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Replying to @headfallsoff.com
it would look a little something like this gamedownsights.com
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Did a quick video/blog post about how Gears of War 1's train level works, which will surprise few but perhaps interest many www.joewintergreen.com/how-gears-of...
uploading a youtube video which will probably also be a blog post... i finished gears of war 1 reloaded, which ends with a train level, and wondered about their approach, and then remembered the originals gears 1 shipped with the editor so i could just open it up and find out! cool
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Alright! Let's actually talk about this waterfall thing. It is an amazing showcase of many things that I adore from late 90s/early 2000s graphics. I am replicating this in Blender through mere observation, so some things might not be fully accurate to the mind-boggling effects of the PS1.
Now that bsky supports video I can remake my post about the MGS1 waterfall we all know and love.
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Worms is part of a genre of “artillery” computer games that we thought went back to the 70s, until we discovered it actually went back to the 60s. In this thread, Kevin Bunch reveals he’s unearthed long forgotten footage of the lost game that started it all.
Last night I got access to a digitized film reel from 1969 that shows off a computer artillery game called Potshot. And to explain why that’s a big deal, I need to talk about Dartmouth and the BASIC computer language.
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there are many reasons for why speculation on how well things will or won't sell has become a default cliche talking point everyone seems to engage in now: from the predominance of social media metrics, to the withering of critical discourse and the language of consumer fandom eating everything else
This is an exceptional piece for this moment in games.
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Using simple scaling and/or shear operations, you can achieve so many effects *without* modifying meshes at all. The ceiling light here is being aimed by editing a single component of its basis, and the treasure light is just being squashed vertically. #GodotEngine #gamedev #indiedev
Scripted a little Godot addon to semi-automate making pretty light shafts. Super versatile, and can be used for things like holograms, flashlights, treasure chests, even UI. I put it up for free here: github.com/CozyCubeGame... #GodotEngine #gamedev #indiedev
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this turned up again so i gotta share it again. it’s a wonderful resource! htmlforpeople.com “HTML isn’t only for people working in the tech field. It’s for anybody, the way documents are for anybody. HTML is just another type of document. A very special one—the one the web is built on.”
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HOLY FUCK SOMEONE FIXED BLENDERS SHIT UI AND MADE IT USABLE BY HUMANS WITHOUT INVESTING A SHIT TON OF TIME JUST KNOWING WHERE THE SINGLE OPTION YOU NEED IT FOR IS OR LEARN 300 GODSDAMNED SHORTCUTS RESKEETED TO THE MAX HOLY SHIT
A friend shared this with me, so now I'm sharing with you: This is a fork of Blender that has an overhaul of the interface that adds colored icons, verbose tooltips, and more industry-standard behavior across the board. www.bforartists.de Check out this before and after of the modifiers menu:
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What a gem of an article #UX #design interactionmagic.com/UX-LEGO-Inte...
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You are up to date.