Sign in

Pierre Chabiland aka "KRABOUILLE"

@krabouille.bsky.social
61 followers 97 following 36 posts

80% Dev Consoles at Seaven Studio. Work on Brotato consoles ports. 20 % Solo Game Dev on my spare time. 40% Roller Derby Player at Jules Vénères from Nantes Yes, I'm good on math. Ex Co-founder and CTO of Casus Ludi. Worked on Blanc.

PostsRepliesMedia
Reposted by Pierre Chabiland aka "KRABOUILLE"
Nerial @nerial.bsky.social · 01/10/2026
Oh no...
Unfortunately, another one of those announcements with text on a somber background color. We're stopping the activity of our studio, Nerial.
824077
Reposted by Pierre Chabiland aka "KRABOUILLE"
ADDON @addon-event.bsky.social · 07/09/2026
🎉 SAVE THE DATE ADDON, l'événement dédié aux créateur·ices de jeux vidéo indépendants, revient et vous donne rendez-vous les 26 et 27 novembre 2026 💙 Conférences, tables rondes, showroom pendant 2 jours ! Achetez votre pass pendant l'EARLY BIRD pour bénéficier d'une réduction ⤵️ urls.fr/TsIB5c 🔥
12014
Reposted by Pierre Chabiland aka "KRABOUILLE"
Nova-box @nova-box.com · 07/09/2026
After the Wane arrives on Steam and GOG on November 10. Explore Paris with Lena. Dance, magic, and love await you. Watch the new trailer for an exclusive look at the game. 👉 Wishlist the game: store.steampowered.com/app/2742720/...
712584
Reposted by Pierre Chabiland aka "KRABOUILLE"
Pixelnest Studio @pixelnest.io · 29/08/2026
You can't make a FTL-inspired/space game without hyperspace jumps 🚀✨ #gamedev #indiegame #indiedev
0259
Reposted by Pierre Chabiland aka "KRABOUILLE"
La Poule Noire WISHLIST MATELOTES⛵⚓ @lapoulenoire.fr · 26/08/2026
AHOY Sailors! MATELOTES STEAM PAGE IS LIVE WITH A DEMO ⚓ Manage a crew of sailors ⛵ Explore Sauzic's Kingdom 🗣️ Influence political disputes 🛠️ Upgrade your team and boat 🐔 Find the Royal Hen Share if you like 💙 #indiegame
919884
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 26/08/2026
Hype over 10000 ! youtu.be/mfBg8TQQrCQ?...
youtu.be
LEGO Skylines | Announcement Trailer
YouTube video by LEGO Skylines
010
Reposted by Pierre Chabiland aka "KRABOUILLE"
Gauthier 'Gautoz' Andres // Origami-ami @gautoz.cool · 26/08/2026
It’s 2024, Ubisoft sort deux jeux Prince of Persia à six mois d’écart et crée de la confusion. It’s 2026, Ubisoft annonce Heroes III Remake pendant qu’Heroes Olden Era est en accès anticipé et crée de la confusion. youtu.be/yBUckLZ5QRk?is=hv_NNox2lZ9…
youtu.be
Heroes of Might and Magic III Remake - Reveal Trailer
YouTube video by Ubisoft
612218
Reposted by Pierre Chabiland aka "KRABOUILLE"
HEALTH @health.band · 15/08/2026
47120723535
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 14/08/2026
This comment in the Godot source code made my day. 😂 #EveryDeveloperAtLeastOnceInTheirLife
000
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 10/04/2026
A Thief: The Dark Project (and sequels) vibe !!! Make by some people that work on them. Big hype for me. Thief has one of my favorite game when I was a yound adult. store.steampowered.com/app/3341000/...
store.steampowered.com
Thick As Thieves on Steam
Thick as Thieves is a stealth-action heist game, playable solo or with a partner in crime in co-op multiplayer. Master the art of thievery through cunning gameplay in short-session missions in this dynamic new take on stealth.
110
Reposted by Pierre Chabiland aka "KRABOUILLE"
Flavien @flns.fr · 09/04/2026
J’avais loupé que Warren Spector sortait un immersive sim en coop le mois prochain, du coup je suis empli de joie. store.steampowered.com/app/3341000/...
store.steampowered.com
Thick As Thieves on Steam
Thick as Thieves is a stealth-action heist game, playable solo or with a partner in crime in co-op multiplayer. Master the art of thievery through cunning gameplay in short-session missions in this dynamic new take on stealth.
012
Reposted by Pierre Chabiland aka "KRABOUILLE"
Géraud Zucchini - SOL CESTO 🌞 @docgeraud.bsky.social · 09/04/2026
Tomorrow we’re releasing version 1.0 of Sol Cesto after 3 years of work... and with 115,000 WISHLISTS!!! Thank you everyone 🙌
115,000 wishlists
411823
Reposted by Pierre Chabiland aka "KRABOUILLE"
LAlkemiste @lalkemiste.bsky.social · 09/04/2026
Hello! I'll be looking for work starting next august or september. I have 20 years of experience in a lot of roles, but I can help with VFX, Art Direction, Gameplay programming, Game Design, Producing... If you want to start talking about how I can help your project, do not hesitate to reach out!
Foretales coverDead In Antares CoverDrifting Lands coverThe Crush House cover
15342
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 06/03/2026
Someone ported Dead Cells to the R36S (a kind of $40 Game Boy) without the source code by modifying the .hl file (the Hashlink binary) and creating an ARM runtime for Hashlink. It takes 4 hours to boot but runs at 25fps! Which is quite an achievement. GG. gardinerbryant.com/the-anatomy-...
gardinerbryant.com
The Anatomy of an Impossible Port: Bringing Dead Cells to the R36S
On the PortMaster suggestions page, Dead Cells sat for a long time with 178 votes and a feasibility rating of “Low.” It wasn’t a dismissal, but it was a feeling that everyone seemed to share. The…
020
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
In conclusion, HHH is a niche stack. And I don't see how that could change in the near future. It's made for developers who like to get their hands dirty. Still I have a lot of affection for this stack, and I can't wait to release my game and my IDE developed with HHH. That's all folks!
000
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
It's important that the team is working on the same version. Updating an ongoing project can also be risky, because jumping directly to the latest nightly builds isn't always smooth sailing. You have to coordinate the versions of Haxe, Heaps, and Hashlink, and the three are quite interdependent.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
5 - Versioning is floating. Version management isn't great. The community recommends installing HHH for the 1st time starting from git main branches, not latest releases. There are very few releases versions, and those that exist can quickly become quite old. This isn't ideal when working in a team.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
Autocompletion isn't always stable. So, it's also possibly due to the nature of my project, which is very macro-heavy. But it sometimes lacks fluidity. And while I can accept these frictions fairly well, I'd be reluctant to impose them on less technical or less experienced users.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
4 - The lack of stability/fluidity. I think it's mainly due to the fact that HHH's development is driven by Shiro's needs. As soon as we deviate from those needs, things become less polished. I need to regularly restart the completion server (the server that manages the cache and autocompletion).
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
I'm not blaming them. It's a small open-source community, and the task is enormous. It doesn't have the clout of the Godot community, for example. But the problem is still there. You really have to enjoy reading code to make progress with HHH.
110
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
It's anything but easy to access. And that's the case for many things. Hashlink's documentation is more than minimalist. And it often happens that the documentation is not up to date.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
3 - Doc sucks. The various documentations do the bare minimum, but nothing more. Haxe's documentation is the most comprehensive but has some serious blind spots. I love macros, but the associated documentation is practically nonexistent. To figure things out, you have to scour Discord or the forum.
110
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
For example, FBX files created with Blender are not as well supported as those created with Maya which is used by Shiro . At least, that was the case at one point. Shiro's latest games have not been released on consoles: therefore the git repos haven't been updated since 2024.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
2 - While it's an open-source project, it remains Shiro's technology first and foremost. This means the project's direction is primarily driven by the studio's needs. I don't blame them. When I write Thor, I focus on my needs first. Therefore, some features are only partially supported.
110
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
1 - The first warning sign is the widespread adoption of techno. I don't believe that, apart from Shiro and Deepnight, any other notorious studio uses Haxe. After Dead Cells, Motion Twin and Evil Empire both abandoned HHH for their projects. Techno didn't convince them.
110
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
Okay, those are the good points. Now let's address the points of friction. Note: I don't blame anyone for these flaws, whether it's Shiro or the community. It's more like: "That's just the way it is, and we have to deal with it."
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
7 - Bring your own tools I chose HHH for its minimalist approach. A graphical backend with a fairly modular API, a resource manager, and I can pick and choose just what I need. It's a good foundation for building your own tools. And that's exactly what I was looking for.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
I say "not completely" because it still requires getting your hands dirty. But I don't have a problem with not having access to the source code (like Unity, for example).
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
6 - It's open source. Therefore, I have access to all the HHH's code. I can study it and potentially fix it. Even the code for the console support modules is available (provided you have the console developers' approval). I'm not completely dependent on a third party.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
5 - Backends consoles One of the important prerequisites for me when choosing a game engine is console support. Hashlink supports the Switch, PS4, PS5, and Xbox.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
4 - Fast Compilation Haxe compiles quite quickly. Often between 2 and 8 seconds. It can take longer, but the cache helps a lot. It's a welcome change from Unity.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
3 - Syntax Haxe's syntax is quite similar to that of Actionscript 3. It brings back a sense of nostalgia for me. I like it.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
Here's a personal example for modeling damage. There's a default "Harmless" type, several types (Physical, Poison, etc.) with minimum and maximum damage values, and a Composite type that allows you to combine multiple damage types. I think it's an elegant way to model damages.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
2 - Enums Haxe has a rather unique type of enumeration: an enum with a constructor that can take parameters. This provides a lot of flexibility in data modeling. It's also used extensively in the Haxe API, particularly for modeling code within macros.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
You want to integrate the current Git commit hash into your build => Macros You want to create UI components like in ReactJS => Macros (which is what the Domkit library offers) You want to generate a UI from a class's code => Macros (and that's what I do with Thor) It's really powerful.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
1- Macros ! Macros are code that allows you to write code at compile time. It's metaprogramming. Haxe has a version closer to Rust than to C++ (which is very rudimentary). I love this concept; it allows you to do tons of things.
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
I'm really enjoying myself with this stack. I love it. But if I were asked for a recommendation for solo development or if I had to choose a stack as CTO for a studio, I don't think it would be my first choice. And in a way, that breaks my heart. But let's start : Why I love it ?
100
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
These three technologies were conceived by Nicolas Cannasse, Ex-Motion Twin and now head of Shiro Games. This is the development stack used for Dead Cells and all Shiro games. It can be used for both 2D and 3D games on PC and consoles. For the rest of the thread, I will call them HHH.
110
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 02/03/2026
Why do I love Haxe, Heaps, and Hashlink, and why do I advise against them? ⬇️Thread For my personal project, I use the following development stack: - Haxe, the programming language - Heaps, a game engine written in Haxe - Hashlink, a VM that runs everything on PC and exports to consoles.
220
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 01/03/2026
Ascenseur émotionnel… « Oh il est mort 😢 » « Ah c’était une ordure… » C’est beaucoup pour un dimanche matin.
000
Reposted by Pierre Chabiland aka "KRABOUILLE"
Damien Mayance (valryon) @dmayance.com · 23/01/2026
Coucou les #gamedevs On tente un projet un peu fou avec @ty.games : faire un éditeur coopératif breton. On en parle là : www.linkedin.com/posts/damien...
linkedin.com
TyGAMES - Bilan et Transformation SCIC | Notion | Damien Mayance
Un éditeur de jeux vidéo coopératif, ça se tente ? 💡 En novembre 2022, on a créé TyGAMES pour : - assurer la distribution de nos jeux sur PC, consoles et mobile - mutualiser les coûts de fonctionnem...
44834
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 21/01/2026
And I greatly recommand to use less assets than possible.
110
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 21/01/2026
You can add Amplify Shader to create shader with nodes : assetstore.unity.com/packages/too...
assetstore.unity.com
Amplify Shader Editor | Visual Scripting | Unity Asset Store
Get the Amplify Shader Editor package from Amplify Creations and speed up your game development process. Find this & other Visual Scripting options on the Unity Asset Store.
010
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 21/01/2026
You can check Rewires to manage controllers assetstore.unity.com/packages/too... And I2 Localization for translations : assetstore.unity.com/packages/too...
assetstore.unity.com
Rewired | Utilities Tools | Unity Asset Store
Use the Rewired from Guavaman Enterprises on your next project. Find this utility tool & more on the Unity Asset Store.
010
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 21/01/2026
If just one : Odin Inspector (odininspector.com) Great plugin to build tools.
odininspector.com
Odin Inspector and Serializer | Improve your workflow in Unity
Odin Inspector is a plugin for Unity that lets you enjoy all the workflow benefits of having a powerful, customized and user-friendly editor, without ever having to write a single line of custom editor code.
410
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 21/01/2026
Hello, I'm Pierre, a game developer for 20 years and full-time since 2020. I'm finally taking the plunge to share my work on my solo project and the custom editor I've been developing in my spare time for almost two years. Here's a screenshot of my Thor editor, written in Haxe/Heaps/Hashlink.
0244
Pierre Chabiland aka "KRABOUILLE" @krabouille.bsky.social · 20/10/2024
Hello👋🏻. Je veux bien en être !
010