Retroquad's Patreon was launched:
patreon.com/mankrip
It will feature content that is way more in-depth than my Twitter and YouTube accounts. All future Retroquad releases will be done through it.
If the minimum goal isn't reached, Retroquad will have to be cancelled.
mankrip
@mankrip
Self-taught hobbyist developer of QuakeDC Evo, Fightoon, Makaqu and Retroquad.
patreon.com/mankripJoined March 2010
mankrip’s Tweets
Sorry, but that's not true.
Skewing & carving does the job.
Maybe I'll record a how-to video later.
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Replying to @WojciakSzymon
yeah there's a reason arches are built this way in quake. we've tried this before many times. it doesn't work
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This idea is so good that I'm going to use it in my own game. Time to write it down in the design docs.
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Replying to @mankrip @QoffeeGameDev and @catb0mb
So, to sum up the method: Player walking casts vibration on the ground, which makes items shake a bit & cast sfx in proportion to player speed & proximity. When the player stops, the items stops shaking, but the player already noticed them. Perfectly real world behavior.
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Proof that Shadow Warrior was the best Build engine game before Ion Fury, and one of the best software-rendered games ever. It pushed the Build engine so much.
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Shadow Warrior (1997) has a one way mirror swing door that correctly reflects the environment and can be looked through from the other side... am I crazy for finding this crazy impressive?
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So satisfying to watch people find the most efficient routes to getting all those secrets. e1m1 and e1m5 were both a real treat to design.
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DOOMBRINGER episode 1 has officially been beat!
@demsix has beaten all maps on Nightmare from a pistol start while getting 100% secrets and items.
Check out the playlist here and marvel at the insanity!
youtube.com/playlist?list=
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The most important skill to learn with long-term solo dev is: Motivation management. Knowing when you need to push yourself to work on something, when you need to just take a day off to recoup, and when you need to drop the dull, hard task for an easy, fun task.
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By the way, while I want to make entity behaviors more complex, I also want to simplify the definition of entity attributes, implementing straightforward ways to bypass both the network protocols and the qc code, so users would be able to add custom effects to closed source mods.
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E.g. complex entity trees.
Being able to create doors with handles that turns when you unlock the door. And elevators with doors and buttons that are part of the elevator itself and follows its movement. Moving platforms with rotating wheels that matches the platform's speed.
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Using their own example code, I made a simple demonstration of how horrible "Clean Code" ideas are for software performance:
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While I love receiving feature requests for the #Retroquad engine, it's puzzling to notice the features that people don't request.
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Random: Sega Dreamcast Makes Comeback As A Weapon In Pro Wrestling Match (Image: ) timeextension.com/news/2023/02/r #Random #Sega #Dreamcast #Wrestling #Sports
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No, it means that the game isn't replayable.
After decades I still play Street Fighter Alpha 3 on all devices I have, and will keep playing it to the end of my life.
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Have you ever played a game too much?
At first it's really fun and then it becomes less and less enjoyable.
That's similar to the law of diminishing returns.
It means that the more you do something, the less fun or beneficial it becomes.
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The only flaw of this study is that they reduced the time worked.
It's possible to preserve the workload by spreading the 5th day's work across the remaining 4 days, and including a day of rest in the middle. The result is a 2+2 day week.
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The results of the world’s largest trial of a 4-day week (with no loss of pay) are out:
No drop in revenue
65% fewer sick days
71% less burnout
92% of companies decide to keep the policy after the trial
The conclusion is clear: we need a shorter working week.
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'96 Tomb Raider didn't suffer from this, all ledges in it were grabbable. The whole level design was functional, without clutter and overcomplexity for the sake of "realism."
It had gaming environments with a coat of realism, not realistic environments with a coat of gameplay.
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I wish games would STOP PAINTING LEDGES YELLOW
This level of hand-holding just drives me mad.
And apparently, somehow this bothers people less than color grading, because googling "dying light 2 disable yellow paint" only gives me results for "no yellow tint" reshades
argh
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This is what a Quake remake should look like.
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Pretty cool to see 200+ enemy maps becoming playable in the #Retroquad engine thanks to the dynamic resolution feature.
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BigPEmu version 1.05 is out now! Lots of new features. Jaguar CD emulation has been pretty well conquered, and has graduated from early access. Check the release notes for a full list of changes.
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Why does #SegaGenesis #MegaDrive amateur devs always try to port super bloated games instead of games from systems with closer specs?
Why port stuff that'll inevitably underperform, instead of making ports that can be actually faithful?
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The viewport resolution in the #Retroquad engine don't need to be reduced too much to get significant framerate gains. Below a certain point, there's no difference.
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