About 64Mega (twitter: @64Mega)

I'm a South African indie developer/do-it-all who has been mucking around with opcodes since 2004, blowing up VGA cards while trying to force it to use IBM8415 modes, drawing like crazy, all while standing on a wobbly footstool and playing the guitar with one hand. MULTITASKING.

In complete and utter seriousness, I am a solo-developer who just happens to enjoy the art and music sides of game development too. And design, don't forget the design.


Ludum Dare 34
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Ludum Dare 26
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Sneaky LD

Posted by (twitter: @64Mega)
Tuesday, December 2nd, 2014 11:34 pm

Ludum Dare just kinda snuck up on me this year. I’ll participate, probably¬†using one of my frameworks as base code: ¬†https://github.com/64Mega/IndieBoy

Or, if I’m feeling particularly masochistic, I’ll throw one together during the comp.

Previously, I’ve exclusively used Game Maker to compete, but I’m getting somewhat tired of using it.

Good luck to everybody!



Posted by (twitter: @64Mega)
Friday, August 22nd, 2014 9:57 am

Didn’t think I’d have the time for LD this year, but I may as well try!

I’ll be developing my game with the following tools/libraries:

  • C++ (MingW-4.8.1), using C++11 features to help reduce development time.
  • SFML-2.1 (As an easy way to get an OpenGL context, as well as input/sound)
  • CodeLite, gvim, NP++… whichever I happen to open in a panic when I begin.
  • Custom Makefiles to control build (Because I’m masochistic)
  • ASE and GIMP for art.
  • Famitracker, BFXR and Audacity for Sound/Music.
  • Tilestudio for level design and export (if needed)

No idea whether or not I’ll have anything done by the end of the 48 hours, but it’s worth a shot.

Good luck, everbody!

Wild Weekend

Posted by (twitter: @64Mega)
Friday, April 25th, 2014 9:11 am

Forgot about LD coming up this weekend. Came as a bit of a surprise today; considered skipping it this year, since I’m already participating in the #64DSC competition on 64Digits, and the Google Code Jam (Which starts at the precise same time as LD). But really, I only need to put a few hours in and come up with an interesting concept; I’m not trying to create a full blown game!

I’ll be using Game Maker Studio, ASE for artwork and Famitracker for music/sound effects; I’ll probably Tweet progress on my Twitter account.

Have fun, everybody!


Posted by (twitter: @64Mega)
Sunday, April 28th, 2013 11:39 am

OK, I finished my game.



And I uploaded the complete timelapse from it’s development:

Now I want to rest for a while; feeling burnt out.

Rocket Runner

Posted by (twitter: @64Mega)
Sunday, April 28th, 2013 12:50 am

I had fully intended to not enter this Ludum Dare, mostly because I managed to convince myself that I should be doing other things. No idea what those other things were now, but I’ll probably remember them again afterwards.

Anyway, the theme is a bit bland; I decided to make a ‘runner’ game.

Here’s a screenshot:


The game goes on until a certain point, randomly generating platforms (There is one consistent platform at the bottom of the screen). The challenge factor will be the introduction of collectible items and lots of rockets to dodge (Thus the game’s name). I’m intending for there to be a tank or war-machine of some sort at the end that you have to destroy somehow. Still working out the details.

Posted by (twitter: @64Mega)
Sunday, December 16th, 2012 8:32 am

I’m done. Due to pressing duties, notably those involving earning my food and such, I only spent four hours on it.


I’ll shortly be posting a timelapse video of the work, from beginning to end.

Time to gear up

Posted by (twitter: @64Mega)
Saturday, April 14th, 2012 1:52 am

Hello everybody. This is my first LD, and I’m looking forward to it.

I’ll be using C++ for this one, along with:

> SFML 1.6

> OpenGL (I use it’s textures to store sprites for various reasons)

> OpenAL (Sound backend)

> Switching from my wrapper to plain GME: http://www.slack.net/~ant/libs/audio.html

And that’s probably everything. Now I’m just waiting like everybody else.

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