Return Home // Δ // qrth-phyl // Leave Home // fren-ze // 'troid // Super Mario Pac

Joined February 2009
574 Photos and videos
Matt Verran retweeted
Here's my latest game! Bender 2: Bend Harder Possibly the game with the longest gestation of all, as its first incarnation was a web game I created way back in 2012. How's about that for sticking with something you believe in?
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this is the way // bye dx9.1, GL, directinput, console specific api’s // will only miss fmod if it replaces that for me (looks like it might)
I can't believe I finally get to say this. SDL3 is officially ABI locked! We will _add_ new things but not _change_ or _remove_ what's there, starting right now. Which means it's safe to start migrating your games to it, starting today! github.com/libsdl-org/SDL/re…
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Matt Verran retweeted
I can't believe I finally get to say this. SDL3 is officially ABI locked! We will _add_ new things but not _change_ or _remove_ what's there, starting right now. Which means it's safe to start migrating your games to it, starting today! github.com/libsdl-org/SDL/re…
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Matt Verran retweeted
Utopia Must Fall launches in 2 days! store.steampowered.com/app/2… Are we totally ready? NO! Are we doing it anyway? YES! Do you like HOT ELECTRON BEAMS? Of course you do...
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had a weird issue where D3DXCreateEffect() wont compile shaders on steamdeck (odd syntax errors), compile fine on: all other test machines and in the steam store released version of qrth. only a problem with code I copied over to steamdeck myself to test
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can get round it by precompiling shaders and they load and work fine but would like to get to bottom of why. something to do with d3dx .dll support in proton? or the steam store sets up something differently for runtime shader compilation?
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been fiddling for ages to remove the windows launcher from steam QRTH-PHYL, pretty much done now finally, probably going to put that up on steam and look at getting steam deck approval soon, then do return home
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incredible how tricky it is to get a win32 d3d app to remember it's maximised on save / load // no windows message for de-maximise
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learnt: dont do anything with win32 messages if you help can it, poll window state (position,size,maxmised) every frame and adjust device and save as needed
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Matt Verran retweeted
YOYOZOは@PlaydateJPによるACTゲームです。 4USDで販売中 play.date/games/yoyozo/ - 本日限り50%オフ! - Ars Technica「 2023年のベストビデオゲーム」で紹介されました。 - Playdate Community Awards 2023「最高のアーケードゲーム」。 - わずか39.4KBのチビ!
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Return Home is also on sale
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this runs great on steam deck as well, just set to 1280x800 and 16:10 using touchscreen in the launcher. deck approved auto-config-ing version coming soon
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I had wanted to get the steam deck approved version out by now but it’s not quite there yet, few more weeks // it does work 100% on deck though:
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approved version wont have the launcher (will autodetect, currently you have to select 16:10 and 1280x800) and will have steam controller API (current default controls work fine though on deck)
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