Albert Hamik, P.I. @cookedmonty.bsky.social · 10/10/2026This short actually led to the creation of Softimage 3D, the first major 3D suite application used on major 90s film productions like Jurassic Park and The Matrix. I really love that goofy outro song, when he's turning into grey dust squares. 020 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 09/09/2026The Archimedes was a pretty cool machine, from what I've seen of it. It's a shame that Acorn sucked at selling their post-Beebs offerings, even though they straight up invented the consumer-grade RISC ecosystem we live in today. Imagine a world where that sort've platform caught on earlier. 110 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 17/08/2026At least a couple of my games I've messed with in the past decade had Subgenius associations. 010 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 01/07/2026Kinda reminds me of the glitchy outerworlds in my old speedgame, Terminator: SkyNET 130 0
Reposted by Albert Hamik, P.I.Reinier van Vliet @reiniervanvliet.eurosky.social · 27/06/2026This is the fourth Team Hoi program to be released from it’s Amiga shackles. This time it is our music player Mugician with which Ramon made his now infamous: ‘It’s moon Child wooho-ho-ho’ track, and all the music for Hoi. Have a lot of listening pleasure. 💚 bitbucket.org/rhinoid/mugi... 34826 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 01/06/2026Okay, double checked with downloading again and this is what I see: 100 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 01/06/2026I am playing the PC version. Did I miss an update? I had gotten the update where you fixed the level pack screen. 100 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 01/06/2026(Well actually, turns out you do softlock yourself for real, if you try playing these false level packs) 010 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 01/06/2026While chatting with someone and going to check the levels, I noticed another (non-crashing but amusing) bug with the levelpack menu. The MacOS metadata stuff(?) gets read as being levelpacks as well, but since they're not, opening them results in this: 210 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026oh right and that place from Spokane, Washington... www.youtube.com/watch?v=Ja3E...youtube.com1984 Dimes n' Critters Pizza Spokane CommercialYouTube video by Beta MAX 000 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026(remembers that this Canadian place existed) I stand by what I said: youtu.be/AljsZSY2sPwyoutu.beThe Pizza Planet 1984YouTube video by Retrontario 110 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026Personally I'm more interested in the animatronics of all the competing animatronic shows from the 80s, because both CEC and Aaron Fechter's designs for that stuff are kinda meh to me. Not a diss on the latter's engineering talents, it's just that most other animatronic shows were nicer to look at. 110 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026I've been banking on two things: either Metin successfully gets back in contact with Schaap (whose web version would be a great starting point for any modern ports), or maybe the 2006 fan game person sees my messages and miraculously still has their source code (both good options to expand upon). 000 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026They also had proper level selection screens and did away with passwords, but I recognize that's going a bit further than the goals of this port. Figured I'd mention it at least. 020 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026Being able to reverse the scroll wheel would be nice. I had mentioned this to @seven.eurosky.social but one thing the 2006 game had going for it was an undo option. It would instantly reverse back the last 3 moves, and this happened separate from the timer, so it was effectively a penalty. 120 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026Everything besides levelpack selection is good thus far. Mouse input stuff is better than emulation or even the 2006 fan version. Appreciate being able to choose between the original and CD tracks. Haven't messed with it much yet, but I noticed you added the mousewheel stuff. Thank you for that! 130 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 31/05/2026Initial bug discovered, I believe, is that the levelpack selection screen appears to have frozen on me when I went to load a different levelpack. 010 0
Reposted by Albert Hamik, P.I.Reinier van Vliet @reiniervanvliet.eurosky.social · 31/05/2026Following the open source re-release of Moon Child and Hoi, we're now happy to announce the open source re-release of our 1994 puzzle game Clockwiser. We hope you will enjoy it again! Be sure to check the Demo mode for gameplay instructions… bitbucket.org/rhinoid/cloc... 14418200 0
Reposted by Albert Hamik, P.I.Reinier van Vliet @reiniervanvliet.eurosky.social · 29/05/2026Very very soon now, we will release our 3'rd portable old game as open source title. Just like Moon Child and Hoi! before it. This time, like Hoi!, it's converted from the Amiga by the tool we made (Also released) and a lot of manual fixing/tweaking. 26114 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 18/05/2026You still have the background texture for the house. Did you manage to save any other spritework for the commercial? The basement ghost is definitely reminiscent of another sprite you've made, if I remember correctly. 210 0
Reposted by Albert Hamik, P.I.Reinier van Vliet @reiniervanvliet.eurosky.social · 15/05/2026The wait is over: The version of our old game Hoi! from the Amiga, now running on Mac, Linux and PC. The repo also contains pre-build versions for both Mac and PC. You can find it here: bitbucket.org/rhinoid/hoi_... 320390 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 11/05/2026Small aside, it was pretty wild to recently learn that Bugsnax was developed on the Irrlicht Engine. 010 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 09/05/2026This is done in level 2-2 (or Toot-Two, so I can beat people to that pun), and you only have to hold down crouch at all, no fancy slide necessary like in the video. 050 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 09/05/2026I have made an important Moon Child discovery: 49518 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 07/05/2026Ah I see. I was reading up on him a bit after watching the video, pretty cool career there. Also cool that you got to work with him on something like that. 020 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 07/05/2026That's a very cool animated short. Certainly a decent amount of effort for something that was shared with a handful of people. What was your relation to Wilbert Plijnaar? 120 0
Reposted by Albert Hamik, P.I.Metin Seven, Moon Child's dad 🌝 @seven.eurosky.social · 07/05/2026In 1991, I made an Xmas greeting animation that was sent to family, friends and clients on VHS video tape. For fun I digitized and inserted myself, Hoi and Moon Child in a 32-color low-resolution scene from the Amiga animation. 🙂 You can view the animation here: www.youtube.com/watch?v=aF-3... 7802161 0
Reposted by Albert Hamik, P.I.Metin Seven, Moon Child's dad 🌝 @seven.eurosky.social · 07/05/2026@vinny.vinesauce.com's Moon Child session is now available on YouTube… 👍 www.youtube.com/watch?v=Ou68...youtube.comVinny - Moon Child (You have the power to be his friend)YouTube video by Vinesauce: The Full Sauce 113326 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 07/05/2026Star Cruiser is one of my favorite obscure Japan-exclusives in terms of the music and the presentation. Sadly, I've never gotten around to playing the translation versions, I had only ever briefly played the games before that had all happened. 020 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 06/05/2026I like how it used to be that Nintendo would avoid rehashing the same game over and over, and yet with Star Fox they can't think of anything besides rehashing it. 030 0
Reposted by Albert Hamik, P.I.Really Cool Cockpits @reallycoolcockpits.bsky.social · 30/04/2026Various editions of Star Cruiser (1988-1990, Arsys Software). Screenshots from MobyGames. 154 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 05/05/2026ATM, we've been discussing in the discord how we'll go about figuring out the average maze type (especially for a full game run where my strat of using the default generation doesn't apply); like, is there a common path the mazes can possibly share? Knowing exactly how it works is my main concern. 100 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 05/05/2026I only had one or two people confirm on this, but it seems if you start the game fresh, you always get this maze layout, more or less. Not sure if it's a FE thing or harkens back to the OG engine. youtu.be/tV4O5ccphscyoutu.beMoon Child FE | 3-4 (Any%) | 2:52.180YouTube video by AlbertHamik 2nd 100 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 05/05/2026I am a bit curious, how exactly does the maze generation work? I played it a few times (without having reset the game, so it wasn't the "first level" of the session), and noticed I had gotten a few times where I just needed to go roughly to the right, and then (mostly) straight down, from there. 100 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 04/05/2026Yeah, I've heard of these nightmare stories for old storage tapes. The equipment being super rare sometimes and how everything needs to be in perfect working shape or you're going to have a bad time. I worry if I was to ever come across such tapes, I'd be SOL for being able to actually recover them. 120 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 04/05/2026The intricate Incredible Machine lore, which also intersects with Ghosts 'n' Goblins, for some reason. 010 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 04/05/2026I grew up with the Contraptions entries so I'm way more used to the 2 iteration names myself, though it is kind of weird that they broke with the lore so heavily like that in the 2nd entry onwards. 110 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 03/05/2026I completed it finally. It's a tough but doable game, and honestly I'm a bit shocked it wasn't a little longer. Though, they would've had to have rebalanced the difficulty a bit, if that had been the case. 010 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 03/05/2026Depends on the storage condition of tapes, but that's a shame regardless. Any chance you remember all the equipment used specifically for those tracks? Or well, the entirety of the PC version's soundtrack. What synths were used, and such. 120 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 03/05/2026Was chatting in our discord about the Moon Child cutscenes, and was wondering if there's a remote chance of you having the original music files for them? Those musical interludes are specific to the cutscenes. 000 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 01/05/2026Well, after the unreleased Amiga thing, it became an actual game in 1997 for PC. To celebrate the meme, the developers released the source of the iOS port of the game (itself based mostly on the code from an earlier PocketPC port from the mid 00s). 010 0
Albert Hamik, P.I. @cookedmonty.bsky.social · 30/04/2026Oh no, they predicted Italian brainrot. 020 0
Reposted by Albert Hamik, P.I.Metin Seven, Moon Child's dad 🌝 @seven.eurosky.social · 26/04/2026We found back a vector version of the Moon Child logo. I made it in a mid-1990s version of Adobe Illustrator. There's also a plain version, without gradients and strokes. I've uploaded the files to the Moon Child Archive file directory: archive.org/download/Moo... 4525136 0