After switching over to Debian earlier this year, I’ve generally found it to be a smooth transition – smooth compared to how it used to be, at any rate. But one thing I’ve really struggled with is OBS Studio.
Several years ago, inspired by Dungeons of Dredmor, I thought it might be nice to put together my own roguelike. It’s an idea that I’ve left to percolate, and I think I’ve come up with what may well be my dream permadeath-hardcore-RPG game.
Well, it’s been a little while since my last blog post, and I’ve been tinkering with the site a little in a vague effort to get it to look a bit nicer. It’s not really worked, and now the site’s as plain as it can get. But, the show must go on!
Venus Velociraptor: A Cartoon Adventure is a first-person metroidvania. Venus has crash-landed her UFO on an uncharted planet, and needs to repair her ship and escape!
Last time, we looked at upscalers and switching. Next, it’s time to discuss how – and why! – we would split a signal, and the best ways of doing that.
Last time, we looked at where the video signal ends up in my retro capture setup. But how does it get there, and by what arcane magicks can I display fuzzy old console signals in crisp 1080p? Continue reading
Welcome to my Totally Not Recommended guide to capturing accurate and authentic footage from your consoles. This is how I’ve got things set up, such that I can easily record and stream from real hardware (with all the real problems that brings).
I put out a little survey on Mastodon a short while ago, to see if there’d be any interest in a new forum themed around “UK Retro”.
Thanks for watching Galaxian Hits 40! Want to dig a little deeper? Here are some additional resources, videos, and articles for you to snatch a glance at while fending off a horde of dive-bombing butterflies.
This is a followup to a previous post, On Soup and Bugs. Give that a read first; this will make a bit more sense.
My game dev journey forged ahead valiantly. I got a copy of DarkBASIC, where you’d think would be the start of my programming adventures; alas, when faced with a totally blank IDE and a very grown-up user manual, I decided that wasn’t the way forward (but not before attempting to upload one of the example games to the official website as my own work…) I also got a copy of FPS Creator, which you’d think would be ideal; and for a while, it was.