@Cheeseness@mastodon.social
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Cheeseness

@Cheeseness@mastodon.social

I write, make, draw, play, game, and do handsome faces. I made Hive Time. Currently making Fossil Sweeper (a game about digging up fossils), Winter's Wake & Icicle (and a stack of side things).

My avatar is a stylised self portrait with short messy hair, set within a hexagonal shaped slice of cheese with holes in.

#nobridge should not be necessary -_-

This profile is from a federated server and may be incomplete. Browse more on the original instance.

Cheeseness, to photography
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Cheeseness,
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danielalbu, to random
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🎙️ Tune in TODAY for my conversation with the incredible Khris Brown!

🗒️ In this conversation, we discuss Full Throttle, The Dig, Indiana Jones and the Fate of Atlantis, Psychonauts and more!

⏰ Premiering in 15 minutes!
https://www.youtube.com/watch?v=vUMHbOCLjxg

Cheeseness,
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@danielalbu I know what I'm doing this morning

Cheeseness,
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@danielalbu This was lovely. Thanks to you both - Khris is always a delight!

SasquatcherGeneral, to random
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Inconsequential thing that bugs me about Star Wars:
In Empire Strikes Back, getting frozen in carbonite was about the most traumatic and melodramatic thing that could possibly happen to a person, and they played it up like it was the end of the world. And then in ROTJ it required a long recovery.

Since then, in the comics and even the Mandalorian, they’ve done it casually to dozens of people, and the effects are no worse than taking a nap.

Cheeseness,
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@ja2ke @SasquatcherGeneral The "Jedi all wear desert hobo robes now" thing has bugged me since the shot of Qui Gon running from a droid army transport in first trailer for Episode 1 >_<

Doomed_Daniel, (edited ) to random
@Doomed_Daniel@mastodon.gamedev.place avatar

The Descent 3 Source code has been released: https://github.com/kevinbentley/Descent3

> This is the latest version of the Descent 3 source code. This includes the '1.5' patch that Jeff Slutter and Kevin Bentley wrote several years ago. At the time, it worked for Windows, Linux, and Mac.

UPDATE: First it was thought to be released under MIT license, but that was just the default LICENSE file Github added, which was later removed.
Now it's officially under GPLv3: https://github.com/DescentDevelopers/Descent3/issues/32#issuecomment-2067716480

Cheeseness,
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@Doomed_Daniel Glad to see the licence situation resolved! I always get nervous when I see people saying "Oh, there's no licence right now, but we don't need to let that stop us contributing"

Cheeseness, to photography
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unormal, to random
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What's the toughest boss-level bug you've ever fixed?

Cheeseness,
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@unormal While working on Day of the Tentacle Remastered, I came across a bug in iMUSE (cool dynamic music system) that was manifesting reliably on Linux (other platforms too, but less consistently). Turns undefined behaviour was involved in tracking note duration. A note/sequence might be meant to last for a quarter second, but oh no, we're not always reading from the right place in memory. 8 years later, I still feel a moment of rising panic when the bird coughing sample plays in the intro.

Cheeseness, to photography
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Roundbord being round this evening

eniko, to random
@eniko@peoplemaking.games avatar

"If you make your own engine you'll never ship a game"

I'm here to tell you this is BS. Kitsune Tails uses a custom engine built on a custom framework all made from the ground up by yours truly. Neither of these were even remotely the bottleneck for development duration. Turns out that the thing that takes the most time when you're developing a game is all the stuff that is hyper specific to that game and can't be generalized anyway

Not to mention all the, you know, actual content that sits on top of the engine. I can write a json parser and serializer from the ground up in a day or two, but all the cutscenes I had to script for KT took many weeks

Then there's the fact that if I'd used an out of the box physics solution for Kitsune Tails I'm fairly certain I'd never have been able to nail the game feel it has, which is the most core thing to the whole experience

You don't have to make an engine but quit pretending doing it is the hard part of making a game. It fucking ain't

Cheeseness,
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@eniko I spent over a decade and a half feeling that if I made my own tech, I'd never have time to make games. I decided to try drawing some triangles with OpenGL during a game jam in 2014, and it was super empowering.

I've since worked on multiple released projects that sit on top of frameworks like SDL and SFML, and it's been more than doable.

I still use engines from time to time, but wish past-me hadn't shied away from seeing rolling a custom stack as viable for so long.

Cheeseness, to random
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I don't have time to participate myself, but this energy-conscious looks neat! (thanks to dok in the Linux Game Jam community for the heads up!) https://itch.io/jam/watt-wise-game-jam

Cheeseness, to photography
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Cheeseness, to photography
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Go go Gadget neck!

Cheeseness, to photography
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Mum, Dad, and all three babies under my rosebush

Cheeseness, to random
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While writing my 2023 recap, I realised that there were a couple bits of misc art that I never shared here. Let's start with a quick little lighthouse I painted when joining @RexSmeal's "Lighthouse Keepers" community

Cheeseness,
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Cheeseness,
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@aetataureate Thanks! I had thought about this beforehand and did it intentionally, taking care to precede the transcript with a note so that anybody who didn't want to hear it could skip to the next element. I will give it further consideration next time!

gamingonlinux, to foss
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Cheeseness,
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@gamingonlinux Oh hey, it's GODS

Cheeseness, to photography
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A couple weeks back, I was cutting down a tree that's too close to my house when I found a nest with eggs in it and decided to leave the job half done.

This afternoon, I saw an occupant (spotted doves don't leave the nest till they've got grownup feathers, so this is a rare sight for me)

A close up of the baby dove, some of its wiry baby feathers still visible

mcc, to random
@mcc@mastodon.social avatar

What kind of album cover did I just create. Like what genre of music is this

Cheeseness,
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@mcc Zoom,Rot's debut album, Close

Cheeseness, to photography
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Cheeseness,
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I think I also saw a brown falcon blazing across the sky, but it was too fast/I was too slow to tell for sure.

Sheril, to random
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Do you have a favorite species?

Mine is currently the wombat.

Cheeseness,
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@Sheril Echidnas for me, but woobar (wombats) are pretty good too!

Cheeseness, to gamedev
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Cheeseness,
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I spent some of today's stream poking around with hotloading meshes and attaching them to existing skeletons (for character customisation).

I already do this in places with skeleton fossil chunks, and I'd done some previous experiments, but it seems I'd overlooked that vertex group information seems to get broken/stomped on if meshes are exported separately - and not consistently (if they're imported as separate files, that's fine). A little frustrating, but I think I have something workable.

A video showing the placeholder character model swapping in gloved hands while switching between animations to show that they're deforming properly
A video showing the placeholder character model's walk animation, where the hands mesh is deformed incorrectly

Cheeseness,
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