Derek Taylor

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Derek Taylor

Derek Taylor

@reklor

this taaans finished

Katılım Ekim 2010
461 Takip Edilen114 Takipçiler
Derek Taylor
Derek Taylor@reklor·
@DUSKdev Will it be twin stick? Make it like smash tv and I will buy it
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David Szymanski
David Szymanski@DUSKdev·
I'm making an isometric shooter What's the most important thing to you in that sort of game, and ones one thing you hate?
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World of Statistics
World of Statistics@stats_feed·
Which person alive right now will still be famous in 200 years?
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Derek Taylor
Derek Taylor@reklor·
@BringBackBanjoK Well it could obviously be better with the inclusion of new Pilotwings, Waverace, and F Zero….
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Derek Taylor
Derek Taylor@reklor·
@SwitchUpG The Division games use Snowdrop would be great to see those on S2
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SwitchUp
SwitchUp@SwitchUpG·
I will say actually the Star Wars Outlaws Engine - Snowdrop is also incredible on Switch 2 followed by the less impressive but still decent Anvil Engine
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SwitchUp
SwitchUp@SwitchUpG·
While performance is not PERFECT Monster Hunter Stories 3 Twisted Reflection is an EXCELLENT game and another feather for the Switch 2 @CapcomEurope cap - it really is turning in to the everything machine. (Link below) @monsterhunter - I wonder if other companies are able to licence the RE engine or if it’s a strictly in house thing because it is currently head and shoulders above the competition for Switch 2…
SwitchUp tweet media
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Derek Taylor
Derek Taylor@reklor·
@Kev_Bayliss Kev, you have probably been asked before but have you got anything cooking for Switch2?
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Kev Bayliss - Video Game Character Creator
Way back in 1996, I was working on Diddy Kong Racing. Probably the most fun I've had in my entire life! One of the most fun parts was creating animation sequences using the custom made software by Rob Harrison who was one of the lead programmers on the team. After I gave him a list of features I needed it to have, Robert created a great editor based on a simplified timeline editor similar to what I had previously used in Alias Poweranimator. Characters, objects and cameras would follow paths that I could draw to create motion, and along those paths I could place 'trigger' events which were usually icons that looked like a musical note or a special effect. So for instance, during the start sequence when Diddy Kong flies around the famous 'N64' logo high up in the clouds, Diddy Followed a path and as he hit triggers along the way, special sound effects were triggered and twinkle star particles were emitted. The sky background was simply a spinning cylinder with a basic blue sky texture on it. However, although it sounds simple, scenes soon became very complicated, and this WIZPIG end sequence after defeating him for the first time was a lot to handle. I made the characters follow paths which ran all over the place triggering sound effects as they ran away from the evil boss! I had so much fun creating sequences, and doing WIZPIG's VOICE! But none of this would have been possible without the great work from Rob to give me a great tool to animate those sequences which really brought the game to life! All of the team worked their asses off in a red hot barn during that summer, but we loved every minute - and it shows in the game! I remember Chris Stamper being really impressed with the speed we were putting this kind of thing together thanks to the way we were communicating with each other as a team. But with this particular sequence he wasn't happy when he saw I was building a lighthouse. I remember him asking why I was wasting memory on graphics because it was in short supply - and everything should be built for a reason. (And quite rightly so) However, little did he know it would become a rocket ship for Wizpig to launch into space with, and ride around the space racetrack, but he soon found out! Lee Schuneman did a great job bringing the team together and getting them to trust in his vision of a racing game with an 'adventure' element. The amazing front end by Johnni Christiensen set it apart from many other games with it's bold use of colour and great cartoony style And that music you hear is by non other than my best pal David Wise! What a game! What a time we had! We all worked so hard - And some of the team now even work with me at Playtonic Games! (Paul Mountain, John Pegg, Martin Wakely) #DiddyKongRacing #GameDev #VideoGameHistory #Art #Characterdesign
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Gina Bellman
Gina Bellman@Ginabellman·
Forgot to tag the always wonderful ⁦@fentonstevens⁩ and my Groovy Gang companion! What a delight to dip into scenes with you again! ❤️
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Chris Scullion
Chris Scullion@scully1888·
I was in London last week to chat with the bold @suda_51 about Romeo is a Dead Man, and ended up discussing his work on the Fire Pro Wrestling series with its legendary creator Masato Masuda. Always a pleasure to chat with Suda, and these are always worth a read as a result.
VGC@VGC_News

"It's a different kind of anxiety" - In a new interview with VGC, Grasshopper CEO @suda_51 explains why Romeo is a Dead Men is crucial for the studio. Suda also discusses his wrestling game mentor and gives tips on where tourists should visit in Japan. vgc.news/features/inter…

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Derek Taylor retweetledi
HLTCO
HLTCO@HLTCO·
Football Italia. Now. Always. Forever. James Richardson sat at a cafe with a cake and a coffee flicking through La Gazzetta dello Sport. Peak television.
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Good Shepherd Entertainment
Good Shepherd Entertainment@GoodShepherdEnt·
Interested in checking out #Moroi, our upcoming blasphemy-soaked hack-n-slash? We're opening up key requests to beautiful streamers and content creators just like you. Heck, even the not beautiful ones! Not talking about you though, you look great. Link ⬇️
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RAB FLORENCE
RAB FLORENCE@robertflorence·
MGS2 on original hardware still looks absolutely beautiful.
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Andi
Andi@andihero·
The header for this box out has lived rent free in my head since 1998
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Andi
Andi@andihero·
Honestly it has the feel of some often discussed Japan only PSP cult classic that has just received a translation patch and you've downloaded it off CDRomance. You'll know whether it is for you or not from that, I reckon.
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Andi
Andi@andihero·
SLITTERHEAD rules. It's somehow weirder, cooler, more early 360 era, more my shit than I thought it would be. More cool ideas in the first couple of hours than most modern AAA games in their entire, bloated play times. Also look at this title sequence.
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Andi
Andi@andihero·
This game, cranked right up, is still probably the best looking game I've seen.
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SteamDeckHQ
SteamDeckHQ@SteamDeckHQ·
Question: What is the AA or AAA developer/publisher that you feel confident that most or all of their games will run on #SteamDeck? Like, when you see a game from ___, you don't worry about it being playable on Deck.
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Derek Taylor
Derek Taylor@reklor·
@UHD4k The hardware isn’t the issue it’s the broadcasters. Lucky to get 576p 80% of the time in the UK.
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Ultra HD 4k news 📺
Ultra HD 4k news 📺@UHD4k·
Brief reminder: 𝗪𝗵𝘆 𝘄𝗲 𝗻𝗲𝗲𝗱 𝟰𝗞 The TV screen diameter has been on the rise since decades, meanwhile the viewing distance (living room size) has remained pretty much unchanged. That means the resolution has to go up, from SD to HD and to Ultra HD. This is why we need 4K
Ultra HD 4k news 📺 tweet media
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Steve May
Steve May@SteveMay_UK·
One of the most recognisable wireless speakers in the world has just received a significant makeover. Bowers & Wilkins has announced the Zeppelin Pro Edition, featuring new colour options and a host of audio improvements under the hood.... theluxereview.com/2024/10/15/bow…
Steve May tweet media
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