Locomalito

Locomalito

@locomalito.com

Hobbyist developer of traditional video games: #MalditaCastilla #Hydorah #TheCurseOfIssyos #Gaurodan #AbbayeDesMorts #Darkula #Verminest #8bitKiller and more… locomalito.com

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Today marks the 16th anniversary of L'Abbaye des Morts. And we're working on an update! It was a small side project that @gryzor87.bsky.social and I made in the afternoons during a week-long trip to France. We released it in the void, but somehow it became a classic within the homebrew scene.

Gracias por los mimitos :_) Llevo un tiempecillo un poco off, atendiendo varios frentes en el outernet, pero sigo avanzando y terminando proyectitos que ya subiré cuando tenga más cuerpo pa socializar. Un día de estos. O de aquellos xD

Recordatorio de que V-Amp existe, es gratuito, compatible con los skins clásicos y (al menos en mi ordenador) escala mejor que el clásico.

Llevo unos días rumiando una tanda de posibles mejoras para una hipotética actualización de The Curse of Issyos :]

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También tengo que decidir si el color más oscuro del sombreado en los fondos va a ser negro, o un tono oscuro. En la segunda opción el negro se reserva para los sprites, y los fondos quedan en tonos relativamente pastel.

La otra opción es mantener una paleta ultra saturada parecida a la original pero no limitar el número de colores por tile. Eso lo probé y el resultado tiene un rollo muy a lo PC Engine. Concretamente me recordaba a Astyanax.

Llevo unos días rumiando una tanda de posibles mejoras para una hipotética actualización de The Curse of Issyos :]

Ya que implica cambiar la resolución, estoy tonteando con la idea de arcadizarlo un poco estéticamente, pero tengo varios caminos posibles en cuanto a color: a lo Capcom (Black Tiger, Trojan...), desaturado a lo Irem (Ninja Spirit, R-Type 2...) o saturado a lo sega (Altered Beast, Shinobi...)

Locomalito reposted

it's here! spooky movie recs 2026. this year's list is special. i worked /entirely/ too hard on curation and couldn't be more excited to share this with y'all. brief notes on watching experimental work (3 posts) then recs. commence MOVIE RECS 2026 - SPOOKY EXPERIMENTAL + ARTHOUSE. let's go!

Locomalito reposted

Replying to @everest.bsky.social

Handcoded in HTML, CSS and Javascript and running locally, Scrubjay is usable for research, collection, game-building, website construction or simply to hold little fragments of digital things, in the same way that you hold a pebble in your palm on a walk.

Great video game news (for once!)

Dominic Tarason@dominictarason.com

It's TIME! TO! GET! HYPE! Today, I get to proudly unveil Steam Hype, the project I've been working on with the help of @hookshot.media for the past two and a half months. A new PC gaming site which aims to demystify PC gaming, cut through the 100+ daily releases and spotlight indies as much as AAA

Btw I forgot yesterday, but it was also the 13th anniversary of Verminian Trap, a party game designed for the now-defunct Ouya microconsole. I started working on an update for this game too, but it ended up becoming a different project (the snail dungeon game I've been posting about lately).

Also... The Curse of Issyos turned into Maldita Castilla, and later we did The Curse of Issyos too. I guess working on whatever feels like doing at any given moment comes with these unexpected twists :P

Today marks the 16th anniversary of L'Abbaye des Morts. And we're working on an update! It was a small side project that @gryzor87.bsky.social and I made in the afternoons during a week-long trip to France. We released it in the void, but somehow it became a classic within the homebrew scene.

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The upcoming version features updated graphics, improvements to gameplay, enemy behavior and level design, as well as an alternate ending. All while keeping the spirit and simplicity of the original intact. Release date to be announced.

Today marks the 16th anniversary of L'Abbaye des Morts. And we're working on an update! It was a small side project that @gryzor87.bsky.social and I made in the afternoons during a week-long trip to France. We released it in the void, but somehow it became a classic within the homebrew scene.

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We made our game and moved on to the next project. But somehow its simplicity, background and raw aesthetic (monophonic music and single-color sprites) resonated with the retro community. 16 years later, there are dozens of ports for classic systems created by different teams around the world ♥

When I say there are dozens of ports, I mean it literally. Just in physical format—and among those that have made their way into my hands—there are already these.

Today marks the 16th anniversary of L'Abbaye des Morts. And we're working on an update! It was a small side project that @gryzor87.bsky.social and I made in the afternoons during a week-long trip to France. We released it in the void, but somehow it became a classic within the homebrew scene.

Gunmetal Gothic does the ratio thing well: The 4:3 option is 320x240 (76.800 pixels) And the 16:9 is 384x216 (82.944 pixels) So the two aspect ratios have a relatively similar area. In this case, since it's 3D, it doesn't affect the level design—only the view.

Locomalito@locomalito.com

My hot take is that if you want to make an NES-style game but with a 16:9 aspect ratio, you need to change the resolution from 256x224 to something like 320x180, so that the amount of pixels on screen is similar. + Tiles won't feel extra repetitive + Fov not excessive + Larger presence of sprites

Fin de mis cacaciones, en las que no he viajado ni hecho nada especialmente intagramable, pero he pasado tiempo con mis seres más queridos y me he INFLADO a gamedev, que es algo a lo que no le puedo dedicar mucho tiempo seguido últimamente. [Wipzerk mode off]

#Snailor WIP Trabajando en el nivel de prólogo, que tiene un ambiente muy distinto porque es el único que transcurre en el exterior.

Siempre que profundizo en alguna mecánica puramente arcade al final llego a la conclusión de que un shmup japonés ya encontró la solución hace décadas

Ando montando el único nivel de #Snailord que es exterior y es curioso porque, aunque dentro de la mazmorra la vista cenital (en la que ves las cuatro paredes) queda de lujo, cuando son árboles queda horrible. Supongo que tendré que tirar de la vista distorsionada estándar con todo en una dirección.

#Snailord WIP Some new enemies have been added. It's great to see new content after months without any progress on this project. It's a score-based arcade game, but it's getting the charm of a classic, deep RPG.

Instead of using obvious names and effects, I'm thinking of using three words to describe each object. One for the object type and two adjectives. For example:

I still have to decide how deterministic or procedural the game will be. Since it's an arcade-style game, the number of enemies and objects per level shouldn't be random, but the location of each element can be. It should be somewhere between Berserk, Gauntlet and Tower of Druaga.

My hot take is that if you want to make an NES-style game but with a 16:9 aspect ratio, you need to change the resolution from 256x224 to something like 320x180, so that the amount of pixels on screen is similar. + Tiles won't feel extra repetitive + Fov not excessive + Larger presence of sprites

I made it so Darkula can use stairs mid-jump. And also that thing where you can press the jump button a moment before landing and still perform a follow-up jump.