Indian Video Game Enthusiast | Anime, Guitar (https://xitter.cf/t.co/Kj278zRc15)

Joined July 2014
Japanese Box Art vs. International Box Art
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MegaApple retweeted
make this the cover of every organic chemistry textbook
Hexagonal growth in a black olive tree.
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MegaApple retweeted
I might be an idiot
60% of my deaths have been to grenades, 30% jumping to my death. Max Payne so far is a masterpiece I fear
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I swear to god, youtube comments were the last place you can see sensible comments on top. If that change that...
Youtube comments (shown on top) have gotten meaner. It's this case with everyone?
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Youtube comments (shown on top) have gotten meaner. It's this case with everyone?
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Found literal Holy Water
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Bad_To_The_Bone_Guitar_Riff.mp3
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Yearning for the "2001 Windows XP commercial" feeling
Windows XP commercial (2001)
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MegaApple retweeted
Happy Pythagorean Theorem Day! 10/24/26 10² + 24² = 26² This is the last one we’ll experience in our lifetime.
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MegaApple retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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Striped cuckoo chicks have unusual plumage that makes them look like pinecones. This camouflage helps them blend into their surroundings, making it harder for predators to notice them.
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MegaApple retweeted
任天堂の宮本さんも、宮崎駿監督も、博物学者の南方熊楠も、物理学者のペレルマンも、天才は皆キノコ(菌類)に傾倒する印象がある。多分偶然ではない。
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MegaApple retweeted
Explaining to my wife how there's this one guy. And he alone is responsible for most of the world's distribution of PHP. And if anything happens to this guy, that's just it. Everyone is screwed.
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My first artwork lol
Found the coolest knick knack at friend's place
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Found the coolest knick knack at friend's place
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Bioware has been a massive part of CDPR history. We befriended them when localizing and selling Baldur’s Gate games in Poland, Czech, and Slovakia. And later they were great help when lending us their engine for Witcher 1, sharing their wisdom and even giving us a spot at their booth at E3. I had a pleasure to visit them a few times in Edmonton and also host them in our Warsaw office. Very sad for the people affected, but also sad to see a legendary brand go down. Not a great day in the games industry.
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Learnt that EA didn't even want to buy Bioware. They wanted Pandemic Studios, so they bought its parent company, which also owned Bioware. Bioware's success is inspite of EA, not because of it.
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Dragon Age II was my first western RPG, and seeing how choices changed the flow of the story was eye opening for teen me. Introduced me to bigger, better WRPGs. Thank you, Bioware. RIP.
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