SynaMax
@synamax
Video game historian, Music/SFX, self-taught programmer, artist. One half of Psychic Rink. Currently working on: "Nested Dreams" (1st original game), Vid Kidz Documentary psychicrink.itch.io patreon.com/synamax
The player character in our upcoming game is a Muscovy duck so you could imagine my surprise when I discovered that Sam Neill owned pet ducks of the same species. My favorite role of his was in Event Horizon. My friend and I would imitate his dream sequence "scream" as an inside joke. RIP #samneill
Punk duck? ✔️ Guitar that shoots music notes? ✔️ All that remains is your support! **link below** #indiegame #gamedev #godot
Nested Dreams is currently at 21% funded with 27 days go. Thank you so much for this amazing start to the fundraiser! #indiegame #godot #gamedev
Everything in Nested Dreams is made 100% by scratch, no genAI. Here's some time lapse footage of me drawing our duck player character for this title screen concept. I drew a sketch on paper and loaded it into Aseprite. @shoffur.bsky.social did the handwritten logo. #indiegame #godot #gamedev
The "Bonus" UI graphic was originally going to have a VW logo. Also, the HUD font in beta screenshots uses "Impact" instead of "Ad Lib". Impact does show up in the final game as the numbers on the point boxes.
I agree. There's a lot of unused assets in the ROM that look really close to the font and aesthetic VW were using for their "Drivers Wanted" ad campaign at the time. I found these photos of an unused menu with a complete set of letters. So glad they didn't do this, it would've ruined the game.
Thanks to @gamehistoryorg.bsky.social, we have a Photoshop file for the logo to my favorite N64 game Beetle Adventure Racing. queueRAM (who's been working with me and the BAR-decomp team) discovered something really cool. The file's alpha channel mask reveals a never-before-seen working title!
Gonna talk about this tomorrow on my YouTube but here's the latest update. First off, I want to say thank you to everyone who has donated to the GoFundMe, it has gotten our family so much closer to securing rent. We still need $900 before June so it's not over yet but we're getting there.
Here are the three palettes that I show in the previous video, one per row. There are sixteen colors in each palette and as you can see color number 11 in the first row is that transparent outline. In the second row, it's red.
Been taking a look at how color palettes work in Castlevania: Symphony of the Night. By changing the selected palette for Alucard, we can see there's actually a hidden outline that the pixel artist drew for every frame. The default palette forces the outline color to be transparent.
Changing sound IDs is one of my favorite things to do when messing around with a debugger. It often leads to humorous results.
I've been researching another game, Cube Quest by Simutrek (the first game with 3D polygons and arguably the main inspiration for the Polybius urban legend). I just looked up Simutrek's founder, Noah Anglin, and found his obituary. In an incredible coincidence, today would've been his birthday.
Absolutely floored that the Sinistar documentary has been received so positively. It's already surpassed 10k views in less than a week! I need to clean up the source code for the new mods, but they will be uploaded online soon. I might make a new repository to keep things less cluttered.
Happy Bandcamp Friday and thank you for the 1,000 views on the Sinistar documentary! Thinking about putting up some of my background music from the doc later today (even sooner if there's enough interest). Links below
Later today, I'll be publishing the documentary that I've been working on these past two years. Can't believe it's finally complete.
There's another explosion sprite that's very similar and used often but I can't seem to find where it came from. It appears in MegaRace (DOS), Rise of the Triad, Microcosm (3DO port) and the arcade game Space Lords. Don't recall finding any match on Pond5 or other stock libraries, maybe I missed it.
Last year, I was able to get in touch with Stephane Picq, a musical hero of mine. His soundtrack for MegaRace on DOS is what got me interested in video game music, all those years ago. I was working with him on ripping the MIDI data and FM instruments to the game for an OST remaster. RIP my friend ❤️
I made the trashcans outside of the fast food joint (and my partner did the voice of the hidden Sexy Psyko in the motel)
I love games that have a border around the 3D screen; I understand they did that because of limitations but the aesthetic of seeing the dashboard around you is cool. Captain Blood is a good example of this.
For the first time ever, here's some animated sprites ripped from the laserdisc game Star Rider. Took a while to figure out how to get the color palettes working. The biker sprites have a lot of cool details (like the HUD lights in front of the driver) but you can barely see them during gameplay.
I'm glad I grabbed what I did from the Internet Archive for my upcoming documentary. I found this magazine picture of the Cosmodrome from the laserdisc arcade game "Star Rider". Because of the stretched-out video, we never got a good view of it until now. Sending best wishes to the IA team, you rock
For the first time ever, the Sinistar sprite from Star Rider with a much more accurate color palette.
Got a surprise in my comment inbox today. hbomberguy commented on my Metroid Prime album! To quote the British, I feel very chuffed.
Recently added a new feature to Sinistar that restores unused text found in the source code: "Captain, our bomb bay is full!"