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DevFail

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Indie/retro gameplays YTChannel https://t.co/mD5SiBgqGH (spanish/mx) RT/like/follow 3d/pixel/music artists/gamedevs. Post ENG/ESP.

Mexico Entrou em Mart 2017
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DevFail
DevFail@devfailblog·
My kid got+100 subs couple of months ago, we made a small video compilation for the celebration / Mi hijo llegó a +100 subs hace un par de meses, hicimos un pequeño compilado para celebrarlo #YouTube #YouTubers youtu.be/mvW1Q-TSyfE
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ReactOS
ReactOS@reactos·
#ReactOS installs and runs on HP Workstation xw4200! All hardware does work with no issues, including NVidia GeForce 7300LE and generic Intel AC'97 compliant integrated audio!!
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禿道道🐟
禿道道🐟@dearemon·
My Apple Car.
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DevFail
DevFail@devfailblog·
@CorsairLatam La verdad que a mí, mi laptop no va a aguantar mucho más.
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Corsair LATAM
Corsair LATAM@CorsairLatam·
¿A quién le vendría bien este upgrade? 😏
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Marco Antonio del Campo
Marco Antonio del Campo@M_Antonio_del_C·
ASTRO ASSEMBLER (1999) #shmup Level 4 final boss. Our adventure during that “dark age” of video games in Spain.
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DevFail
DevFail@devfailblog·
@davepl1968 Painting the lines rotating around the center.
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Dave W Plummer
Dave W Plummer@davepl1968·
I'm going to give you a computer science problem, covered by a software patent (US 4,197,590). Let's see if it's "obvious" to experts in the field. You're on a monochrome display. You want to draw a PLUS sign cursor, like in a paint program, leaving the pixel in the middle unchanged. How do you draw the vertical and horizontal lines without stomping on the center pixel? Do you save the center and put it back later? Or what's your solution? No sprites, of course, all done via Get/SetPixel(x,y) only. Assume something like bool GetPixel(uint x, uint y); void SetPixel(uint x, uint y, bool b);
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Zolden
Zolden@ZoldenGames·
How I created 3D soft body character from simple particle physics. It took a few months of intense computer science and inventing algorithms to trick a bunch of GPU computed physical particles into dynamically controlling a mesh.
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DevFail@devfailblog·
@beholgar Great graphic improvement over its prequel.
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Rafael Daniel
Rafael Daniel@faeldaniel·
Now we have music directly from the console. Audio driver implemented and working with minimal impact on performance. It's not a KOF song, but this mod (used in some keygens) gives you an idea of ​​what's to come in the future. #projectF #SNES #homebrew #kof
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Mr. Sujano | All Stuff, No Fluff
Welcome, Super ZSNES! A new SNES emulator written from scratch by the original developers of ZSNES
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Wink and the Broken Robot
Wink and the Broken Robot@WinkWinkerson·
The Handheld Heritage bundle is out! They said it was impossible: 30 games for $29.99. Only til April 30th! Includes games like Wink and the Broken Robot, Kero Kero Cowboy, Traumatarium, A Cat and His Boy, and more! itch.io/b/3637/handhel… #indiegames #gameboy
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akio
akio@akio_1963·
METAL SLUG marks its 30th anniversary. I was around 30 myself when I conceived METAL SLUG, in a reckless attempt to strike a blow against the dominance of fighting games at the time. Back then, I never imagined that idea would still be going strong 30 years later. I worked on METAL SLUG 1 through 3, but after that, many more Metal Slug pixel artists carried the baton forward and kept the game running across generations. For a single game to continue for 30 years is not something its creators alone can achieve. METAL SLUG exists today because of the passion of its creators, the teammates who carried it forward, and above all, all of you who played it again and again and loved it. Your battle record in the long war against Morden's Army is what has sustained METAL SLUG for these 30 years. The game I poured my life into back then is still so eagerly awaited, even now, 30 years later. As a creator, that makes me truly happy, and very proud. And now, the METAL SLUG video that SNK released for the 30th anniversary, hinting at the next phase, has not yet revealed the full picture. Just thinking that a revolutionary, never-before-seen METAL SLUG is finally about to reveal itself makes my heart race, and I can hardly sit still. When that moment comes and its true form is finally revealed, I want to witness it with my own eyes alongside all of you and shout: "HEAVY MACHINE GUN!" #MetalSlug30th #MetalSlug
METAL SLUG@METALSLUG_EN

🎬 METAL SLUG 30th Anniversary Video #MetalSlug30th

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infidelity
infidelity@infidelity_nes·
I finally have BG Layers 2 & 3 working just the way I want them! Here I am showing the four 16-bit xy registers for BG Layer's 2-3 above the gameplay via the hex editor, and off to the left of the gameplay, I'm showing the scroll windows of BG Layer's 1-3. I'm very excited! Now that I have this engine built, I can now dictate do they scroll, stay stationary, etc. Cannot wait to begin gfx for parallax backgrounds! Please enjoy my run through in Metal Man's stage, showcasing the horizontal/vertical scrolling. 🙂 @ak_blueprints
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Matthew
Matthew@animathias·
Uniracers is a technical marvel, maintaining its speed when most other SNES games would start chugging. It's also a fascinating story. In 1994 shortly after the game launched, Pixar of all companies sued DMA Design, claiming the Unicycles ripped off their 1987 short Red's Dream. Pixar ultimately won (or the publisher, Nintendo settled) and the game was ordered to cease production after only 300,000 copies were made. Pixar had a point, the Unicycles looked similar. They're also unicycles. Once you animate those, there's not many differences that will happen. Interestingly enough, this whole legal debacle was a shift in direction for the Lemmings developer. Uniracers was their pitch and Nintendo loved it. If Pixar hadn't pulled the rug out from under them, they would have their own pillar under Nintendo's flag. Without Uniracers, DMA had to start over without their family-friendly franchise. Nintendo wanted them on the Ultra 64, but it soon became clear to both companies that only one of them was interested in making a cute N64 mascot. Body Harvest is a little tale on its own, but the funniest part of the story is how DMA Design started working on this small PC game called Race n' Chase at the same time. DMA Design released Grand Theft Auto in 1997, rebranding into Rockstar North after releasing GTA 3. If Pixar hadn't done a Disney, we might be Uniracing in Mario Kart World right now. Meanwhile #GrandTheftAuto might be nothing more than a spark in David Jones' eye. Probably not, but it's fascinating speculation. Also this game is dope.
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DevFail@devfailblog·
@m0d0pr0tegid0 YouTube hace algo parecido con los títulos de los video y el chat d los en vivo según la configuración de tu cuenta (y la preferencias del canal), es una patada en las bolas.
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modo_protegido( );
modo_protegido( );@m0d0pr0tegid0·
Ahora twitter esta traduciendo todos los posts de manera automatica. Toca ver como desconectar eso.
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Migami Games
Migami Games@Migami_Games·
Hi everyone! Mig is already far along working on our next game! We are both big fans of Super #Castlevania 4 and our next game will show you just how much we love it. We are working full speed ahead to get it out fast! Long live pixels and whips! 🤘 #indiegamedev #retrogaming
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Rafael Daniel
Rafael Daniel@faeldaniel·
Parte mais técnica pra quem gostaria de ver a performance no debug em NTSC. Fiz novas otimização na engine dos sprites/vram (com bugs sutis) e tá quase perfeita. Joguei freneticamente pra verem a loucura que é com tanta coisa ao mesmo tempo e outras que não fazem nem ideia. #SNES
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SuperSisi
SuperSisi@SuperSisi·
The Legend of Zelda mod for Doom reimagines the Zelda landscape in 3D, including its dungeons footage credit: Next-Gen Gaming
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