Recent submissions

Comment · 2 years ago
Comment · 2 years ago
I hope this is a joke, considering I literally mentioned in the post: Save files sizes are substantially larger, world draw distances are greater, textures tend to be higher resolution, etc.
Comment · 2 years ago
I do totally agree that I should've just made an engine and the toolkit and just released it as that, but it wouldn't have been "THEY should've constrainted the scope" -- as there would've been no "they." It would've been all me without a team I had to support by splitting that Kickstarter so many ways that we made under minimum wage in the end... lol.
Comment · 2 years ago
Half fake news, half true.

I was king of scope creep, but I was also the engine and tools developer... Does it LOOK LIKE the engine and tools were the ones bottlenecking progress, or does it look like a lack of ACTUAL GAME CONTENT was the problem with Elysian Shadows? The engine and tools (which were my job) are probably easily at 90% done.

What I do own up to is being so bogged down with coding up a whole cross-platform engine and toolkit that I was an absolutely horrible manager who just relied on the rest of the team to know what needed to get done and take care of it, which obviously never actually happened. I was not as involved in the rest of the actual game aspect of ES independent of the tech than I should've been, and I own up to that...

But if you actually think THAT is what caused this game to never get done, you aren't seeing clearly. That's the one aspect of the game (other than audio, which was never a problem) which was actually where it should've been in terms of progress.

Also, for the record, LOL, ElysianVMU caused "drama" and extra work for the team? Funny, not one person other than me wrote a line of code for EVMU or even implemented the single line of Lua code it takes to display a VMU icon in-game... and as far as I ever knew, Patryk enjoyed getting to take a few hours to get away from killing himself being overworked on terrain and character assets to get to draw VMU icons, or so I'm assuming based on the fact half of what he drew were penises and jokes, initially. ;)

Comment · 2 years ago
Uh, for the record, like... I've been more than open about my past history with ES, and have spent the last 2+ years straight giving back to the Dreamcast community, supporting every game and project I've been able to find time for, fixing many bugs that have plagued this scene for decades and becoming the developer with the second-most commits to the KallistiOS repo in just 2 years, beaten only by the lead maintainer with over a decade of work...

But yes, way to take the spotlight away from the developers who are pouring their hearts and souls into this project, of which I'm only an insignificant part of, to bring up some irrelevant shit from my past which I have owned up to and am literally working to correct by supporting projects like this... total douche bag move. Makes me feel sorry for the rest of the team, tbh.

Comment · 2 years ago
Pretty much true. Not only that, but if you look at the Kickstarter page, what exactly was my job? Engine programmer. Not gameplay. Th engine is pretty much complete, as are all of the tools. Problem is it taxed me so hard and left me with so little extra time and cognitive resources that I could not properly lead the rest of the project or the team-mates whose job it was to do the gameplay aspect... Which is absolutely a leadership failure on my part, and I'll happily own up to that.
Comment · 2 years ago
Jokes do tend to be inane...
Comment · 3 years ago
Haha, somebody knows their Objective-C!
Comment · 3 years ago
^ This, 100%. GTk's GObject type system which powers the entire GNOME stack is a similar object-oriented C type system with a virtual table pointer as the first member of an object, similar to Microsoft COM and C++.

The entire Objective-C runtime which is what powers the OO core of the language was also written with a similar purely C type system... It's just a small compiler layer on top...

Comment · 3 years ago
Comment · 3 years ago
Exactly. Amen. GTk is the shining proudest most epic achievement of object-oriented C programming, and they still enjoy massive benefits in terms of being able to interop with every language ever because of this approach.

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