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Pedro J. Estébanez — Pedrocorp

@pedrocorp.net
1.3K followers 63 following 148 posts

• Veteran @GodotEngine.org contributor (a.k.a. RandomShaper) • Senior eng. at @w4games.com • Maked (and making) 'Hellrule' pedrocorp.net#hellrule • Making a #retrogame for MS-DOS • pedrocorp.net

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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/09/2026
Quite unsettling, isn't it?
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/08/2026
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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 22/08/2026
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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/08/2026
I love modern technology where usability matters.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/08/2026
Dr. Homes is here again. Asset import pipeline perfected (better color matching + dithering, to give some "texture" and sense of detail even to very flat-lit scenes). Character controller improved (no partial steps + smooth rotation.) Frame rate will improve. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/08/2026
A little bit of debugging with gdb on MS-DOS as the sun goes down if the evening hasn't killed nobody, has it? #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/08/2026
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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 24/07/2026
I want to keep the process very classic, so (given I can't model a proper human being) I've taken a model from a pack made for the good old 3D Studio for DOS (not MakeHuman, not even Poser). Mind you, I'm rigging it myself for Bones Pro! #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/07/2026
Added higher fidelity on key areas (note sphere surroundings). Also, now white and black fog can be used. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 15/07/2026
Well, this is what I was talking about! Remember, it's running on a 486DX2@66 (emulated with 86Box). #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/07/2026
I'm very close to showing the character-in-lighting-environment I announced, but in the meantime I wanted to share quite an amusing piece of code. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 10/07/2026
Progress! Keyboard handling, character pipeline, drawing and scaling. This is an unlit test room with a placeholder character, but the game will have some fancy lighting. Thing is, this is actually much more than a plain sprite. Stay tuned... #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/07/2026
Summertime, but you can still develop for DOS on DOS. PS: I'm showing something new from my game for the @msdosclub.bsky.social contest soon. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/06/2026
Taking a look to see if some test character has been written out correctly to the custom format this game's engine will use. As a kid, I used to inspect data files of games, fascinated by them. Now I'm the sorcerer. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2026
Checking this thing out about clock cycles taken by certain instructions. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2026
Trying with a cluster size of 16x16. I'd say something is not working as expected. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/06/2026
By the way, I've hunt this naughty subcluster down. It was a subtle overflow issue. I'm using as few bits as possible everywhere and the budget was too low here. I've added a superfast bit trick clamp and it's solved now. #retrogamedev #gamedev #indiedev
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/06/2026
The previous, buggy version, was in a post I accidentally deleted, so here I'm posting a frame of the previous clip for comparison.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/06/2026
So, the glitchy roughness was due to an RLE decoding bug. I've fixed it and added some nice dithering so I still get a grainy look but with more correct visuals.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 14/06/2026
I think I'm doing fine in the dev process for my @msdosclub.bsky.social's #gamedev contest. Astonishing results so far.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/05/2026
🤭
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/05/2026
It's possible to disable Copilot in @visualstudio.com. I needed this as I only want it in @vscode.dev. Let's see if this helps the former be snappier... You need this: www.microsoft.com/en-us/downlo...
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 02/04/2026
Entering the cave level (draft) in #Hellrule. 💡Remember the game is already released on Google Play and the App Store. 100 % free, no ads, no purchases. Levels (like the one depicted here under construction) are added in updates. #godotengine #screenshotsaturday
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 13/03/2026
Given @vscode.dev won't address the feature request to allow easy change of the GUI font— github.com/microsoft/vs... —, I've done one of the typical hacks: patching the CSS with a script I can run after every update. Now I have usable scrollbars and readable code in search-replace!
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 13/03/2026
Only a clock with hands sweeping smoothly—continuously—should be called 'analog'. If they move in steps, that clock is as digital as one with a numeric display, as both are 'discrete.' But it has no 'digits,' so 'digital' isn't a legit term either. What about 'pseudoanalog' or 'digital-in-disguise'?
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/03/2026
The iPhone 8 was cute. Perfect size, low weight. Maybe too slippery. I bought one as a testing device and I find myself considering adopting it as my regular phone despite me being an Android-first user.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 10/02/2026
A cozy place to be in.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 01/02/2026
Wouldn't you say there's a reasonable resemblance between the #GodotEngine logo and a rubber monster my kid got in one of those balls you buy for 1 € in a nearly gambling machine?
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 25/01/2026
#Hellrule 's level 2-2 is complete and about to be rolled out in the next update! All the level titles in this 100 % free game are a pun or a reference to pop culture. Do you get the reference in this one? #ScreenshotSunday #GodotEngine
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 10/01/2026
For the next update of #Hellrule (along with lots of enhancements and a new level), the atmosphere of the first boss battle has changed (left is current, right is former). I'd love to know your thoughts. #ScreenshotSaturday #GodotEngine
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 02/01/2026
Many will understand I regret having used 'ai' here. But—hey!— that was 8 years ago. (Anecdotally, in a commit originally done to the SVN incarnation of the repo, later imported into Git.) #Hellrule #GodotEngine
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 01/01/2026
#Hellrule #GodotEngine #NewYear2026
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 31/12/2025
Last day of the year. Got up early to work a bit on #Hellrule until family awakes. Wishing you all a terrific New Year! ( #GodotEngine, by the way. 😃)
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/12/2025
Something is broken in #Hellrule. As a witness, we have this case where our hero falls into the pit. The screen loop logic in this infinite level failed to apply to the ground stripe. (144 fps in the dev-only label, as the game now supports high refresh rates!) #screenshotsaturday #godotengine
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 06/12/2025
Today I saw a full moon, so I though this screenshot from a still unreleased level of #Hellrule would be a good fit for this #screenshotsaturday.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 23/11/2025
Someone asked if 'Hellrule' (pedrocorp.net#hellrule) can be played with a keyboard attached to the phone. At first, I said no, but then I realized the key map, despite added for debugging, is still functional in release builds. 👉Left Shift: Jump 👉Left Control: Crouch 👉Spacebar: Slash
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 18/11/2025
Over the years, a bunch of device vendors reached out to send me prototype of just released device models to make sure Robotic Guitarist would work well on them. I was there when it all started and it was a fascinating period. (4/4)
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 18/11/2025
In 2013, the app hit v. 4.0, where it become more mature and feature-packed (what you can see in the screenshots). It wouldn't be until 2016 where the current v. 5.x line started, with new visuals, a new audio engine with multiple effects, and a Material Design UI. (3/4)
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 18/11/2025
I can't believe it's been 16 years since v. 1.0 was released in 2009! A bit earlier, before being made public, it participated in the first Android Developer Challenge (2008). I'm showing here the icon, and how the app looked like in the 320x240 devices of that era. (2/4)
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 18/11/2025
Celebrate #BlackFriday with my #Android guitar app 'Robotic Guitarist'! 🆓🆓🆓🆓🆓 I've made it 100 % free. No ads, no purchases. All timbres, effects and skins included. 🆓🆓🆓🆓🆓 play.google.com/store/apps/d... (Thread, 1/4)
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 23/10/2025
overflow-y: hidden;
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 07/08/2025
Just learned about std::ignore to tell the compiler you're ignoring a return value marked as 'nodiscard' on purpose. en.cppreference.com/w/cpp/utilit...
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 27/07/2025
I was at the Madrid OXO Museum of the Videogame this weekend. I had a chance to play with the old glories as well as checking out some funny stuff.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/07/2025
Would you guess which of the following icons (from GMail, in this case) I've learned to despise and ignore as much as possible?
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2025
Also, kids, bear in mind that hanging up the phone is what you now refer to as 'end call.'
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 19/06/2025
Wow, I can never remember the precise command for this.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 06/06/2025
Transferring... #Switch2
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/05/2025
Rate our service by just clicking on a rating, right here in this email!... OK, you clicked. Now we have your attention, please spend a number of minutes you didn't intend to spend in filling a detailed survey. #UXDesign
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 06/05/2025
Keep calm and carry on. #cpp
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 02/04/2025
Copilot strikes again!
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