I do stuff. I am a dude. 24

Joined December 2017
good morning
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Yo this persons Roger sonic impression is so on point wth
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Five Nights at Freddy's is coming to Rocket League!
We found something strange in the Arena security footage last night…
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(1/?) Guys Daisy might not be a Mario character. Maybe she's just Nintendo's test model.
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won’t ever hear it the same again
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These punks don't know who they're messing with! Go back to smash melee where you came from🤣 #rivalsofaether2 #smashmelee #SmashBros
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this is how it feels to be bad at comforting people and making gestures in relationships
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Can I be honest for a sec? Regarding LLMs in gaming, I feel more confused than ever. And I would like my peers and other people who are familiar in this field to chime in. It’s barely been a week since I made my post about distancing myself from a vibe coded project made by my friend in Smash. I even said “AI has no place in gaming”. After I made that post, I was reached out to by multiple colleagues in the space and people hired full time in software development. They educated me severely on the topic and I feel dumb now for my earlier sentiments. I was informed by my colleagues that it is now the norm to do 90% (and this is low estimate apparently) of all your coding with AI assistance or vibe coding. 75% of all new code at Google is made by AI and engineer approved. The vast majority of all the apps we use now are updated or maintained with AI coding - I imagine that also goes for Twitter, the very app you’re reading this on. So I figured okay - it’s here to stay in all software development - but where does that leave video games? I saw the posts from Epic Games, XBOX, and other publishers that seem to embrace the new era instead of rejecting it. In the last week I’ve been sent about a dozen different projects like this one that dissect and reintegrate Melee in multitudes of creative ways. One of them is even a build of Melee that runs natively at 120FPS and one of them simulates the feeling of a CRT almost perfectly. Some of them feel silly and useless, like low effort projects someone probably gave a single prompt and an ISO of Melee to build. Actual slop. And yet some feel like legitimately useful things that the community or people practicing could benefit from. I’m doing my best to navigate what is clearly a rapidly changing sector, especially when we regard the question of “Are Video Games Art?” And since they clearly are art, does that render AI in its development a bastardized amalgamation of what’s been “learned” from people with actual original ideas? Or is it strictly optimal to use AI in game development because games ARE software and therefore a necessary tool to wield in this day and age? I am making this post because I need more guidance on this topic and I feel open discussion on it might be the best way to do that.
Check the disc... Super Smash Bros. Melee is now an arena fighter! Fight it out on familiar stages reimagined for a 3D world. Welcome to the third dimension!
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POR FAVOR QUE SEA APROVADA
Un legislador de EE. UU. presentará una ley para garantizar que las personas sean dueñas legítimas de los videojuegos que compran. ​Además, obligaría a los juegos a tener un modo sin conexión aunque cierren sus servidores.
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I hate the appeal to nature argument of heart and soul and I am sure that there are inaccuracies in human made decomps too but honestly I agree. Using ai to replace development has lead to many shitty recomps. Either do it by hand or let it assist you. Not replace you.
I'm honestly so sick of this. I want people to put their heart and soul into making these ports instead of relying on AI... And I'm sure there are still inaccuracies and bugs that nobody has discovered yet.
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Sonic is rumored to preform the "6 7 Meme" in a scene for the upcoming 'Sonic The Hedgehog 4' movie [Via: @DMCBANDANA]
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I’m just gonna plug this right here
Final Sonic characterization tier list for the year
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You are not allowed to like Verity
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Smash Melee legend Mew2King has been informed he will not be able to attend a tournament amid fears he could spread bed bugs He had posted online about suffering from persistent insect bites which sparked concern among other attendees
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We got Shadow the Hedgehog in GTA V before GTA VI
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Could I just go up to a cocoon and stick a straw in it to drink bug juice?
An idea that surely can go wrong
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#RocketRacing has been REBORN! 9021-4924-5947 #Fortnite #UEFN @FNCreate
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First trailer for the ‘SHREK 2 REMASTERED’ game.
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PC PORT UPDATE: With the decompilation of (Saturn) Sonic 3D Blast in fairly good shape, I took some time to work on the native PC port. This PC port is based on the decompilation project that I've been grinding on for the past few months. It's already in great shape, and is FAR better than my earlier (and hilariously buggy) first attempt at a re-implementation. I can safely say that this will be an accurate and faithful port. Even now, all of the attract sequences play exactly like they do on the Saturn. Gameplay footage of the first level / act is below. Some notes: - Absolutely zero emulation is being done here - this is a fully native PC port based on decompiled source code. - The source code for this new port is built in C, with SDL to handle window management, input, timing, audio, etc. For the sake of accuracy, the graphics are software-rendered, but use OpenGL to draw the final framebuffer and handle screen shaders. - Widescreen aspect ratios are supported. This works great for the most part right now, with HUD elements being correctly positioned, tile scrolling working correctly, entity sprites not being horizonally-culled, etc. There are some minor fixable issues (e.g. level title cards and pause screen are showing some garbage on the screen edges). Some things remain centered in 4:3, such as the FMV videos and title screen. - Special Stages are in great shape, with a few minor visual issues to fix, such as visible seams on polygon edges. On the Saturn version, the Special Stage engine was originally coded in SH2 assembly, but has been converted to C for this port. These Special Stages originally ran at a locked 30fps, but I've included an option to allow for higher framerates (via interpolation). - In this port, pressing the gamepad's SELECT button (or F1 on the keyboard) opens up a special options menu to allow the player to change some settings, like aspect ratio, screen filter, etc. This menu will be expanded with more options. - All game assets are loaded directly from the original game disc files (which the user must supply). Any of the three releases (US, EU, JP) are supported. My goal is to release the first version of this PC port on 11/20/2026, on the 30th anniversary of when this game came out for the Saturn in the US (11/20/1996).
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