hogsy

hogsy

@hogsy.me

He/Him | ๐Ÿณ๏ธโ€๐ŸŒˆ | Open-source advocate, data preservationist and supposed game developer. Admin @ https://talonbrave.info & https://thedatadungeon.com Looking for work ๐Ÿ’ผ Avatar commissioned from @kewkoh.bsky.social. #gamedev #digipres #digitalpreservation

167 followers166 following572 posts

You know the funny thing I don't see anyone remark on is that Fab requires an AI disclosure for submissions. Why's Tim okay with it there but complaining about it being required on other platforms?

Kenney@kenney.nl

Actions speak louder than words, personally I was in talks with Epic to get all my game assets on their Fab.com marketplace (for free) but cancelled the deal immediately. If they want slop, let them have slop.

On a happier note, I've been watching The Vision of Escaflowne. How the hell did this fall under my radar? It's really charming, beautiful animation and the soundtrack is wonderful.

Okay, I've watched the movie now too. Hm. The differences between the two are fascinating. Generally much prefer the original series. The pacing in the movie was a little wonky, but there's only so much you can do for a movie that needs to cover so much. The soundtrack was stellar again at least.

hogsy reposted

Replying to @icoshrine.neocities.org

ICO Trivia #3: As first uncovered by dark0ssx in a YouTube video now 15 years old: Activating the 'Skeleton' feature of ICO's Debug Menu reveals a developer in-joke. An invisible wireframe office fan was placed in each map to help display the direction and speed of the wind. youtu.be/Sf0vlvAhe_s&...

Someone was whining yesterday about how awful it was for them to put the effort into something because an LLM couldn't magic it up for them.

hogsy reposted

This Canyon Test found in the Volition files at The Strong looks to be an early test for Red Faction: Guerrilla, from around 2004.

If Epic thinks start up times are an indicator of success, clearly the Quake engine trumps Unreal Engine 5. Your move, Tim.

My partner wanted a photo of the shopping list, so of course I provided.

hogsy reposted

I can confirm that this client runs like shit.

Aftermath@aftermath.site

In the same day Epic announced a complete overhaul of anticheat on Linux and a buggy launcher that they claim is vibe coded. aftermath.site/epic-anticheat...

Just saw the recent announcement Asha put out. You can already probably guess my thoughts. But these two points are just factually wrong. The PlayStation 2 had an optional hard-drive before the Xbox was released, and online gaming I shouldn't even need to explain.

I'm reminded how they always made the hard-drives unnecessarily annoying to replace too. The 360 dropped the reliance on it altogether, and they made the decision to encase them in some useless plastic shell which made them unnecessarily frustrating to replace on failure (esp. for the S).

Makes you wonder how much unnecessary plastic waste Microsoft ended up producing from all the hard-drive shells they created for the 360 generation.

hogsy reposted

We are deeply saddened by the passing of Richard โ€œLevelordโ€ Gray. From his legendary work on Duke Nukem 3D to the countless players and developers he inspired, Richard leaves behind a lasting legacy. Rest in peace, Levelord.

After 10 years I'm now officially unemployed, having had my last day today. If you're looking for a programmer that doesn't crap out slop, I guess I'm here.

The artistry going on with these environments is just insane, especially for the early 00s. When the blinds open and close at 3:18, there's so much detail in such a seemingly trivial thing. Beautiful.

more early "Parable" / "MUDPIE" / " #Uru " footage. Including Teledahn and The Great Tree. Had to split it in two. Here's part one!

hogsy reposted

10 minutes of early #Uru gameplay footage. Yes, we have this demo to play ourselves but there is something special about this footage. This was recorded when it was new, when the team (that also recorded this footage) still worked on it!

And on that note, that's Advent Rising finished. It was okay. I ended up skipping nearly all the combat near the end as it's very repetitive. Starts out very strong but sadly doesn't carry along for the rest of it. Scraped the surface of what could've been an interesting franchise, regardless.

Nice. So I haven't yet confirmed if it's just Advent Rising or other OG Xbox titles, but if you play it on an Xbox One X (not to be confused with Series X), it seems to try and render the game in 4K, which it can't hold steady at all so the game just ends up in slow-motion. On Xbox One, it's fine.

Okay it's apparently 2560x1920 rather than 4K, or 4x whatever the original resolution is. Still, this ends up giving a pretty awful experience. I'm really curious how it ends up impacting other original Xbox games, but evidently Microsoft didn't check it very carefully.

Happy with progress on the engine so far this month. Fixed a couple of long-standing issues w/ culling, reverb effects are hooked up, console vars can be overridden via launch args, added a little tool for automating profiling, refactoring for some upcoming optimisation work and more on the way...

If you noticed our file archive on The Data Dungeon was empty last night, yeah that was my fuck up. Should be sorted now. We've also added sections for Halo: Reach, Armed Fantasia and Sly Cooper and the Thievius Raccoonus.

hogsy reposted

While we're on the theme of #Myst 4, here's something REALLY cool! A prototype of "Myst 4: Adventures beyond the D'ni Ultraworld". Developed by Dreamforge, this was only finished about 20% before it was cancelled and Ubisoft themselves restarted development entirely. Here's part one!

hogsy reposted

This 2002 prototype video of " #MYST 4: Revelation " gives you an insight into how it all started out! I had to split it into three parts, so here's part one in which we'll see how the team wanted to build a living, breathing world.

hogsy reposted

My CGWORLD Making of Game Graphics issue just arrived. โ€ผ๏ธ Here are Silent Hill 2, Shenmue 2 and Super Monkey Ball pages. Iโ€™ll try my best to scan all of it later. ๐Ÿซก

hogsy reposted

Replying to @dark1x.bsky.social

I still strongly feel like code generation counts as gen-AI. There's an art to problem solving and code that I'm starting to believe is way less appreciated in the industry than it should be. Engineers are leaving the industry because of it. This should matter.

So having finally been watching Nadia: The Secret of Blue Water, I really don't see why people ever made the argument that Atlantis was plagiarising it? Sure there are some similarities, but they're so loose it feels like you could argue Cyberpunk plagiarises Blade Runner.

hogsy reposted

In this age of slop, people who care about art, humanity and craft should band together and do this. (Programming is an art form too, btw)

hogsy reposted

All the illustrations were reprinted for ICO's PS3 remaster. Globally, the remaster was always packaged as a collection with Shadow of the Colossus, but in Japan, you could buy ICO's remaster in isolation, and it had the same manual contents. Pictures originally taken by @pixelhunted.bsky.social

hogsy@hogsy.me

I love these. It's always such a shame though that for so many games we don't tend to have the art in great quality :(

It seems that Capcom have seemingly managed to pull a reverse card with their AI usage? Users that literally have "fuck AI" in their bio are defending them. It was reported last year that Capcom is using gen-AI as part of their conceptualisation process. Like, c'mon. Fuck this.

automaton-media.comCapcom is experimenting with generative AI to help generate the โ€œhundreds of thousands of ideas needed for game development"ย  - AUTOMATON WESTCapcom's technical director talks about their experimental system for using generative AI to streamline the brainstorming process.

Good grief. Okay. Given I just stumbled upon an individual trying to argue that Paint's fill tool is AI, and therefore Capcom orienting their engine around AI is the same thing, I'm starting to strongly suspect there's an intentional motive here to spread misinformation around this.

TIL that you don't have to retain the URL in a post on here. You can add it and then remove it as soon as the preview pops up, and that'll be retained, which saves on character count.

"WinUI is one of the multiple UI frameworks provided built-in for the Windows Runtime; the others being HTML5 (e.g., via WinJS) and DirectX." Ah yes, DirectX and HTML5, my favourite UI frameworks...

Experimented with using some existing things I had implemented a while back to emulate a light scattering effect for planets, but in a retro kind of style which I think ended up looking okay, though there are still some issues to figure out.

hogsy reposted

Holy shit, an old DOS issue of the 90s magazine GameByte included a screenshot of the level editor used for Ultima Underworld 1 & 2 - I don't think I've seen this anywhere before!

Ah yes, this about aligns with my knowledge of the cryptic numerical runes.

Added support for lightmap shadows from static models. #gamedev #gamedevelopment

Just your daily reminder why relying on these things as a magic 8-ball is generally a terrible idea, and why companies should stop presenting them as such. (I've highlighted the mistakes, though I hope you would've spotted them anyway)