Eric Bayona. Ex Big-otes Boss. 1991. BCN. Fúquer, jugón, coleccionista buitre. #Colaborador en @desconsolados y WD en @nintendron. Ex @vicioplanet @juegonautas

Piña Coladaburg
Joined April 2009
Juegos que me han marcado (1 de 10): Aladdin (el bueno, el de SNES). Fuera estupidas disputas, un gran plataformas, y el primer juego que recuerdo pasarme. Colorido, divertido y con unas musicas increibles. Eso si, Jafar y su transformacion, cuando era pequeño, me daban miedo 😅
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🐯 Los marsupilamis están de vuelta para salvar su hogar a base de saltos ✍️ @Scope131 nos trae el análisis de Marsupilami 2: Salsa Palombia 🎮 Un plataformas divertidísimo que coge la buena base del original y mejora todavía más su genial fórmula desconsolados.com/analisis/m…
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Más grande. Más inmersivo. Más cine. Muy pronto podrás descubrir IMAX en: 📍 Parc Vallès en noviembre 📍 Méndez Álvaro en diciembre ¡Atentos! 👀
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🚀✨ The station is falling apart. The air is running out. But you still have a mission: take care of her. 🐱💙 Experience a relaxing, narrative-driven adventure in The Last Cat in the Universe. October 29 #NintendoSwitch! 25% OFF launch week. #IndieGame nintendo.com/us/store/produc…
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Warhammer 40,000: Rogue Trader - Voidfarer Physical Edition for PlayStation 5 and Nintendo Switch 2 is OUT NOW! Assume absolute authority over a massive voidship, make world-altering decisions and engage in grid-based tactical combat.
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Silverlining in the Mass Effect cancellation -Exodus. Helmed by Bioware veterans and written by Drew Karpyshyn (lead writer of ME 1 & 2) -Star Wars: FOTOR. Led by ME Trilogy director Casey Hudson -The Expanse: Osiris Reborn. An ME Inspired game Mass Effect is alive in spirit!
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25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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La Bola Negra. Una cinta que, pese a no encantarme en estructura y en alguna de sus decisiones autorales y mas artisticas, es bien interesante y tiene muchos matices que la hacen bien necesaria
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Street Fighter. Muy satisfecho con que hayan ido con el meme hasta el final. Es mamarracha, su historia no es gran cosa, pero aun asi es divertida. Eso si, personalmente, se me ha hecho un pelin larga y no he dejado de sentir que estaba viendo a gente disfrazada
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La Invitacion. Una comedia muy divertida y con unos dialogos muy bien escritos e interpretados, aunque un tanto previsible en cuales van a ser algunas de las sorpresas o giros. Me lo he pasado en grande con ella
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Peter Jackson says ‘TINTIN 2’ will be the next film he directs. He has just completed the script. (via: screenrant.com/peter-jackson…)
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本日、10月15日で『The Good Life』は発売5周年を迎えました! あの奇妙で愛すべき町、レイニーウッズでの生活から、もう5年。 今もこの作品を覚えていてくれる皆さん、そしてナオミと一緒に旅をしてくれた皆さん、本当にありがとうございます。 Happy 5th Anniversary to THE GOOD LIFE! It's already been five years since we first welcomed you to the strange and wonderful town of Rainy Woods. Thank you to everyone who played, supported, and still remembers this little world we created. LOVE YOU ALL! #TheGoodLife #SWERY #WhiteOwls @playismJP
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In a few hours, Castlevania: Belmont's Curse will be released, and we still can't believe it. 🥹👇
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If this night were to have a purpose, it would be to hunt. And if the hunt were to have a song, it would be Bloody Tears 🍷 For the first time, listen to the Castlevania: Belmont's Curse rendition of Bloody Tears in full.
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⛏️🌌 Scavenge. Upgrade. Protect. 🐱 Explore the remains of a decaying space station and turn its ruins into a warm nest for the universe's final survivor. The Last Cat in the Universe arrives October 29 on Nintendo Switch! 25% OFF launch! #NintendoSwitch nintendo.com/us/store/produc…
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Se ha restaurado por fin la primera película de Astérix en HD a partir de una copia original en 35mm y sorprendentemente y sin anuncio alguno, se ha estrenado en la televisión catalana. Una restauración muy buena, la diferencia con la última edición oficial en físico es brutal:
Al març es va emetre la pel·lícula d'Astèrix el gal, no li vaig donar massa importància perquè el video era el de sempre de baixa qualitat però en algun moment entre març i setembre TV3 ha renovat el master per una nova remasterització innedita que no s'havia vist fins ara!
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The reviews are flying in and critics are raving about their journey into the Impassable Wilderness. 🌲 Don’t miss Wildwood when it arrives in theatres October 23. Get your tickets now! wildwoodmovie.com #Wildwood
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LAIKA's ‘WILDWOOD’ has debuted with 100% on Rotten Tomatoes. Highest rated animated film of the decade. Read our review: bit.ly/WildwoodDF
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