Artist | Designer | Indie Dev (No IA)

Rio de Janeiro - Brasil
Joined April 2009
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DreamCast Nostalgia has been spreading false claims about me. Thankfully, much of the Dreamcast community knows my integrity. If they don't stop defaming me, I'll have no choice but to take legal action.
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rewatched Fatal Fury last night, drew this
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うーん ここのところメガドラ出てる勝手移植 一通り遊んでみたが まともなのが1つしかなかった、、、 酷い入力遅延 実機未確認 ゲーム性の欠如とか まあそんなもんだろうなと まともだったのは 以前から作ってきた人だけと言う
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I worry about doing any port at this stage due to AI making them trivial to do - doesn't mean they will be good but the damage gets done regardless - It puts me off ports in general. If someone does a port of a game we are doing - we will just stop and go onto something different - why waste our time etc. AI vibers seem to have no respect for other peoples time / effort in this regard. With original games the risk of been copied / jumped on is lower - as you can't copy what doesn't exist yet. EBH will be made , with extremely high performance targets - it will push the envelope in every respect , its not a demo - its a game.
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It's really good, @amaweks is a professional, everything he does is top notch
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Pyron retweeted
Earthquake BG MD reworked from scratch, Version 3 (final version). I've reached my proposed tile count limit of 500 unique tiles (excluding H and V mirrored tiles). Donwload: drive.google.com/file/d/1E0q… Give credit if you use it. On images: My MD, Neo Geo Original, and Snes.
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** EBH Sega Genesis Bullet Hell Update ** Well strap yourselfs in - tonnes added since last update. Its had about 30 hrs spent on it - burning the candle at both ends haha. Updates since last : Player Death animation - we now have a very nice scaled hop after player death. Changed to XGM1 sound driver ( was XGM2 ) , the heavy PCM in this game was just too much for XGM2 to handle and slowdowns in music persisted , so changing to XGM1 we trade a bit of 68k performance ( about 2.7% ) but solve the slow down issue and also gain another PCM channel - it does cost some rom space though !! Explosion SFX added to ships and Cruisers, Cruiser s now take damage with Explosion Animations also. We have about 5 different SFX for explosions so far and using XGM1 driver we have 2 PCM channels dedicated for enemies . Made some more custom XGM1 asm routines for channel hopping with channel groups to lower cpu usage. Basically we take the first free channel we can without adding much cpu cost. Target tracking Lazers !! Dual beams track targets across the screen with latching - this part alone took me about 10 hrs to do !! They started out been way too expensive .. thankfully just with my cpu budget for them now after optimising. All the rotations too time , thankfully some scripting did a lot of the heavy lifting as theres a lot of rotations ! Sword attack added !! Able to pickup purple bullets which can be later used in a mega weapon ( to be added ) - see mid level . Again scripting helped with a lot of the rotations. Cruiser artwork re done, new small ships and 2 more Cruiser types added. A couple I touched up from an purchased artpack , one is completely my idea so hopefully they look ok. @GabrielPyron fixed bullet artwork - bullets looked a bit weak before , @Carsten1349 provided more ships for the game - and the final boss which has loads of parts and animations i need to get in yet , without their help it just wouldn't be the same @Luke86McQueen provided new SFX including Lazer and also new Explosion SFX , its really got some punch now thanks to him. The stage will keep getting bigger yet and its all WIP . Hope you like it !!! #SGDK #SegaGenesis #SegeMegadrive
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Pyron retweeted
POV: you said the Genesis can have nice colors
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So me and most of my moots on here 😆
🤖 Made with AI
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Great news, Final Vendetta has been in assembly over the last few weeks, and the assembly process is nearly complete! AES is now fully assembled, MVS are about halfway and we expect to complete this week. 👉 More details on the blog: (bitmapbureau.com/post/retro-…)
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** SEGA GENESIS - MEGA VALKYRIE ** Formerly the 3D engine- now becoming a game ! Since last showing : Back face culling of objects added - increase performance by 15% !! Basically we don't draw what gets overdrawn which saves performance - Some scripting helped to sort models into cullable ones and ones that weren't and also analysed co-planer triangles and reworked those to quads for the engine ( a quad is faster vs 2 triangles ) . Optimised quad drawing ~ 2% gain, saved some resetting of the DDA points amongst shared sections. Optimised joypad reading ~ 0.8% speedup every cycle counts haha. Added dither patterns to the renderer so dithered surfaces can be used - only a slight hit to draw speed. Modified the vblank dma timing to allow XGM2 driver to run at full speed without lagging , so now we can switch from XGM1 to XGM2 and gained 5% cpu performance. Added a basic Enemy - much more complex ones to come , hes using the same movement logic as the player attract mode before. No destruction or collision checking yet . Added player attacks - nothing final but a good start. Reworked the camera to keep a constant background load on here so its indicative of a real stage. Maintaining a solid 20 FPS in this demo. @TonimanGalvez is doing great work on map layout and huds, hes made some very nice internal renders of how the game will look once fully populated. Music is a placeholder for now, kindly provided by @laurent_crouzet so we can model music load in the game. #SGDK #SegaMegadriver #SegaGenesis
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In 2009 Ensemble Studios was shut down. We were profitable. We were mid-project. In fact, we'd never sold less than 3 million copies of any game! This decision was made by Don Mattrick, then head of MicroSoft Games. I was told that apparently his deal with MicroSoft was that if he could make the game division profitable in 3 years, he'd get a huge bonus. Well, you'd think that a company like Ensemble, which always made a profit, would be desirable. But here's the nub - our plan was to build a gigantic Halo-based MMO for our next project. This project would obviously be expensive (and Ensemble was a pretty high-priced studio to maintain), but the SMALLEST estimate we heard (from MicroSoft) was that it would earn at least $1.1 billion over its first few years. That's billion, not million. You can imagine for yourself how huge a Halo MMO built by Ensemble would have been. But here was the problem from Mr. Mattrick's point of view. Our estimated time to completion was 3 1/2 years away. And in 3 years, the world ends for Mattrick - his bonus vanishes. So he made the decision to close us down and then NOT have to pay our salaries for 3 years in order to maximize his personal chances for a bonus. This of course denied MicroSoft stockholders a chance at a billion-dollar franchise, but f*ck them, right? Now, as I said, this is what I was told by people from Microsoft who ought to know the truth. But I don't know it of my own personal experience. It does make sense because why otherwise get rid of the most profitable game company Microsoft had? A number of fans made memorial videos for our game studio, which I still find remarkable. My favourite ended on a scene of hussars cutting down helpless villagers, which is exactly the right tone. We didn't die, or fade away. We were murdered. Do I regret it? Yeah, sort of. I would have been in charge of all the lore for the universe, which would have been super-fun. But it's not like getting laid off killed us. We all went on to other careers, mostly working for Microsoft's rivals which probably hurt them more than losing our MMO in the long run. And Mattrick got his comeuppance when he bungled X-Box Live.
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Replying to @brunosxs
The last one is reflex of the EA administration, Athen is other one, putting a studio to make a service game instead to let them make what they want And their last title was led by political agenda instead of story and gameplay, sad end
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Unfortunately, yet another legendary studio has been shut down under EA’s leadership. It is a sad day for all the gamers who experienced the rich stories and iconic RPGs created by this company. I am certain it will never be forgotten by its fans.
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Pyron retweeted
My newest video is out now! Horror games where YOU are the monster. Link in replies
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Replying to @RheoGamer
ROCKET LAUNCHER!
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