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Dylan Makes Games
@dylancuthbert
CEO@Q-Games, co-founder of BitSummit. Lead developer on four Star Fox titles, the PixelJunk series, The Tomorrow Children, and many many more! Insta: dckyoto
Kyoto, Japan
Joined February 2009
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    This photo popped up, Miyamoto sporting an incredible sweater on the left, Eguchi in chic caramel, me in Depeche Mode black, Carl, Pete and Krister, December 1991, Giles hadn’t joined the Star Fox team yet. I was 19 years old, living the fucking dream! Incredible time. 🎉
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    Wtf - I haven’t seen this tool I made for StarFox 2 for almost 30 years, I wrote it in early c++ to teach myself the language more than anything else. Where the hell have hackers got all this obscure data from????!!
    Replying to @Myriachan
    Someone posted this screenshot
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    When StarFox 2 was canceled we went for a big sayonara meal and Miyamoto explained to me that they didn’t want to be perceived as inferior to the newly released PlayStation and Saturn consoles. But because the contract between Argonaut and Nintendo was over I...
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    When developing StarFox, using 640k dos machines, we started running out of memory when compiling our code about half way through the project - in those days machine code was compiled in one massive blob, so what did we decide do?
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    There seems to have been some massive leak of StarFox source code and ppl are more interested in finding the word ‘fuck’ in comments than they are by the fact we had one of the first multi ‘threaded’ tokenized script languages ever used in a game.
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    We had a big cake today at the office to celebrate 30 years since the launch of the original Star Fox #StarFox
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    This is a great set of tips (by @jmechner ) and a process I’ve also followed naturally over the years. If you’re in game dev you need to embrace these. Ironically the only time I break these rules is when dealing with publishers 🤣 Let’s go through them one by one! (LONG POST)
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    This guy, Izushi, who just retired from Nintendo at age 65, worked on pretty much every game and watch, he’s also the first Japanese person I ever met back in 1990, best guy in the world!
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    A dream come true, the IP for The Tomorrow Children has been kindly returned to us by the awesome people at Sony. For a quick video message from myself and future news, please sign up to the newsletter q-games.com/en/ttc-pp-en/
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    Replying to @dylancuthbert
    It did! We were then able to compile and link in 20 seconds, speeding up our iteration and development cycle enormously. We did all this only about 3-4 months away from shipping :) we had balls of steel! I’d never programmed anything in C before that linker... balls of steel!
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    Replying to @dylancuthbert
    ... Digidrive, StarFox Command, Reflect Missile, X-Returns, Starship Command, StarFox 64 3D, and one secret Miyamoto pet project that didn’t see the light of day because of market timing, and a bunch more fun prototypes! One day I’d like to work with them again! Never say never.
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    Reflections of a Heisei programmer: During Star Fox we only did a few late nighters, and when I say late night, I mean working until the wee hours of the morning preparing a build for the lot check at Uji or something like that...
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    This guy is a madman :) great work getting it running so fast! Back in the day we were kind of flailing around in the dark and with only ten months to make the game so there are probably lots of places to optimize in there 😂
    I proudly present Starfox: EX - An extensive mod for the original Starfox. Enjoy the passion project in the works for over 2 years! romhacking.net/hacks/7285/ #starfox #starfoxex #romhacking
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    Little known fact, I lead development on an ape escape title for PS2, called Ape Escape 2001 (ピポサル2001) which used the ps2’s power to render hundreds of the little buggers. Your role was to use a vacuum cleaner to remove their pants and throw them in a giant washing machine
    The original Ape Escape celebrates its 25th anniversary this week 🚨 🐵 Did you wrangle 'em all?
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