Indie/retro gameplays YTChannel bit.ly/2C8mUi8 (spanish/mx) RT/like/follow 3d/pixel/music artists/gamedevs. Post ENG/ESP.

Joined March 2017
423 Photos and videos
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17 Sep 2023
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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Me terminó el Ocarina of time y un día después anuncian el remake, no pienso tardar 20 años para terminar ese youtube.com/shorts/Ji57imsWn… #zelda #ocarinaoftime #zeldaOot
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#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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My Apple Car.
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ASTRO ASSEMBLER (1999) #shmup Level 4 final boss. Our adventure during that “dark age” of video games in Spain.
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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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Available for download Super ZSNES zsnes.com
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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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Welcome, Super ZSNES! A new SNES emulator written from scratch by the original developers of ZSNES
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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/handheld-heri… #indiegames #gameboy
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Apr 22
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 30th Anniversary Video #MetalSlug30th
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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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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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Want to build the classics? 🤔 v3x3d.itch.io/micro-classics… Checkout my Micro Classics series! 👆 Make classic games in 8x8 and 16x16! 👾 #pixelart #ドット絵 #gamedev #indiedev
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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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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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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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Now running on FastROM/ExHiROM combination, eliminating bank switching during some animations and thus saving resources. Some improvements and optimizations to the engine overall. Also, two simultaneous animation effects. The goal is to have four. #projectF #SNES #homebrew
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Before DNS, the Internet ran on a single text file. You wanted a hostname? You emailed Elizabeth Feinler’s team at SRI. They edited their local HOSTS.TXT and then everyone downloaded the new copy! That worked… until it didn’t. By 1983, it was obvious this wouldn’t scale, so Paul Mockapetris created DNS: distributed, hierarchical, no single point of failure. The modern Internet exists because we stopped relying on one file to keep it all straight!
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Now that I’ve finished the UI, I can focus on combat. I implemented a damage system (1–9999) and calculated player/enemy movement paths. Next: fix palettes and optimize VRAM usage—maybe by moving the whole UI into a bottom bar. #megadrive #leyria
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