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mankrip
@mankrip
Self-taught hobbyist developer of QuakeDC Evo, Fightoon, Makaqu and Retroquad.
patreon.com/mankripJoined March 2010

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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.
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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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Holy fucking shit, I bricked my phone. Everything in my life is in it. Bank accounts, everything. All because lots of apps aren't supporting Android 6 anymore so I decided to finally install the Android 8 update in it. Now it looks like I lost everything in it.
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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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Been working on a little new project besides Retroquad. Practicing some different skills.
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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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My salary was finally paid, 15 days late (actually 18 days late, due to the banking holiday). Phew.
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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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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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Another example, velocity curves. And lots of other things that could be done to enrich entity animations and behavior in the engine. Stuff that Quake engines can't easily do.
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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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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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I'd rather work 40 weekly hours split in 2+2 ten hour days than 5 eight hour days. Working hard, and resting well. The hours of commuting saved on each week would also make a big difference.
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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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In a month all my utilities should start being cut. I'll still have Internet access at my job, and today I'll see if I can use my job's bathroom to shower. No such luck for my wife and daughter, though. I already paid 2 installments of my lawyer's contract. Only 1 left.
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Well, I'm already 1 month behind my water, electricity, ISP & cell phone bills, and my monthly credit card bill reached the size of my salary because I'm having to use my credit card to buy groceries since my bank account is already negative. And my wife lost her job 2 weeks ago.
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"Based on the work of the original version staff" is the AAA version of "Someone made this Doom mod."
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Why? My best guess is clout chasing. Continuing from my previous example, MegaMan 8 is much more famous than MegaMan & Bass. Preferring to port that 32-bit game instead of that 16-bit game evidences that the developer favors fame over integrity.
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Another example: If someone wanted to port a modern 2D MegaMan game to the Genesis, I bet they would do an underwhelming port of MegaMan 8 from PS1/Sega Saturn instead of a port of MegaMan & Bass from SNES/GBA, which could easily be extremely faithful.
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Good candidates for porting are GBA games. For example, Castlevania Aria of Sorrow, the GBA version of Metal Slug, the GBA version of Street Fighter Alpha 3, both KOF games in the GBA. Their artwork fits the Genesis much better, and there are not so many incompatible vfx.
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Implemented support for lower viewport resolutions with hi-res postprocessing. This helps to increase the framerate while keeping the screen warping and the fog with a much higher quality than if the engine was running at a lower screen resolution. And it can be dithered too.
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