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Xeraclom14

@xeraclom14.bsky.social
32 followers 50 following 46 posts

25 Years old. He/Him 🇨🇱 Creator of SM64: The Lost Dreams, now developing Neon Horizon! www.youtube.com/channel/UCJFUwo8PJC…

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Xeraclom14 @xeraclom14.bsky.social · 12/08/2026
yo he acabado siendo desarrollador de juegos por tu gameplay del ballatory alexelcapo muchas gracias
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Xeraclom14 @xeraclom14.bsky.social · 30/06/2025
Blastmite
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Xeraclom14 @xeraclom14.bsky.social · 21/04/2025
Better late than never!
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Xeraclom14 @xeraclom14.bsky.social · 11/04/2025
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Xeraclom14 @xeraclom14.bsky.social · 10/04/2025
Wow, thanks! Have you by chance checked my youtube channel? I have a lot more dev clips posted there (and at 60fps too lol, please bluesky!)
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Reposted by Xeraclom14
Gladel (ask or he/she/they) @seafoodwarrior.bsky.social · 10/04/2025
everytime I see footage of this it looks fun as hell, everything is really punchy and stylish
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Xeraclom14 @xeraclom14.bsky.social · 03/04/2025
Blocking out a cliffside
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Xeraclom14 @xeraclom14.bsky.social · 01/04/2025
As I'm nearing the completion of the core mechanics of my game, I felt comfortable enough to start blocking out the initial/tutorial area of Neon Horizon. My mind started flowing with ideas right away, and it reminds me a lot of my days romhacking SM64. I'm having a lot of fun!
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Xeraclom14 @xeraclom14.bsky.social · 27/03/2025
There's an unlisted video in my channel teasing this feature, back from 10 years ago! I have no clue why I framed it like a horror game though. (3/3) www.youtube.com/watch?v=i2ji...
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Xeraclom14 @xeraclom14.bsky.social · 27/03/2025
The point of restoring mario's memories was to further give hints to the player about secret stars locations. Due to the scope cut of the game, It got scrapped, in part due to me not knowing how I would pull that off. Instead, those hints were put on the whispering flowers (2/3)
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Xeraclom14 @xeraclom14.bsky.social · 27/03/2025
It's Lost Dreams Fun Fact Wednesday! In all 4 main courses, there are some markings in the walls depicting Paper Mario 64 characters. At one moment of development, I had an idea of mario getting back his memories via interacting with memories of past adventures (1/3)
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Xeraclom14 @xeraclom14.bsky.social · 25/03/2025
According to the first-year devLog I've been animating since Jan 30, 2021. That makes it 4 years animating! Can I call myself a 3D Animator yet?
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Xeraclom14 @xeraclom14.bsky.social · 25/03/2025
I just realized I'm nearing 120 different animations on the player character alone! There are some 1 frame poses in there for blending purposes though. I remember the day I gave up on trying to find Mixamo animations and decided to animate everything myself...
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Xeraclom14 @xeraclom14.bsky.social · 20/03/2025
It's Lost Dreams Fun Fact Wednesday! Lost dreams was initially a 120-Star major hack, with 15 main courses planned. I had to cut the scope for obvious reasons, but some of the themes made in into bonus levels!
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Xeraclom14 @xeraclom14.bsky.social · 13/03/2025
It's Lost Dreams Fun Fact Wednesday! The layout for Cyberwave trial is actually contained in 1 single area, with the 4 sections of the level placed above the main one. At the time, I didn't know how to separate the level in several areas, or I think it just wasn't possible yet?
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Xeraclom14 @xeraclom14.bsky.social · 06/03/2025
Oh my, I wish I knew about this sooner instead of making my own, lol
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Xeraclom14 @xeraclom14.bsky.social · 05/03/2025
Sorry, there is no fun fact this week. I've been busy as hell :(
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Xeraclom14 @xeraclom14.bsky.social · 27/02/2025
Made the first underwater enemy: The rushark! Still missing some animations and sfx, maybe another attack. Took me about a day to make #gamedev #madewithunity #neonhorizon
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Xeraclom14 @xeraclom14.bsky.social · 27/02/2025
It's Lost Dreams Fun Fact Wednesday! For some reason, there's a star with an unused behavior script in the background of the nightside hub. Similarly, there is a lone log in a corner of Goombas Lair, and a floating log in Metalcap Sewers. I have no memory of putting those there.
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Xeraclom14 @xeraclom14.bsky.social · 19/02/2025
Also, notice how he is asleep and always slightly rotated to the left? That comes from his animation, since he uses an animation from a toad in the original game's ending, in order to look not so excited like regular toads do.
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Xeraclom14 @xeraclom14.bsky.social · 19/02/2025
His conception came from the need for a recurring NPC to lore-drop the player. I'm aware that this is bad storytelling practice, but the story isn't really that deep or important anyway. I have no memory of coming up with his name, other than discovering that oneirologists exist!
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Xeraclom14 @xeraclom14.bsky.social · 19/02/2025
Its Lost Dreams Fun Fact Wednesday (sorry) again! The subject of interest in today's post is about Miles McToad, the oneirologist. This guy was almost cut from the game due to how the toad head texture works, since replacing the red dot texture left white artifacts in the model.
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Xeraclom14 @xeraclom14.bsky.social · 12/02/2025
Its Lost Dreams Fun Fact... wednesday? oh well. The mount of serenity, as unique as it looks, it's actually copy-pasted from Course 4. The level geometry even has a stray triangle with a snowy texture on it
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Xeraclom14 @xeraclom14.bsky.social · 11/02/2025
Oops, I flooded the world #gamedev #madewithunity #neonhorizon
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Xeraclom14 @xeraclom14.bsky.social · 07/02/2025
You can now reflect all projectiles in the game with the barrier, and yep, you can even parry lasers. Thanks Mel leagueoflegends #gamedev #unity #neonhorizon
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Xeraclom14 @xeraclom14.bsky.social · 03/02/2025
Here's an OLD unlisted video of mine showcasing the early port, back to when the hack was called Road of dreams. Note that this version wasn't ripped out of the DS version and I was making it from scratch (at 12 yo... man time flies) www.youtube.com/watch?v=va0j...
youtube.com
A short update about SM64 ROD - Not bad news!
YouTube video by Xeraclom14
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Xeraclom14 @xeraclom14.bsky.social · 03/02/2025
Lost Dreams Fun Fact Monday! Goombas Lair was planned to be a 1-to-1 port from SM64DS, with toxic gas instead of Lava. Toxic gas in DS is buffed to knockback mario when staying in the gas, and had to change it since the 64 counterpart was too easy. I liked the new theme a lot, too!
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
Here's some footage of @ Mushie64 playing through the unused level. I'm especially fond of the blocks' effect, which inspired the effects of cyberwave trial. (3/3)
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
It was cut very early because It felt really out of place, even for this hack, and I didn't really like kaizo levels that much. The difficulty spike would've been so big that it felt like a middle finger to people trying to 100% a casual hack. (2/3)
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
Lost Dreams Fun Fact Monday! Inside the romhack's data there's this unused level that I left, which is a very, very early Cyberwave Trial, called Dreamwielder's Challenge. It was going to have a linear kaizo challenge, with a techy-sanctuary sort of vibe. (1/3)
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
Lost Dreams Fun Fact Monday! Its common gospel that the second Bowser stage - Into the Mountain Temple, is based off The Sanctuary of Stone and Fire from Rayman 2, and today's post confirms it. I even took textures directly from it, it's my favourite level from that game!
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
In a similar fashion, the spiral structure above the ocean is a reference to the Land of Departure from Kingdom Hearts: Birth by sleep. (2/2)
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
Lost Dreams Fun Fact Monday! The underwater area of Course 3 - Suncream beach is based off the geometry of Outset Island from Tloz Wind Waker! Also, the texture of the walls is prismarine from Minecraft. (1/2)
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
Its Lost Dreams Fun Fact Monday! The warp pipe that leads to the Ice Sanctuary in Course 4 is really close to the actual entrance, so much so that if I gave it extra effort, I could've get rid of the warp completely, but things went another way and now you're stuck with this version instead!
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Xeraclom14 @xeraclom14.bsky.social · 28/01/2025
I've been tweeting weekly fun facts about my SM64 romhack "Super Mario: The Lost Dreams" on the other place, and I'm going to port those posts over here! I know I dont have my usual romhacking audience in this site but maybe this will make you aware of this romhack, who knows.
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Xeraclom14 @xeraclom14.bsky.social · 31/12/2024
Uploaded some clips of old stuff I made in 2024 to the Youtube Channel. Happy new year! www.youtube.com/@Xeraclom14
youtube.com
Xeraclom14
Yo wassup subscribe
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Xeraclom14 @xeraclom14.bsky.social · 31/12/2024
Some guy that seems to be in a youtube-recommended journey somehow found my yt channel and commented on one of my dev clips, which is baffling to me that this is even possible. That's definitely something that happened today i guess
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Xeraclom14 @xeraclom14.bsky.social · 21/12/2024
I had this exact same problem with footsteps sounds and fmod just automatically takes care of spatial audio, also imo its way easier to use than regular unity audio
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Xeraclom14 @xeraclom14.bsky.social · 20/12/2024
Use FMOD! Once I started using it I've never ever wanted to look back at the unity audio system lol
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Xeraclom14 @xeraclom14.bsky.social · 08/12/2024
Aaand its finished! Take a look at the Sphire! #gamedeve #unity
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Xeraclom14 @xeraclom14.bsky.social · 07/12/2024
Concept art vs. In-game model #gamedev #unity
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Xeraclom14 @xeraclom14.bsky.social · 04/12/2024
Then after some transform matrix shenanigans, I can load up the exported file into unity with a custom editor, and boom! Perfectly defined grappling ledges! I'm so happy I managed to pull this off, and I'm no longer scared of starting doing level design for real 😄 (4/4)
Unity viewport showing a custom script used to load in the polylines exported with the blender tool.
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Xeraclom14 @xeraclom14.bsky.social · 04/12/2024
But then I finally overcame this constraint by learning how to use the Blender API. I've made a tool that helps me define grappleable ledges directly in blender, and designed an algorithm that can define them and export as polylines, as simple as a pair of clicks! (3/4)
Blender viewport of some geometry, showcasing a tool to mark/unmark its ledges.JSON file showing the format of the generated polyline from the geometry edges.
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Xeraclom14 @xeraclom14.bsky.social · 04/12/2024
So that meant, when level-designing, I would have it in my head that the more complex geo I make, more work would be on my shoulders trying to painstakingly define polylines for all ledges in the game (done before manually in Unity via a custom editor and vertex-placing) (2/4)
Unity scene viewport of some geometry, with its ledges defined by a list of points on a script.
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Xeraclom14 @xeraclom14.bsky.social · 04/12/2024
This make seem insignificant to everyone but me, but I just solved one of the biggest lurking hurdles of level design for my game. Due to how the grapple hook is designed, it needs all grappleable ledges of geometry defined by a polyline to work 🧵(1/4) #gamedev #unity #leveldesign
Blender viewport of some geometry, with ledges highlighted.
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Xeraclom14 @xeraclom14.bsky.social · 26/11/2024
Hi, Bluesky! I'm Xeraclom14 and this is the game i'm making: Neon Horizon. If you're a fan of Kingdom Hearts style combat, fluid 3D platformers and Zelda-like tools, you will feel right at home! I'll try to post more on this site, so stay tuned. #indiegame #indiedev #gamedev #unity3d #madewithunity
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Xeraclom14 @xeraclom14.bsky.social · 24/10/2024
First post on this app! Its my birthday! Yay!
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