
• Veteran @GodotEngine contrib. (a.k.a. RandomShaper) • Senior eng. at @W4Games • #indiedev • Maked (and making) #Hellrule • Making a #pointnclick eng. + game
Spain
Joined March 2019
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Let me remind you about my #GodotEngine #indiegame «Hellrule».
😈 Simple but challenging · Unique visual style ☔
⚡100% free - No ads - No purchases⚡
· 🤖: play.google.com/store/apps/d…
· 🍏: apps.apple.com/app/id1240658…
Sincerely high ratings appreciated! 😁
🧵 1/3
Pedro J. Estébanez — Pedrocorp retweeted
Nos hemos presentado a los premios Ivoox al podcasting.
Nos haría mucha ilusión recibir un reconocimiento por nuestra labor divulgativa así que os ponemos el enlace por si os apetece votarnos.
¡Muchas gracias de antemano!
go.ivoox.com/wv/premios26?c=…
Pedro J. Estébanez — Pedrocorp retweeted
Es todo un sueño cumplido salir en la página de actualidad de la revista @MicroManiaPapel. Mi eterno agradecimiento a @vidaextraretro por echarme una mano a cumplir este sueño.
Ahora toca llevar The Weave a cabo, y @haddhar y yo seguimos necesitando grafista 😉
In 1996, Naughty Dog released Crash Bandicoot on the original PlayStation, which had just 2 MB of system RAM.
Some levels contained over 10 MB of data. There was no way to fit an entire level into memory at once.
So programmer Andy Gavin built a custom virtual memory system that swapped 64 KB chunks from the CD as Crash moved through the world.
The game typically loaded around three chunks per second, carefully arranged on the disc to avoid interrupting gameplay.
They were streaming entire 3D worlds from a CD-ROM capable of roughly 300 KB/s, while targeting 30 FPS.
All on a console with 2 MB of RAM.
Pedro J. Estébanez — Pedrocorp retweeted
we WISHED it yelled at us in russian instead of this:
error: no matching function for call to 'std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, MyComplexType<std::vector<int, std::allocator<int> >, std::shared_ptr<OtherType>>::InternalData>::insert(std::pair<const std::__cxx11::basic_string<char, ...>, ...>&)'
Tuve el gusto de ser el entrevistador en este ciclo. Una experiencia muy grata. Agradezco el compromiso de todos y la confianza puesta en mí. Espero que se disfrute mucho de ellos.
Comenzamos a publicar una serie de entrevistas realizadas a los desarrolladores de los juegos presentados al concurso C:\DOS\CONTEST II, de juegos para MS-DOS, empezamos con Iván y Jordi.
msdos.club/dev-mode-01-entre…
Pedro J. Estébanez — Pedrocorp retweeted
𝐕𝐮𝐞𝐥𝐯𝐞 𝐋𝐚 𝐏𝐫𝐢𝐬𝐢𝐨́𝐧, el primer 𝐌𝐌𝐎 𝐞𝐬𝐩𝐚𝐧̃𝐨𝐥, de la mano de sus autores, ahora renombrado a 𝐏𝐫𝐢𝐬𝐨𝐧 𝐋𝐞𝐠𝐚𝐜𝐲.
A partir de Noviembre en 𝐒𝐭𝐞𝐚𝐦, nos lo explican sus creadores en el podcast.
msdos.club/floppy-118-vuelve…
This room looks pretty much like they will look in the final game, 'A Doc in the Stark'. Lighting is dynamic. And this runs on a 486!
#retrogamedev #gamedev #indiedev
#pointandclick #screenshotsaturday
Did you know I'm making a retro adventure game engine and a game on top of it? Soon, I'll release a little demo of the Legpain engine, that will also give a taste of what the full 'A Doc in the Stark' game will be. Made on and for MS-DOS, ported to modern platforms.
Ain't that ability to pseudoscript beautiful?
#retrogamedev #gamedev #indiedev
Did you know I'm making a retro adventure game engine and a game on top of it? Soon, I'll release a little demo of the Legpain engine, that will also give a taste of what the full 'A Doc in the Stark' game will be. Made on and for MS-DOS, ported to modern platforms.
Ain't that ability to pseudoscript beautiful?
#retrogamedev #gamedev #indiedev
Pedro J. Estébanez — Pedrocorp retweeted
He ido a mi tienda de confianza y me ha dicho que este reloj #casio es lo último de lo último
No me han timado ¿verdad?
Pedro J. Estébanez — Pedrocorp retweeted
Timmy Time Adventure (2026) by Warrior (Warcom Software) for MS-DOS.
A young inventor's time machine misfires, scattering its parts across four historical eras. Navigate traps and foes to get Timmy home.
🎁 warrior-rockk.itch.io/timmy-…
#homebrew #msdos #retro #game #timmytimeadventure
Pedro J. Estébanez — Pedrocorp retweeted
I finished my last game! A retro platform game for MS-DOS called Timmy Time Adventure.
Help Timmy on his time travel to recover the parts of his machine and return to his time.
Free download or play online: warrior-rockk.itch.io/timmy-…
#msdos #platformer #retrodev #allegro #msdosclub
My game for the @MsDOSClub contest, still in quite an early stage, running on an actual 486DX2@66! 🤩
(CRT👿)
I'm not sure about the teletype effect for this kind of game (kinda point'n'click adventure). What do you think?
#retrogamedev #gamedev #indiedev
Proud to have been in this journey so far, and looking forward to walking the path ahead!
We are delighted to announce that @W4Games raised a $18m Series B led by @TencentGlobal, alongside a strategic partnership to grow our business and the worldwide adoption of #GodotEngine.
w4games.com/blog/w4-games-ne…
Pedro J. Estébanez — Pedrocorp retweeted
Dejo el enlace a una encuesta en el canal, sobre qué temática os gusta más en aventuras narrativas
youtube.com/post/UgkxORQDx6F…
To be traditional, I was even building on DOS. DJGPP is very slow there. 🐢 Now (still on RHIDE), the GCC.EXE invoked is a helper that proxies over to a script in WSL 2, that runs the native DJGPP. ⚡ Paths, stdout, etc. are adapted along the roundtrip.
#retrogamedev #gamedev
Our GodotCon Boston talk is now on YouTube
"Where Every Millisecond Counts": the rendering work we did for @Meta and @Google to make Godot fast on standalone XR, most of it upstream in @godotengine.
Foveation, multithreading, spec constants, FP16, and other goodies
youtube.com/watch?v=d8HF2WPc…
Fantástica reflexión y fantásticamente (en ambos sentidos de la palabra esta vez) presentada.
El FUTURO de los VIDEOJUEGOS da mucho MIEDO
👉🏻 youtu.be/lgzdl7amjsc?is=O9WB…
#sony #microsoft #nintendo
Let me introduce to you the one and only Dr. Homes!
Still in a placeholder room. Displayed in two different lighting environments. Around 15 fps on the target hardware (more than enough, by the way.)
#retrogamedev #gamedev #indiedev
Thanks to the nice RTs, this is getting more attention, so I'm quoting this for additional context.
nitter.cf/i/status/2077209256151…
Well, this is what I was talking about! Remember, it's running on a 486DX2@66 (emulated with 86Box).
#retrogamedev #gamedev #indiedev
































