DaniSC23

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DaniSC23

DaniSC23

@D23SC

Indie dev account. I show up once a year with SGDK stuff.

Madrid, from Valencia 🦇 Katılım Mayıs 2014
214 Takip Edilen171 Takipçiler
DaniSC23 retweetledi
TheNomCognom
TheNomCognom@Jaume96749222·
#SGDK tmission port:20-25th dev days or even more XD the level editor:python and tkinter.the main point its that ive used the internal c initial struct on the original source code to import and export the levels and all data to fulfill all the data needed. is not my best video :(
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Space ☆ Bruce
Space ☆ Bruce@spacebruce·
I was gonna say something mean about a tool that I use, but the lead developer follows me on here, so it's fine actually, I have no problems, keep up the good work
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DaniSC23 retweetledi
Shannon Birt
Shannon Birt@birt_shannon·
** Sega Genesis 3D engine update 4 ** Never can leave a good rabbit hole undug ! .. updates since last update : Changed frame buffer from a VDP tile friendly buffer to a linear buffer which needs CPU translation , which speedup drawing a LOT not having to worry about tile boundaries albiet slows buffer sending to VRAM. The interior filling of triangles now is running at 1.5c ( 68k cycles ) per pixel ! however sending the buffer is twice as slow per byte as we need the CPU to send the buffer to VRAM to write to the tile format the VDP needs, rather than DMA directly to VRAM . Overall speedup 25% + as the drawing speedup is much greater than the frame buffer slow down. Optimised Line drawing and Triangle filling -near optimal now for the linear frame buffer. Triangle drawing might get a little bit more yet. Quad drawing is next on the list as that will speedup drawing quads. Some gains will come from been smart about partial clearing of RAM buffers and partial sending to VRAM buffers, rather than send the whole buffer. Vertice rotation and projection needs a lot of optimising .. i expect good gains to come from this - this is all in C at present and all calced in real time. Line and Triangle drawing are in assembly but all vertex manipulation is in C. #SGDK #MegaDrive #SegaGenesis
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DaniSC23 retweetledi
TheNomCognom
TheNomCognom@Jaume96749222·
#SGDK TheLMPort 20th dev day? or so... here walktrhoug almost till the end. Time for sound, difficulty levels, pals and localizationsAll known bugs fixed. Original game ported 99%.Will i be able to make what initial motivated that port, the enhanced version? so much ideas........
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DaniSC23 retweetledi
Indie Game Joe
Indie Game Joe@IndieGameJoe·
This solo indie dev spent 10 years making an RPG game that looks 3D… but is actually 2D. - Camera shifts from orthographic to perspective views - Depth is simulated using parallax & warped sprites - Hand-painted semi-open world Would you play this? It’s called Bridgebourn.
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DaniSC23
DaniSC23@D23SC·
quick update on the FX tools I’m developing got outline, inner shadow and inner highlight working, they’re basically the same in code. so adding a color filter option was kinda straightforward. Still needs some tweaks but it’s looking good #aseprite #pixelart #gamedev #indiedev
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DaniSC23 retweetledi
TheNomCognom
TheNomCognom@Jaume96749222·
#SGDK TLM Port:lets say 12th - working on the 3d stuff because this port needs.the codebase was from another branch without the optimizations&assets already in,noticeable slowdown with"many"enemies. added the secret BFG,which is where the "polygamists" and the 3D came from,sec 21
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DaniSC23
DaniSC23@D23SC·
I'm also working on some extra FX for Aseprite, stuff I need for my racing game for Mega Drive since I'm not gonna pay(🏴‍☠️*) Photoshop just for the layer styles :D Will share soon! #aseprite #pixelart #gamedev
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DaniSC23 retweetledi
TheNomCognom
TheNomCognom@Jaume96749222·
#SGDK maybe too much.benchmark to see if can join my video player and the 3d.maybe 3d too slow to be playable...? but this is the worst case, as the video will be just for the track borders,smaller,less stress. The video speed is sinc'ed with the ship speed.race under the sea
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DaniSC23 retweetledi
Javi Prieto ツ
Javi Prieto ツ@TheGoOse·
El otro día se me ocurrió un proyecto: Montar en un pendrive arrancable todo lo que necesites en caso de emergencia (apagón, incendio, catástrofe climática...), desde aplicaciones que corran 100% offline hasta tus datos personales. Así ha nacido refugiOS github.com/Ganso/refugiOS/
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TheNomCognom
TheNomCognom@Jaume96749222·
#SGDK independent ceiling, not mirrored so curves, up and down sections have sense. ship readded. to improve performance, black sections are not filled, so if a bg_b is used, it will be shown
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古代祐三 Yuzo Koshiro
古代祐三 Yuzo Koshiro@yuzokoshiro·
Quick update on the MD / GEN version of Earthion. The final ROM is done, and we’re currently in verification. If everything passes, we move on to production. Due to the current global situation affecting parts supply and shipping, timing could still be impacted, but we’re moving forward step by step. We also hope the world finds more stability as soon as possible. I’m hoping to share pre-order details before summer. Thanks for your patience and support. #Earthion
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吉野@連邦(renpou.com)
吉野@連邦(renpou.com)@yoshinokentarou·
CSSで動く「Doom」が登場! これによりあらゆる「インターネットブラウザ」でも動くようになるし、スマホでもDoomがどこでもプレイ可能になるぞッッ!! ちなみにGitHubで本作の全ロジックが絶賛公開中。 cssdoom.wtf
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DaniSC23
DaniSC23@D23SC·
@Gypopothomas I need to check it since it's not as easy as other systems and I'm not familiar with it, but I have it in my radar
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Thomas Mc Closkey
Thomas Mc Closkey@Gypopothomas·
@D23SC This is brilliant lad! Any chance you'd add a NeoGeo mode?
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DaniSC23 retweetledi
TheNomCognom
TheNomCognom@Jaume96749222·
#SGDK started because the last mission port needs a drawline for a hidden weapon... and now im here XD man, someone has to stop me because i will never end nothing XD
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