Daniel Monteiro

@DanMonteiroNit

I make games for living and for fun. Words from my mouth, not from my employer.

Lisbon, Portugal
Joined September 2014

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  1. Jun 4

    Collision and animtion still looks wonky, but allows moving between screens! Montezuma's Revenge/Metroidvania feelings!

  2. Jun 3

    Some platforming getting there, slowly. Gravity kinda works and so is collision. Already writing directly to CGA video memory, in fact! =)

  3. Jun 3

    getting there! Still trying to write directly to memory - currently, I'm calling interrupts.

  4. Jun 2

    from another galaxy

  5. Retweeted
    May 29

    Web Programmer: "This page is super fast, it only takes 100ms to render" Game programmer:

  6. May 28

    Got played (and praised) during the last stream! Too bad I'm sick and went to bed after submission. @ 21:35

  7. May 27

    And with this, 5 months, 5 games. Gotta keep making it! One-game-a-month challenge is on!

  8. May 27
    Replying to

    Forgot the most important: entry!

  9. May 27

    A / game for in preparation for ! using 7.1, C++14 and using interrupts extensively.

  10. May 27

    Guess what? The game is running FASTER on a real then on now! It's surprisingly playable, despite the very crude graphics

  11. May 27

    Got below the 8MB limit, but I would really like to drop to 4MB, to release any memory pressure. Now, its time to speed up things!

  12. May 26

    Still between 4 or 8 MB, I quite surprised to see many people who had 486s on the internet saying they had 4MB. All my friends and I had 8mb

  13. May 26

    Now, the game should be playable on a 486 - but I would rather try to reduce it's memory footprint a little further, to stay below 8MB.

  14. May 26

    I'm such an idiot! The *major* slowdown on MS-DOS version was not getch's fault, but rather my own - lightning calculation was too slow!

  15. May 25
    Replying to

    I will have to release someday tho. And now it's the least scientific part of the work: art and level design. That means a lot of iteration

  16. May 25

    One thing I'm constantly battling myself with is that I kind of consider Dungeons of Noudar gameplay ready - but I'm afraid it's too boring

  17. May 25

    Today is Try-to-fit-that-shit-into-CGA day. Lets hope I dont fry the VGA controller in my 486 in that process. Also hope for faster transfer

  18. May 22

    Porting Run-the-world to MS-DOS! late port ;-)

  19. May 21

    Item pick, drop and cycle animations coming along nicely! Lerping all the way! Now, I need better art and levels - gameplay is ready

  20. May 20

    Facing issues with my DOS port - hangs the system for 2~3 seconds when called (yes, Im also using kbhit)

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