Love seeing your stuff, always inspires me to push further on my stuff !
Posts by Marcus Lynn
A bitter-sweet GGDev this month, the month which marks the 10 year anniversary of Lionhead finally closing it's doors for good, but also the release of the much anticipated game from 22cans, Masters Of Albion, which is overflowing with Lionhead DNA.
C U There ,Tuesday 28th @ 7PM at The Drummond Pub
I absolutely loved writing ASM games on the GBA (which is generally considered an embedded system), so constrained but you know where every cycle and byte has gone, felt like being back in the ST/Amiga demo days ๐
Sounds scarily similar tech wise to my new project, except mine's on a frozen moon that you terraform to harvest water with real-time terraforming & erosion(cheers Rune!) and full flowing oceans (once they're defrosted)
youtu.be/X6VKj8FWRd4?...
youtu.be/fPraLQTuoMk?...
youtu.be/IAlGPNa9z-k?...
Another rockin GGDev ! #Dlss5NotNeeded !
GGDev tonight at 7PM at The Drummond Pub, Guildford, hope to see you there :-)
Loved reading that, I consider myself so lucky to have worked on so many Fable variations over the years, shame Microsoft didn't let us publish Fable 2 PC after I got it all up and running (with your help of course ๐ ) towards the end of Lionhead. Also, really want to play Crucifixion Simulator ๐
See, DLSS 5 can make things better !๐ , 1 week left until March GGDev , Tuesday 31st , 7PM , Drummond Pub
Nice !, that's also next on my list, dynamic landscape modification with real-time erosion now I've got the dynamic planet ocean tech just about done #procgen
"Sun is shining, the weather is sweet, yeah", let's hope it stays like this for March's GGDev, on Tuesday 31st March @7PM @The Drummond Pub, Guildford #followthesunnyflag
Finally got an updated video of my planetary water tech, still so far to go but loving it bsky.app/profile/herr...
For those who didn't get to see it yesterday at GGDev, here's the next stage in my notsurewhatthegameisyet game , titled "No Man's Ocean" X "Super Mario Sunshine" youtu.be/fPraLQTuoMk?...
The month of love certainly didn't disappoint, great turnout and great company at The Drummond GGDev
Following on from the fantastic Guildford Games Festival on Friday the GGDev Drummond Pub meetup is tomorrow (Tuesday) at 7PM, with another sneak peak on the next stage of my "No Man's Ocean" X "Super Mario Sunshine", notsurewhatthegameisyet game
It's February, the month of love, pancakes and the new season of Sprinter, all the Hopes and Dreams of Spring but with the Jaded Bitterness of Winter. So come and share the love at the next GGDev on Tuesday 24th February at The Drummond Pub, Guildford, from 7PM
Nice, did the same for my ocean tech, it becomes a slippery slope of constantly fiddling to get it to look good close up/little water compared to full oceans. I recently added bioluminescence based on water velocity, looks soo nice when terraforming or adding/removing water. Need to do a video of it
One of the biggest hurdles I had to get around was the stability issue with my ocean water simulation, especially as huge asteroids can land in the ocean kicking up huge waves, a lot of capping and fixing timesteps (even if it means running the sim on compute multiple times) sorted most of them
Really impressive, was the first machine I used assembly on properly before hitting the demoscene on the ST/Amiga and was thinking how I'd do that with each screen on the C64, loved it..
Last video from me in response to the question from last night's GGDev "Can you dig a hole in the ocean floor and watch the ocean drain into it ?"
www.itsallagame.com/files/OceanH...
Really enjoyed the video, done the same things recently on my own tech for my games but for increasing my planet from 800m radius planet to 8000m and adding dynamic flowing water, lots of fun problems to solve along the way
Update on your shader in my project, planet now 10 times bigger with real-time terraforming and real-time flowing water
bsky.app/profile/herr...,
and here's what happen if you let the water "fill-up" the planet
bsky.app/profile/herr...
Ok, fair enough, someone said "not really an ocean mate, barely a lake in the video! ๐ ", and they're right, but if you don't terraform the landscape to stop the water it will eventually fill up resulting in the preview below (sped-up as it takes too long to fly up otherwise)
GGDev tonight at 7PM at The Drummond, includes sneak peek/play of my "gamejam on my own" 4-week Godot game and an updated video of my "don't know want the game is yet" tech with improved planetary dynamic ocean simulation/rendering & PCG dynamic landscape (preview below)
Took a break over Christmas from using my tech/engine/editor and created a game in Godot after hearing good things. Not only was the engine fast/iterate but felt so natural to use. Finished the game in 4 weeks including learning the engine from scratch, a testament to how easy to use the engine is.
James was always a clever little sausage !
Yeah, basically scan-line based interrupt driven colour changes, also had an Amiga and was part of Pseudo-ops demo crew on there so was constantly trying to create the same effects on the ST that I created on the Amiga demos
There's about 20 different screens in the demo (I think the vid only shows 1 or 2) but you have to find your way through the maze of rooms, we nearly won an award for the demo but people got so frustrated with trying to find the rooms it lost out ๐ญ, oh well , you live and learn ๐
Was indeed from Cadaver by The Bitmap Bros. and I think I nicked the unicycle from an Amiga Format cover disk in the early 90s where Bullfrog had a programming tutorial with a unicycle, little did I know that I'd be lucky enough to work there several years later as a Technical Director
I loved this game so much I hacked it to grab the GFX to use in one our megademos on the Atari ST youtu.be/M09Bd8y3B94?...
I feel your pain, a streamer played my God Game and the action for digging up mana was super slow, they were saying "god I wish this was faster" and I, almost crying "that's not how it should be , it should be faster !", stayed up late fixing the bug, was due to ultra high refresh rate monitors !