Esa Kylli

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Esa Kylli

Esa Kylli

@esakylli

Code-loving indie gamedev. A child of the C64/Amiga era.

Jönköping, Sweden 가입일 Eylül 2013
200 팔로잉226 팔로워
Esa Kylli 리트윗함
exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
An average picture that you save on your phone or PC has a size of around 400 kilobytes. It doesn't do anything, it's just a static image. Now divide that by the factor 10, so you drop to 40 kilobytes. That's the size of The Last Ninja, developed by System 3 and published in 1987. I still struggle to comprehend, even in the slightest, how programmers back then did what they did - and the worlds they created with the limitations they had to work with. I was simply blown away by the graphics (isometric on the C64 with such an amazing level of detail - simply gorgeous) and absolutely mesmerized by the kickass sound. What Ben Daglish and Anthony Lees conjured up musically will forever be part of gaming history - an iconic masterpiece. 40 kilobytes man...
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Bram 🇳🇱
Bram 🇳🇱@RedDuelist·
Gimme some good indie games, put them in the replies! And I'll wishlist, retweet, follow and all of the other shenanigans. #ScreenshotSaturday
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
Monkey Island is probably the best-known adventure franchise on the planet (unless you're a bit older, in which case you'd most likely argue for King's Quest, and that's okay). I was completely blown away by the first game, The Secret of Monkey Island. My brother and I played it endlessly (also learned English by doing so). I couldn't wait to play Monkey Island 2, but was disappointed by its ending, I still don't understand why it was necessary to go that route. I tried The Curse of Monkey Island, but I could never get used to the cartoonish style; I felt it lost much of the magic and beautiful design of the earlier games. If you had to rank the best and worst of the six, what would your ranking be? I will go with: Best: The Secret of Monkey Island (1990) Worst: Tales of Monkey Island (2009)
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Esa Kylli 리트윗함
Ivan Morgillo
Ivan Morgillo@hamen·
Imagine you're John Carmack you're 22 years old and you just wrote a 3D engine in assembly that runs at 35fps on a 486 Doom drops. Quake drops. Half the planet is playing your code. you're the reason GPUs exist. you're the reason your friend Jensen has a yacht today. then in 2009, you sell id Software. people call it betrayal. you call it "they made an offer I couldn't refuse." VR obsession. Oculus. Meta buys it for $2B. you're CTO. but Meta thinks you're a liability. your demos are "too intense." your emails are "too long." your focus on frame timing is "slowing us down." 2022. they push you out. not fired officially. just "restructured." the media writes "end of an era." some crypto bro calls you "washed up." silicon valley moves on. but you don't. you don't write a book. you don't start a podcast. you don't collect speaking fees. you go completely quiet. you take the money. you buy a warehouse in Texas. you hire 10 engineers. and you start coding. not games. not VR. AGI. two years. radio silence. no tweets. no conference talks. while everyone's debating ChatGPT, you're debugging CUDA kernels at 3AM, testing world models. then in 2025, Keen Technologies pivots hard. you're not "exploring" anymore. you're building it. here's what people get wrong: everyone calls it a comeback. a redemption arc. "revenge on Meta." it's none of that. you're a 54-year-old engineer who still codes 12 hours a day because you genuinely can't stop. most CTOs would have bought an island. most legends would have written memoirs. you just kept typing. the most dangerous person in any codebase is the one who goes quiet and never stops shipping commits. karma doesn't need to be real. but obsession is. welcome back, Carmack.
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Dennis Gustafsson
Dennis Gustafsson@voxagonlabs·
The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: blog.voxagon.se/2026/03/13/tea…
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Esa Kylli
Esa Kylli@esakylli·
Finished Baldurs Gate 3, after 200 hrs 😅 It's a massive game, could easily been two.
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80 LEVEL
80 LEVEL@80Level·
Calling game developers & publishers to submit their games! If you have an amazing game that deserves to be seen, now’s your chance to showcase it to a worldwide audience. Apply now for a chance to be featured for free: 80lv.co/get-featured-1
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Esa Kylli 리트윗함
exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
Lemmings turned 35 this year (a few days ago)... Not just one of the most unique games ever, but also one of the best. When Lemmings hit the market in February 1991, it felt like a completely new concept - something never done before. At least I don’t remember any game that came even remotely close. On top of that, it had an incredibly gorgeous style, beautiful graphics, the cutest animated pixel characters, and one of gaming history’s most recognizable soundtracks. I remember one review giving it a 99% rating with the comment that “we need to leave the 1% off so there’s room for something better - if it ever comes” (paraphrased). In all the years since, you’d have a hard time finding a more unique concept that’s also so very playable. The early levels are super easy, basically a walk in the park, gently introducing the idea and controls. But once you reach the later levels, boy, does it get tough. It never felt unfair, though - the key was smart usage and timing of the different Lemming types. That’s why the game was also great with friends: you’d sit around the screen and try to figure out the best strategy together. Lemmings became one of the most sold games ever on the Amiga. Deservedly so. This game is timeless and 99% perfection.
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Esa Kylli
Esa Kylli@esakylli·
@RedDuelist Morning (after a good night's sleep) works best for me
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Bram 🇳🇱
Bram 🇳🇱@RedDuelist·
I feel most productive when I'm caffeinated at night, listening to loud breakcore in my headphones, what about you?
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Esa Kylli 리트윗함
80 LEVEL
80 LEVEL@80Level·
If you’re building a game or have just released one, this one’s for you. We’re inviting developers and publishers to submit their games for free promotion on 80 Level! Apply now for a chance to be featured: 80lv.co/get-featured-1
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Lockie
Lockie@Lockie_Glizzy·
Our Indie Dev Showcase which includes a dedicated solo dev segment is going ahead in March - date to be announced. We have a HUGE content creator hosting the showcase on his YT channel and we also have social media support via a partner which will be announced soon. There may even be some giveaways. 👀 I’ve spoken with many solo devs and studios who are wanting to participate so this will be the last post I do for expressions of interest. I’m closing registrations this weekend, so, if you are interested, please let me know below! Artwork: @KYA2D 🔥
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Esa Kylli
Esa Kylli@esakylli·
@SandorHQ I haven't used Rider, but I was puzzled by the C# cons. I have not experienced those with VS Code.
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Sandor Szigeti (SandorHQ)
Sandor Szigeti (SandorHQ)@SandorHQ·
@esakylli I haven't tried VS Code with C# and Godot, but I doubt it offers better tooling than Rider. The main takeaway from my pros/cons list is that, in my *current* opinion, GDScript has improved *a lot*, and working with C# doesn't offer the same overwhelming advantage anymore.
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Sandor Szigeti (SandorHQ)
Sandor Szigeti (SandorHQ)@SandorHQ·
I made a new game prototype in Godot 4.6 using C#. Then I realized I should refactor it to use MultiMeshInstance3D, and I rewrote everything in GDScript. I'm finding that GDScript is actually nicer and faster to work with than C# in Rider. Rider feels slow now. :( Details: GDScript pros: * Near‑instant compilation * Breakpoints work anytime without starting a debug session * Simple, concise syntax GDScript Cons: * No dependable "find usages" (Rider helps, but dynamic typing still causes misses) * Limited refactoring tools, especially for renaming symbols * Editor doesn't highlight VCS changes in the code view, unlike Rider * Debugger is basic, "Evaluate" is manual C# Pros: * Strict typing * Find usages * Renaming symbols * Can safely remove dead/unused code w a single Rider action * IDE highlights and tracks code changes C# Cons: * Requires Rider, so alt-Tabbing becomes unavoidable * Rider is slow now * Verbose syntax compared to GDScript * Much slower compilation than GDScript (still much faster than Unity) * Must start dedicated debug sessions * Debug is frustrating: Rider keeps opening random generated files like `CastHelper`, `MemoryMarshal`, etc. * Namespace refactoring may pollute code and bork Godot signal usages (i.e. `SignalName.MySignal` becomes `Old.Namespace.Classname.SignalName.MySignal`) * Async code often hides exceptions, unless everything is wrapped in try--catch blocks (or Task.Run)
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