Latest Comments by metaldazza
Twin-stick exploration shooter Smith and Winston is out now, some thoughts
29 Aug 2019 at 7:00 pm UTC Likes: 3
As for the story, it's up there with all the greats really but I think it's closest to "Star - the Pamela Anderson Autobiography". It's a revealing look at a girl you thought you knew... hang on ;)
Don't trust me.
29 Aug 2019 at 7:00 pm UTC Likes: 3
Quoting: no_information_hereI am trying to remember if this was originally going to be a rogue-like? What are the progression mechanics now?Many moons ago it was a bit more rogue like but not really any more. It's more of an explora-shooter. A lot more of a chilled experience really.
Quoting: scaineIt's a fabulously satisfying shooter, which was only let down by a slightly broken story (at the time). Now that they consider it "finished", I'm looking forward to giving this another shot.That was my other question: How is the story? Or at least a compelling reason to explore...
As for the story, it's up there with all the greats really but I think it's closest to "Star - the Pamela Anderson Autobiography". It's a revealing look at a girl you thought you knew... hang on ;)
Don't trust me.
Get ready to blow everything up in Smith and Winston, releasing on August 27th
29 Aug 2019 at 6:54 pm UTC
Thanks for your support :)
29 Aug 2019 at 6:54 pm UTC
Quoting: LinuxpunkHad that game since EA, didn't play much of it, but I did file a bug report, lolBloody typical Linux user, buying games and filing bug reports like some sort of rebel without a cause! /s
Glad to see it's finished.
Thanks for your support :)
Get ready to blow everything up in Smith and Winston, releasing on August 27th
25 Aug 2019 at 8:00 pm UTC Likes: 4
25 Aug 2019 at 8:00 pm UTC Likes: 4
Quoting: Purple Library GuyThanks, we also suck. We sort of put this in as a joke at first because Charlie (the artist) has a young kid and it would be nice to give him a break. Then we realised we were using it, not the kids!Buddy Mode - Coop player 2 can't be shot! Play with your kids or your friend who sucks!That's a rather cute feature. Speaking as a friend who sucks . . .
Get ready to blow everything up in Smith and Winston, releasing on August 27th
25 Aug 2019 at 4:27 pm UTC Likes: 3
But seriously, thanks :) I hope you enjoy playing it.
25 Aug 2019 at 4:27 pm UTC Likes: 3
But seriously, thanks :) I hope you enjoy playing it.
Voxel-smashing exploration shooter 'Smith and Winston' adds local co-op, continues being awesome
12 Apr 2019 at 2:10 pm UTC
12 Apr 2019 at 2:10 pm UTC
Quoting: psyminI'm guessing two local players?yep that's right.
The destruction-heavy twin-stick shooter 'Smith and Winston' updated with fun new content
1 Apr 2019 at 2:17 pm UTC
1 Apr 2019 at 2:17 pm UTC
I've just put up another short video with some actual action, not just me farting on Charlie (the artists head because he went for a wee). Come and say hi if you make it to Rezzed ^_^
https://twitter.com/executionunit/status/1112719330947543041 [External Link]
https://twitter.com/executionunit/status/1112719330947543041 [External Link]
The destruction-heavy twin-stick shooter 'Smith and Winston' updated with fun new content
7 Mar 2019 at 11:32 pm UTC Likes: 3
7 Mar 2019 at 11:32 pm UTC Likes: 3
Quoting: scaineI played an hour or so of this, but ended up just getting stuck, surrounded by loads of portals which led me round in circles. Shame, because the fighting is pretty fun and now that there's a shield, hopefully a bit more forgiving.If you were stuck in 'Maze', you're not the first... you can destroy the world to leave a trail ;)
I'll give it another try.
The destruction-heavy twin-stick shooter 'Smith and Winston' updated with fun new content
7 Mar 2019 at 11:29 pm UTC Likes: 1
7 Mar 2019 at 11:29 pm UTC Likes: 1
Quoting: Luke_NukemOh, I purchased it last month. Cool! Now to remember to play it.I'll call him Chazza tomorrow :)
I'm a bit disappointed the devs didn't nickname themselves Dazza and Chazza.
The developer of Smith and Winston made an interesting blog post about supporting multiple platforms
10 Jan 2019 at 2:49 pm UTC Likes: 7
10 Jan 2019 at 2:49 pm UTC Likes: 7
Quoting: TcheyI didn't regret buying W&W, but now i regret even less. So, i sub-regret it ?If we ever do a boxed version this quote is going on it :D
The developer of Smith and Winston made an interesting blog post about supporting multiple platforms
10 Jan 2019 at 11:42 am UTC Likes: 12
Different compilers do have different standard libraries though and they can be more of less forgiving. Visual C++ STL (Standard Template Library) has extensive debugging output in debug builds that catch errors quickly and precisely at the expense of debug builds being very slow. This also has the effect of using more memory and changed memory usage can also hide or expose different kinds of bugs. So macOS and Linux not having these is "good" as in different and in the case difference is good but not better or worse (I am not saying one compiler is better than another, just different).
Another big difference between standard libraries is the way they allocate memory within the application heap. So the OS gives your application a chunk of memory that only it can use called a heap and the application allocate's and frees blocks within that heap. Each standard library has different algorithms for how allocate and free work and you can even replace them with your own if you are brave/foolish/clever/stupid/genius. So when you allocate a piece of memory, use it, free it and then illegally use this piece of freed memory you get different behaviour. Annecdotally on Windows you get away with this a lot more often than on UNIX where you will more often (but not always) crash almost instantly making it easier to track down the problem. On embedded platforms (consoles for example) where memory is tighter you also get different behaviour as the OS vendor will tweak the memory allocator to be more aggressive about recycling memory than on a desktop where "memory is limitless".
Hope that helps and vaguely makes sense?
10 Jan 2019 at 11:42 am UTC Likes: 12
Quoting: BeamboomI don't understand how different compilers can expose different bugs in the same(?) code. I mean, a bug is a bug isn't it? Or is it because the use of different libraries expose bugs caused by those particular libraries/APIs? If so, how will the code run smoother on a different set of libraries if the bug is related to that other library?This is a good question: At a very basic level different compilers warn about different things. Although the C/C++ standard defines what is an error very clearly different compilers will warn about different things. Often this isn't that important and isn't going to save your bacon but a good developer listens to their compiler. There is a reason the compiler isn't happy and it can reveal false assumptions and you'll find yourself saying "I have no idea how that ever ran".
I don't get this?
Different compilers do have different standard libraries though and they can be more of less forgiving. Visual C++ STL (Standard Template Library) has extensive debugging output in debug builds that catch errors quickly and precisely at the expense of debug builds being very slow. This also has the effect of using more memory and changed memory usage can also hide or expose different kinds of bugs. So macOS and Linux not having these is "good" as in different and in the case difference is good but not better or worse (I am not saying one compiler is better than another, just different).
Another big difference between standard libraries is the way they allocate memory within the application heap. So the OS gives your application a chunk of memory that only it can use called a heap and the application allocate's and frees blocks within that heap. Each standard library has different algorithms for how allocate and free work and you can even replace them with your own if you are brave/foolish/clever/stupid/genius. So when you allocate a piece of memory, use it, free it and then illegally use this piece of freed memory you get different behaviour. Annecdotally on Windows you get away with this a lot more often than on UNIX where you will more often (but not always) crash almost instantly making it easier to track down the problem. On embedded platforms (consoles for example) where memory is tighter you also get different behaviour as the OS vendor will tweak the memory allocator to be more aggressive about recycling memory than on a desktop where "memory is limitless".
Hope that helps and vaguely makes sense?
- Steam Deck now out of stock in the EU in addition to USA, Canada and Japan [updated]
- Widelands, the open source Settlers-like, devs plan to ban all AI generated contributions
- Kerbal Space Program spiritual successor Kitten Space Agency now has a Linux version
- It's now easier to install MGSHDFix for Metal Gear games on Linux / Steam Deck
- NVIDIA hiring Linux driver engineers to help with Vulkan, Proton and more
- > See more over 30 days here
- steam overlay performance monitor - issues
- Jarmer - Nacon under financial troubles... no new WRC game (?)
- Xpander - Establishing root of ownership for Steam account
- Nonjuffo - Total Noob general questions about gaming and squeezing every oun…
- GustyGhost - Looking for Linux MMORPG sandbox players (Open Source–friendly …
- Jarmer - See more posts
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck
Source: i.pinimg.com
View cookie preferences.
Accept & Show Accept All & Don't show this again Direct Link