Kert Gartner

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Kert Gartner

Kert Gartner

@kertgartner

I make Indie Game Trailers! Trailer guy at @devolverdigital Survivor of 8 years in the VFX Industry! Dad to 2 awesome boys! Stained Glass: https://t.co/vYOTQBRe9Y

Winnipeg, Manitoba, Canada Katılım Şubat 2009
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Kert Gartner
Kert Gartner@kertgartner·
Check it out!! I made another Timelapse video of 3D prints with the @BambulabGlobal A1 Mini :D Watching these models grow out of nothing is just so dang satisfying, I can't stop making these things hehe :D youtube.com/watch?v=vJsoG2…
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befores & afters magazine
Olivier Gondry on the making of Kylie Minogue’s ‘Come Into My World’ --> We revisit this making of article in light of the new fun Margot Robbie CHANEL ad directed by Michel Gondry. beforesandafters.com/2026/03/24/oli…
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infidelity
infidelity@infidelity_nes·
Hello everyone! I'd like to announce that I'm revisiting Mega Man II from the NES, to the SNES. Only this time, I'm going to attempt to port this over as a 16-bit port. This will NOT be a copy/paste of Wily Wars from the Mega Drive. There will be 2 choices within the port, which is to play the game as either it's original 8-bit version, or the 16-bit version. The 16-bit version will include multi bg layers, parallax horizontal scrolling, my usual QOL features with the L/R/X/A buttons, and more. I'm hoping to have a true, SPC700 soundtrack to accompany the 16-bit version. That is something i'll figure out at the very end of production. As for the gfx, I may look for an artist, or I may pull gfx from Mega Man VII, or Mega Man X, to match the level themes as best as I can. I am not looking to redraw the sprites, but rather have them shaded more to utilize the extra colors that will be available. As of 3-22-26, I've spent the past week starting from scratch re-porting to the SNES, so that I can write down where every palette request, and vram request takes place. With the 16-bit version, it will be using dedicated CGRAM tables, so there won't be my usual CGRAM swap for the 16-bit version, cause that would be a nightmare. For rom hackers, I will be moving all of the Wily 1-6 level data, out of the first 6 bosses level data locations. This will give the hackers more freedom with level construction, with all 14 stages in Mega Man II. This is mostly geared towards more space for 16x16/32x32 blocks. I am also going to be redoing the OAM software sprite flicker. I've had huge success in Super C with literally eliminating software sprite flicker, and I hope to do the same for Mega Man II (just think of the first scroll in Metal Man's stage with the multiple spiked chains that fall from the ceiling) I feel all of this work, will lead me to finally developing my own custom SNES game, something I've had planned ever since December 2022. I will also have MSU1 available for this port, no longer just limited to the "Random" OST as the only MSU1 option, there will be my traditional multiple OST choices with cover art. I want to thank all of you, for taking such an interest in my work! I am very excited with this project, as of this post, I've got the game running all the way to when you select any of the 8 bosses, and their introductions play. I'm literally going through the porting process with one operation at a time, so that along my journey I can prepare when to load either 8-bit data, or 16-bit data. The rom size will still be 4MB, with Hi-ROM/FastROM. That's all the news for now. Thanks for reading, and let's see how this goes for 2026! 🙂
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Sunlit
Sunlit@RealSunlitSpace·
Star Fox CD thing: Added Daytona mode! The landmaster is swapped with the Hornet, and the BGM is replaced with one of the 4 songs from Daytona USA! We've been playing Daytona USA a lot lately, so we thought it'd be funny, lol. (level shown is a placeholder)
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Devolver Digital
Devolver Digital@devolverdigital·
@RockstarGames DO YOU NEED A PUBLISHER TO GET THIS THING BACK ON TRACK? DMs are open. Our work on @BALLxPIT speaks for itself.
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Devolver Digital
Devolver Digital@devolverdigital·
Shout out to the one brave soul that bought @CultOfTheLamb at the Vatican today. 🙏🏽
GIF
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Xor
Xor@XorDev·
"String Theory", 207 chars of #GLSL vec3 p;for(float i,z,d;i++<1e2;o+=(sin(p.x+t+vec4(0,2,3,0))+1.)/d)p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t,p.xy*=mat2(cos(z*.2+t*.1+vec4(0,33,11,0))),z+=d=length(cos(p+cos(p.yzx+p.z-t*.2)).xy)/6.;o=tanh(o/5e3);
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Mirza Beig
Mirza Beig@TheMirzaBeig·
📺 VHS and CRT simulator for Unity. 🔴🟢🔵 Fully procedural (including RGB subpixel rendering) and blazing fast, though I'm not completely happy with the CRT stuff. Still a work in progress. #unity3d #gamedev #realtimevfx
Mirza Beig@TheMirzaBeig

✨ Realtime retro shaders for Unity, based on *actual* VHS/TV science. ⏯️ ▓▓▓▓░░░░░░░░ IN PROGRESS... (for that 'authentic' nostalgia trip) #gamedev #vfx #realtimevfx

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FPGA Gaming
FPGA Gaming@FPGAGaming·
Have you ever seen this many CRT TVs in one place? I certainly haven't. Location: Smithsonian American Art Museum, Washington D.C.
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Pixel Memories
Pixel Memories@Clive_Frog_2_0·
Here's the final version of the Pixel Memories #Zaparoo compatible NFC reader for #MiSTerFPGA & PC. Pre orders will be available soon with the first batch ready in 2 to 3 weeks. ko-fi.com/s/6a06359b75
Pixel Memories tweet media
Pixel Memories tweet media
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Michel Iwaniec
Michel Iwaniec@IwaniecMichel·
GB Studio is an amazing tool for making real Game Boy games. But what if Big Brother NES wants to play too? Now there's BB Studio - a hacked version of GB Studio, to run your GBS games on the GB's Big Brother! NOW YOU'RE PLAYING WITH WALL POWER. #gbstudio #nesdev #retrogaming
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Criminalsimpsons
Criminalsimpsons@Criminalsimpson·
Criminalsimpsons tweet media
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Devolver Digital
Devolver Digital@devolverdigital·
Just a matter of time before someone mods an Alarmo to allow a group of Pikmin cheering you on during sex.
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