Leonard Somero
@verysoftwares.itch.io
400 followers 610 following 360 posts
multimedia artist from Oulu, Finland. games: https://verysoftwares.itch.io music: https://milkyhe.art footage: https://youtube.com/@verysoftwares
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finished a build in time for #LDJam, but i plan on continuing the story further.

>> verysoftwares.itch.io/gathering <<

featuring hand-drawn art and full voice acting for the first time in a verysoftwares production! #gamedev #solodev
sneezed so hard i jumpscared myself
they're called numbers cause they make you numb.
finished a build in time for #LDJam, but i plan on continuing the story further.

>> verysoftwares.itch.io/gathering <<

featuring hand-drawn art and full voice acting for the first time in a verysoftwares production! #gamedev #solodev
#LDJam game's looking like this at the moment. it's very functional, there's little friction left for implementing the story beats.

you can see for yourself, i've just cleaned up the codebase: github.com/verysoftware...

#gamedev #love2d
first screen of my #LDJam creation

silly narrative game with hand-drawn artwork

#gamedev #solodev
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.
since i'm making progress on my Cosmo mod i went ahead and made a public repo:

github.com/verysoftware...

feast your eyes on C code predating ISO standards, and weird EGA tricks with Assembly routines

#solodev #retrocomputing
'geez game designers, what were they THINKING'
that's really charming, nails that 3DS feel!
why would anyone take advice on what games to make. such a discouraging mindset over there.
that's looking mighty good!
glitch jumpscare when a familiar level suddenly didn't load properly
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
thanks for showing interest, but i don't think there's any help available for my situation, i've just got to keep refining my craft & adjust my mindset.
it's the true form of MISSINGNO.
my brilliant attempt at a debug screen for displaying all Cosmo entities by ID
bang! broke 400 followers on itch.

there's been an influx of new attention, i suppose 'Jimi can not read' got picked up by some streamer again?
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 was going to make a post, but a big account also made one, so i've chosen to delay mine.
a little chiptune from 2016 called "never o'clock"

it's not gonna be on the album but it's a good composition

(original .xm file available on modarchive: modarchive.org/index.php?re...) #chiptune #trackermusic #milkytracker