PlayMedusa

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PlayMedusa

PlayMedusa

@PlayMedusa

We are physically attracted to games, like moths to light or cats to red laser dots. Check our games at https://t.co/ztGlb1MTfh

Canary Islands Katılım Aralık 2009
1.7K Takip Edilen1.5K Takipçiler
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PlayMedusa
PlayMedusa@PlayMedusa·
The wait is over! Well, if you were waiting, that is. We were, for sure, because after all these years publishing our own games on multiple platforms, including this same game on Nintendo Switch... we finally published on Steam!
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Paweł Jarosz
Paweł Jarosz@pawel_developer·
Defold 1.9.4 is released now! 🥳 Devs find the new GPU instancing for models on of the best features, but there's more! Which one do you find most useful?
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PlayMedusa
PlayMedusa@PlayMedusa·
@miriamne_ Thanks! Few things are as beautiful as trigonometry! ;)
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PlayMedusa
PlayMedusa@PlayMedusa·
Oh, I entered Ludum Dare this weekend with a shameless Puyo Puyo clone for a single player - so instead of fighting someone else you must push a huge salamander back so it doesn't eat your Tiny Creatures! playmedusa.itch.io/tinybuns #ldjam #ld56 #ludumdare
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PlayMedusa
PlayMedusa@PlayMedusa·
I'm slowly forgetting to use this social network - after all, I get a fraction of the human interactions I get on BlueSky and Mastodon... I don't want to close it, tho, because who knows, someday someone else may buy it from its current owner and return it its former glory?
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PlayMedusa
PlayMedusa@PlayMedusa·
This is a bug, but I had to add music before fixing. #gamedev #bug
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Blue Oak Bridge
Blue Oak Bridge@blueoakbridge·
⭐️Looking for content creators and streamers!⭐️ If you are interested in creating content / streaming in exchange for a Steam Key please comment below! 💙🥕🍁 #cozygame #indiegame
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PlayMedusa
PlayMedusa@PlayMedusa·
@slashie_ The backlog does not control you. You control the backlog.
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Slashie
Slashie@slashie_·
The real power of the indiedev is not being overwhelmed by the backlog. If you have control over the backlog, you have everything.
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PlayMedusa
PlayMedusa@PlayMedusa·
@MartiansGame I love Bubble Bobble and I've been following your project since you announced it, would love to try it! :D
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Craig Smith 👽 Little Martian
Craig Smith 👽 Little Martian@MartiansGame·
I'm looking for a handful of folks to playtest Beep Boop, before the demo launches publicly at the weekend. If you'd like to try it out and give feedback, drop a reply below! 🤖⚡️😍
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PlayMedusa
PlayMedusa@PlayMedusa·
@Griff_ Same here. And now my 11 and 8yo kids are reading them! They are already on the third and second book.
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Martin Griffiths
Martin Griffiths@Griff_·
When I was 10 years old it was The Tripods Trilogy by John Christopher that triggered my life-long love of science fiction. After these books I pretty much read everything ever written by Asimov and Clarke... These days my own children (11/12) would say HP or the Skandar books.
Lev Grossman@leverus

My younger son (12) isn't much of a reader. He craves Roblox, Youtube Shorts, Fortnite, anything but a book. So I gave him the most brutally addictive novel I could think of, ENDER'S GAME ... and it's working. I think. But I can't think what to give him next. Suggestions?

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PlayMedusa
PlayMedusa@PlayMedusa·
Are you #learning #spanish? A friend of mine is starting a new project where he plays #videogames while narrating them, slowly, in Spanish, explaining vocabulary and idioms. It's certainly a fun way of practicing #listening!
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Dennis_Eb - Wishlist Pico Drift on Steam!
Spent the last two days testing a more dynamic camera logic. Getting the camera feel just right is a tricky task 😃 I'm aiming for it to feel like watching real miniature cars but still be very predictable #gaming #gamedev #ios
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Martin Griffiths
Martin Griffiths@Griff_·
I’m going to hijack Ray’s awesome post here and use it to talk about a particularly challenging engineering problem that we solve in No Man’s Sky, which arises as a direct consequence of our game universe being so astronomically large: You all probably know about shaders, which are the primary basis for rendering rasterised graphics in games and also might know that large titles can have thousands of shaders, so that they can render a rich set of materials/meshes, particles, shadows, post fx .. and everything you see, in game. We face a hard and complex task in #NoMansSky when it comes to these sort of shader combinatorics - not only as biome diversity and richness has grown over the years, but also because the exact set of shaders needed to render a planet or anything else that is procedurally generated is not known until it is calculated - nothing in NMS exists until the seeded generation produces the system, planet, ship, station (etc) or anything else that you then see on your screen! This aspect makes “shader loading” in our game more challenging than a lot of titles, where a traditionally designed/static world might allow you to have information about which shaders are going to needed, ahead of time. One up front thing that we do know is the whole set of shaders that could possibly be needed to render anything in the game .. and right now that number is around 60 thousand. The 60 there is not a typo, but at least we can initially reduce this starting count by 2.5x with some hash reduction - it still leaves us with tens of thousands of shaders, though! For console versions of NMS this huge shader set can be completely precompiled offline and then streamed in as needed - but on PC shaders have to be compiled and cached by the driver. To deal with such a large set requires quite a lot of extra work, in order to minimise hitching that would happen if a driver has to compile shaders (pipeline states) that it has not encountered before - Nobody on PC likes hitching, and pretty much every gamer has encountered FPS drops that are caused by this problem, across a large number of titles over the last decade, as game rendering complexity has grown. When running from Steam, there is an embedded shader caching system, (introduced some years back) and this is very helpful for reducing initial load times or long compiles/loads when you update a driver.. but even with this system in place, every time we do a large update (or patch) that has changed a lot of our shaders, we gather data from QA - dozens of hours of real play or smoke-test shader usage, visiting hundreds of planets, dozens of stations, freighters and bases, so that we accurately know and can precompile 99.5% of the most common shaders in use, to minimise this kind of hitching - quite a mad amount of effort to solve something that is never mentioned in patch notes and all just happens behind the scenes!
Ray Reynolds@RayReynoldsNMS

#NoMansSky is BIG Like really Big You just wouldn't believe how vastly, hugely, mind-boggling big it is NMS has 18, 446,744,709,552,616 planets to explore, that's 18 Quintillion, with a Q It would take 255 BILLION years to see them all So, where to? @NoMansSky @hellogames

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PlayMedusa
PlayMedusa@PlayMedusa·
I miss a lot of accounts, but I've been trying to stay away from this social network lately. My timeline is quite healthy, fortunately, but the amount of ads, the way the algorithm works, the amount of bots and mainly the weird behavior of its owner are making it too unpleasant.
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PlayMedusa
PlayMedusa@PlayMedusa·
@VenalithStudio Thanks! That's one out of 6 stages and just three out of 14 enemies :)
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PlayMedusa
PlayMedusa@PlayMedusa·
All enemies implemented, backgrounds integrated, FX and music there... And we even had time to change some enemy design and add new items! Less than one month to release! Plenty of time to polish, play test and catch bugs. #gamedev
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Paweł Jarosz
Paweł Jarosz@pawel_developer·
The algorithm here promotes premiums, engageable content which I do not produce and punishes following more people than are following you which I find creepy I mainly post about gamedev, games and game engines, rarely some other topics and I don't really want to change this
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PlayMedusa
PlayMedusa@PlayMedusa·
Well, music is not there yet, only placeholders. We are still looking for something that feels good :)
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