上本数は確実に伸びるはずです。
実際、他のパブリッシャーはすでにブラジル市場向けの価格戦略を成功させています。
Marvelousの作品は70ドルのゲームを280レアルに設定し、好調な結果を出しています。
Hollow Knight: Silksongは20ドルを60レアル(3:1の比率)に設定し、ブラジルeShopで売上1位を獲得しました。
CD Projekt Redは『サイバーパンク2077』を70ドル → 340レアル(約5:1の比率)で販売し、成功を収めました。
これらの例が示すのは、価格を地域に合わせれば売上が伸び、ファンが正規品を購入する動機付けにもなるということです。結果として、海賊版対策にもなります。
任天堂がブラジル市場でさらに成長したいと考えているのは理解しています。ゲームがポルトガル語にローカライズされ、イベントに積極的に参加していることからも、その意欲は明らかです。しかし「価格の壁」だけは依然として残っています。
だからこそ、お願いがあります。
どうか、ブラジル市場向けに価格を地域化してください。
例えば:
60ドルのゲーム → 180〜240レアル
70ドルのゲーム → 210〜280レアル
80ドルのゲーム → 240〜320レアル
この範囲であれば、ブラジルのファンは確実にもっと多くのゲームを買うことができるでしょう。
その結果、任天堂はブラジルでの市場シェアを拡大し、正規品の販売数を増やし、さらに強いブランド力を築けるはずです。私たちブラジルのファンは皆、任天堂を愛しています。ただ「価格」という一点だけが、任天堂と私たちを引き離しています。
どうか、この想いを受け止めてください。
敬具
ロドリゴ・コエーリョ
ブラジル 任天堂ファンを代表して
Bentroen retweeted
A little update on how Audacity 4 is progressing. We've just about completed all the core editing work now and I wanted to demonstrate some of the workflow improvements we've included. Let me know if you'd like more little updates like this.
Bentroen retweeted
ICON HELP NEEDED FOR AUDACITY 4!
I seem to be creatively challenged at the moment. Perhaps the community can come to the rescue?
Bentroen retweeted
MuseScore Studio 4.6. Here's a little preview of a new system we've added that lets you manually hide staves.
So glad we've finally got this change in. MSS was unfinished without it. Now, our focus will be on major big things for 5.0.
Bentroen retweeted
Note Block Studio is attending BlanketCon '25, an in-game modding convention hosted by @ModFestEvent! Check out our booth (and 200+ projects) until April 27th, at 11pm UTC!



















