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Madrid
Joined June 2016
Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)Photo by Volcano Bytes (@VolcanoBytes)
The world ended. Traffic did not. 🔥💀 CARNAGE: Last Car Standing is out now for #pico8 Ram them off the road, stack the multiplier, try not to explode. Free to play in your browser 👇 #gamedev #pixelart
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Que bueno!!! Jugabilidad en estado puro!!!
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CARNAGE is out! 🔥💀 Play it FREE in your browser! Or buy me a coffee for Windows, Mac, Linux & Raspberry Pi builds, + the commented source and a full color manual. 🎁 My last run? 3838M Can you Beat it?👇 volcanobytes.itch.io/carnage ENJOY!💚 #pico8 #gamedev #pixelart #chiptune
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Shigeru Miyamoto shared thoughts on generative AI and its meaning for creativity in game development. He compared AI to the evolution of computers and design tools. As technology handles more technical work, human design sense and creative judgment grow more important. Miyamoto distinguishes between “creating something” and “doing the work.” Creating starts with deciding what to make, building the overall structure, and having clear intention. The work that follows fills in details, polishes, and executes the idea. “People can become so satisfied with the work itself that they start mistaking that satisfaction for having created something good.” Miyamoto believes AI taking over repetitive work could give people more chances to focus on what they truly want to create. “The more AI takes care of all kinds of tasks for us, the more opportunities we all have to think seriously about what it really means to create something.” He acknowledges AI could eventually handle almost everything in the creative process, but for now: “I think there’s still plenty that we humans can do.”
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En la cocina de Kaiman Games huele rico... ⚔️ It smells delicious in Kaiman Games’ kitchen...👘 #newgame #gameboycolor #retrodev #homebrewgames
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Steel Ranger 2 is released! #C64 #SteelRanger2 #Games
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Ya tenéis el número 5 de #Micromanía a la venta y, en esta ocasión, vamos a descubriros un hallazgo casi arqueológico: hemos asistido al regreso, 35 años después, de una coin-op legendaria, de After the War. Una recreativa que tiene una historia alucinante detrás y que fue, aunque no lo creáis, decisiva para el futuro en los años 90 de Dinamic. Y ojo, que After the War no se terminará con las páginas que le hemos dedicado. Vais a poder tener de regalo 🎁, en exclusiva, algunas de las mejores versiones de After the War para sistemas de 16 bits ⌨️ y arcade. Y habrá algunos regalos solo para los que comprési la revista. Suscríbete a Micromanía desde aquí: tienda.hechoconpixels.com/ O compra el número suelto desde aquí: tienda.hechoconpixels.com/pr… O completa toda la colección aquí: tienda.hechoconpixels.com/re…
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🏀 ¡Atenció! antxiko ha lanzado un parche para el clásico de baloncesto Dunk Shot en MSX2. 🕹️ Una mejora esencial para disfrutar este título histórico con la mejor calidad. No se distribuye ROM, ni original ni modificada #MSX ¡Consíguelo aquí! 👇 🔗 github.com/antxiko/DunkShot-…
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Our glorious Skateland Adventures Collector’s Edition is now available in our official store, ready to ship to your door. Only 20 units left — grab yours! 🛹🐌🛹🐢LINK BELOW
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When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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¿Hace falta decir más?
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VESPERTINO WORLD RACING #AmstradCPC
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Indie Retro News: Arlasoft Soccer - A Sensible Soccer game has arrived on the C64 and it's GOOD! indieretronews.com/2026/10/a… #retrogaming #c64 #commodore64 #sports #football @TheRetroAsylum @ClassicReplay @AmigaBill_ @PixelCNinja
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VESPERTINO WORLD RACING #AmstradCPC Presentation 25 October
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Salvaje! 👍🍀🍀🍀👍
🔊 SOUND ON 🔊 This is a LONG run in CARNAGE: 3 minutes 20 seconds 🔥 Most of my runs don't last one 💀 Fast, frantic, eyes-bleeding arcade for #pico8 🔥 Final week of development, so tell me what you think 👇 #gamedev #pixelart #arcade
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🔊 SOUND ON 🔊 This is a LONG run in CARNAGE: 3 minutes 20 seconds 🔥 Most of my runs don't last one 💀 Fast, frantic, eyes-bleeding arcade for #pico8 🔥 Final week of development, so tell me what you think 👇 #gamedev #pixelart #arcade
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