zedr

Joined 14 years ago

Karma
416
Submissions
88
Member since
Feb 26
https://www.zedr.com
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Recent submissions

Comment · 1 month ago
I'm writing a multiplayer card game based on an idea I had during COVID. It's been in the back of my mind ever since.

It's being written entirely in Python: Kivy for the desktop and mobile game UI, and aiohttp for the server.

I've written very detailed specification documents for every technical and game-design aspect of the game, and I've implemented the core game engine myself. I'm letting an agent do the rest, incrementally and under supervision, tweaking the specs as we go along. So far, a very pleasant experience.

My goal is to reach beta by the end of the year, and publish the game on Steam by mid-2027.

Comment · 2 months ago
Perhaps we could host it jointly in Milan and Rome?
Comment · 3 months ago
Great news! Thimbleweed Park is a lovely game. I played it with my children and manage to recreate the atmosphere of those evenings in 1990, spent in front of a Commodore Amiga 500 running Zak McKraken and Maniac Mansion.
Comment · 3 months ago
Some features of the Amiga that are peculiar even today:

1. The mouse is a hardware sprite and its movement stays responsive and smooth even under heavy load and even when the OS freezes

2. A screen can be divided into multiple resolutions, e.g. you can have a half a screen in high res and half in low res and with double the amount of simultaneous colors (or even HAM mode)

3. It can genlock natively, i.e. match its screen refresh rate with an inbound video signal, making it popular with broadcasting studios up to the late Nineties

Comment · 3 months ago
I'm sure they are 3d models and are rendered using the CPU. You can check by entering the secret Options Mode and selecting the Polygon Test, which will allow you to freely rotate your ship and the enemies, including the end of level bosses (except the final one). Screenshot: https://www.vizzed.com/vizzedboard/retro/user_screenshots/sa...

Fabien seems to be unaware of this, by the way.

This is also why the game play is so bland. The number of 3d objects and their complexity was severely constrained and did not allow for varied or more sophisticated game elements.

Comment · 3 months ago
I think there is realtime 3D used for the player and enemy "sprites" (really 3D objects), including the end of stage bosses. They are small and extremely simple, as this was the maximum the Genesis/Megadrive's 68k CPU could handle. The final boss fight is the exception.

Silpheed was amazing back in the day. It was one of the first titles that really showcased what CD drives could add to games in terms of cinematic experience. The live orchestral music gave it an epic feel and the mecha-design of the SA-77 is beautiful and modern even by today's standards.

Comment · 5 months ago
Another: Thunderforce 4. IMHO the finest horizontal shoot 'em up ever made on any system.
Comment · 5 years ago
> think I could come up with a python example that maps 1:1

My take on it:

    class Stuff:
        def __init__(self):
            self._list = [1, 2, 3, 4]
        
        @property
        def each(self):
            for el in self._list:
                yield el
    
    for item in Stuff().each:
        print(item)
It's even less verbose than the Ruby equivalent in the original article, thanks to the indentation-defined blocks.
Comment · 5 years ago
Comment · 5 years ago
I had this for years a my default ring tone.
Comment · 5 years ago
He could also donate it to the Internet Archive's collection of documents.

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