ThreadDEVS: Can Games Be Made as Quickly via Remote Work; GAMERS: Are You Willing to Wait for Next Gen Consoles and/or Games
I think you'd be surprised with how productive game teams can be working remote, providing you have accountability. After all, games are made on individual workstations with collaboration with other developers - that translates pretty easily to a work-from-home scenario. Developers will assuredly have distractions at home that will impact productivity and I think most managers will take that into consideration and not expect the same throughput you'd have working in an office environment.
ThreadGame devs: What was your break into the industry?
I wasn't much interested in game development until the 3D era began. Magazines like Next Generation went into detail with features like bilinear filtering and trilinear mipmapping, talking about how many polygons per second the new machines could pull off. Going from just a person who was passionate about games to knowing a bit about how the new generation of games would work really fascinated me, especially as I was just coming of age then (13 or 14?).
But what really pulled me into the fray was emulation. Once I saw zSNES and UltraHLE, I was amazed you could do something like this just with software. I could play Chrono Trigger or FF6 on my PC and disable/enable BG layers to see how tile-based games worked - simply amazing! When UltraHLE came out (shortly after OoT), it was truly mind blowing to see my favorite game of all time running on my Voodoo. I somehow immediately bought UltraHLE.com and started to post about ini hacks and eventually became the de-facto source for news on the emulator.
Thanks to my UltraHLE connection, I was able to procure a Z64 (N64 backup device) and AR Replay flashed with Caetla (PS1 modchip cartridge) by serving ads to the site and that truly began the development journey for me. I shockingly got my hands on the N64 and PS1 SDKs from the dark corners of EFNet IRC and started modifying PS1 and N64 homebrew samples from dev scene to run on actual hardware. In essence, I learned C on N64 and PS1 in High School and skipped most of my senior year to cut my teeth with real world conditions. It was probably the hardest way to learn programming, especially back then since the Internet was still new, but super rewarding because I could only count on myself and a few like-minded friends on IRC.
By the time I was 19, I had enough skills to get hired by an indie developer and begin professionally making games, skipping college in the process. Here we are almost 20 years later and I've been successfully running my own game dev shop for nearly 10 years.
ThreadThe full decompilation of Super Mario 64 for the Nintendo 64 is now released on GitHub (Unlicensed)
Very interesting to look at. This seems like you could completely rebuild the game + assets and run on hardware - a monumental achievement if that's the case! They even decompiled libultra (N64 SDK)... These are some talented folks.
There was an old Mario 64 decompilation from Nagra in #n64dev back in the late 90s. I wonder if that was at all used as reference.
ThreadWhat Happened to Paprium? [Video Documentary] (St1ka's Retro Corner)
I just watched this - GREAT documentary!. How do you throw an extravagant release party for a game in France and then not release it and continue to scam your customers?
If anyone got scammed by Watermelon, you can try to file a petition with the FTC .
ThreadWhat old PlayStation games still aren’t available on PS4?
Dear god, this game - PTSD!
"LET IT .... RIIIIIIIP!"
"What a WEAK LAUNCH!"
"What a GREAT LAUNCH"
(I ported the Japanese version of this game to PAL territories.)