Leonard Somero

Leonard Somero

@verysoftwares.itch.io

multimedia artist from Oulu, Finland. games: https://verysoftwares.itch.io music: https://milkyheart.bandcamp.com footage: https://youtube.com/@verysoftwares

425 followers632 following396 posts

a glimpse into my commercial bullet hell project, Butterfly.exe. you clear an attack by grazing (nearly touching) bullets. the number up top is the amount you have to graze. #love2d #solodev

seems like the tactics part of this prototype is going to form around scanned shapes, so i've implemented shape storage (right sidebar). #tic80 #gamedev #solodev

How children think about video games: "I wanna press a button to make a thing happen on screen or speakers." Adults: "We will make the most tremendous MMO-RTS-FPS hybrid the world has EVER SEEN! We will raise $10 000 000 from VCs and declare loudly that we will declare a release date in September!"

Cosmo mod's event system coming together. ...i get that the prompts are really annoying, but it's just a rough proof-of-concept to show that they -can- work. #solodev #gamedev #DOSember

Leonard Somero reposted

Journey upward with Aether Spire! 🌌 Thrilled to unveil this stylized MOBA VFX. Features a celestial compass decal, towering crystal monolith, vibrant cyan ether, an infinite light beam, & drifting star-fragments. Loved crafting this! #GameVFX #StylizedVFX #RealtimeVFX #VFXArtist

@distrokid.com Update: I seem to have resolved my issue by just registering again with my secure Google account instead. I note it's possible to upload to my former artist name from here as well. While I'm at it I went for the Ultimate plan on this new account, thanks for your services!

Cosmo has roughly 260 actor types that can be spawned, with instances having globally contiguous id numbers. figured i could introduce events that respond to just ids. this does mean that you might initiate a conversation with a fruit you just picked up, and i am thrilled by the possibilities.

Level 2 of Cosmo's Computer Adventure is more of a traditional Cosmo platforming level, albeit with previously-unseen dialogue bits with enemy characters. screenshot from my custom-made level editor #solodev

Leonard Somero reposted

Replying to @kthorjensen.bsky.social

in the TIGSource Forums era, we were discussing how far game engines are gonna go eventually. there was a vision that someone would just write a prompt and a complete game would come out, followed by contemplation about what it will mean to make games if that's ever possible.

top minds of reddit: "don't make this kind of game! the market is saturated!" which market? where is that market? merely a personification of data. no, out there are only unconnected individuals, waiting to explore your take on interactivity.

for my Cosmo modding project, i've been working on a level editor. i can read and display the game's map data now, which is pretty awesome, but nothing is actually editable yet. glitch art ensues at the end #gamedev #solodev #retrocomputing

alrighty, debug screen's looking pretty sharp! i spent a lot of effort on this, and while it's not a critical gameplay feature, it let me 1) practice structure for 80s C code, 2) get to know Cosmo's mechanisms better, and 3) write useful handlers i'll need later anyway. #retrocomputing #solodev

with the help of the reverse-engineered source code by Scott Smitelli, i got Cosmo's Cosmic Adventure modded to an extent, changing the title screen and music. this combo seems like it could be from an actual shipped product

very much the same with game genres, i don't start out with a ready-made pitch like "i want to make a zombie FPS", it's always a process of discovery starting from some fundamental oddity like "how to measure health without numbers". maybe this means my games are more fun to make than to play.

"what genre of music do you make" i don't know. i just wanted to make music, to play with shapes of sound. i didn't stick to a template from some tutorial video, i figured out what works for me by making a lot of weird experiments. sometimes a track aligns with a genre but that wasn't the goal.

I rediscovered an archive of my tracker tunes from 10 years ago 😁 it's 2½ hours of material that I barely even remember composing. I started polishing the best ones for a coherent release.

Having creators and their output quantified by followers, likes, view counts and such always makes me feel like I'm competing against others and losing. It's a feeling I need to consciously fight when browsing a site like Bluesky.