Animator, Tech Artist and Game Developer @StrayFawnStudio. On the side I'm secretly tinkering with the magic school simulation sandbox game @OurMagicAcademy.

Switzerland
Joined March 2011
Hi I'm Markus and my whole life I felt lost between science and art until I stumbled into game development. Today I'm the tech artist and animator for a weird city-builder on a giant creature, making shaders and creating hand-drawn animation :D Make your quirk your superpower!
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Markus Rossé retweeted
it occurs to me I only ever 'published' this as a raw .tex file in a github repo, explaining my approach to species counterpoint (invoking cohomology :) ) ded.increpare.com/species_co… might be amusing to some
Stephen's Sausage Roll music generator in your browser - leave it on in the background and chill - music.increpare.com/
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Stephen's Sausage Roll music generator in your browser - leave it on in the background and chill - music.increpare.com/
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Level of detail is crazy They even made the mini removable cover 😭😭
Currently in Japan and I just PULLED the mini HxH volume 😭😭
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The best zoom out in all video games is Animal Crossing New Horizons
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30 years ago my game The Adventures of Lomax for the PS1 was release this day the 22th of October 1996 in the US. Great memories developing this with just 2 team members. Me doing all the artwork, game-design and world editing. Erwin Kloibhofer coding the game and editor. Time flies!
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If you are ever going to be successful making things you have to hold on to a vision and a point of view on things. You can seek some feedback but if you try to please everyone "you" will be filtered out of the end results and all you have to offer people is you.
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I had a similar reaction. Everyone should applaud performance improvements, but gauge against the “speed of light”, not just a sloppy competitor. If you are measuring in seconds, you may have already anchored yourself incorrectly. Structure the UI so you can put locally cached media up just a few vblanks after the process launches. Structure the server so it can return everything necessary for the dynamic UI in one single query that was kicked off in parallel with the Gfx API initialization, branching to a modern transport protocol for large media files. You should be able to double click on the launcher and have it responsive before your muscle memory can slam the pointer to a location to click on.
This is hilarious and awesome. Awesome because this has annoyed millions of peoples for years. Hilarious because WHY DOES IT TAKE 5 SECONDS TO SHOW A MENU OF GAMES?! Steam takes 10 SECONDS?! Do you realize how much time that is for a CPU with a modern internet connection? Am I crazy!? What am I missing?
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Markus Rossé retweeted
Announcing RimWorld update 1.7! It moves the game from Unity to the Waylith Engine, our own in-house engine. In our tests, RimWorld runs 2-4x faster. You can try it now on the unstable beta. Oh, and RimWorld isn’t the only game on Waylith... Read on Steam: store.steampowered.com/news/…
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Markus Rossé retweeted
Replying to @molecularmusing
AI has this leveling effect, and many are excited because they never had the required time or skills to make stuff, but now are fully empowered and feeling the magic of creation for the first time. That is good. But on the other hand, I think that building something new, still requires imagination, taste, stamina (all three trainable), and either lots of luck or being plugged in the right circles. That's a smaller subset of folks. I imagine the empowerment will wear off eventually, and most will return to buying/consuming what a few create? We'll see.
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I just tried the photoshop clone, and it's completely unusable. The thing people don't understand about software development is the bottle neck wasn't ever the implementation, but rather the care and consideration behind every choice.
Todos los productos de Adobe reimplementados desde cero, gratuitos y de código abierto → getartcraft.com/apps
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I thought Gambo was a Steam game... Turns out, I was accidentally making a mobile game too! Launching on Steam, iOS and Android has completely changed the way I think about releasing games. So here are some numbers, some surprises, and a few things I learned along the way!
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bfxr.net/ BFXR major update. I need to spend a *lot* more time with the presets of the instruments, but I was so immediately sold by the Mixfxr tool (that just overlaps two existing synths) that I had to put it live RIGHT AWAY. Try it out!
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I'm not sure what it is, scale, colors, shapes, details, ... somehow Cube World world generation just feels different to all the other games to me. I kind of want to explore the world so much. Hard to pin down why....
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Take the long way home.
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What if SimCity was made of yarn? Cotton City is a SimCity-esque cozy city-building game where buildings aren't built, they're knitted! Free Alpha Demo: n1kozor.itch.io/cotton-city-… by indie dev n1kozor
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If you ever wondered how to animate these fancy liquid in spheres: Two opposing sine waves do the trick 💡
Animated, 2D fluid in sphere. > an interactive GLSL shader.
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Markus Rossé retweeted
trying to think of a metaphor for finding which one of these is good… 🤔
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The thing that Cuphead did cool wasn't "rubber hose animation" it was "we took an art style that has never been seen before in a game (to this quality) and did it in a game". I'm almost annoyed with how many new games I see now that just do rubber hose animation for no reason as a direct result
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Solving a Rubik's Cube with graph theory.
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Cool to see a new pixel art program released, especially one that's geared toward video game sprites! And it's by the developer of Fight'N Rage. The in-app Playtest feature sounds neat - it lets you attach your sprites to a game character and move it around.
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