About aaronjbaptiste (twitter: @aaronjbaptiste)


Ludum Dare 32
Ludum Dare 31
Ludum Dare 29

aaronjbaptiste's Trophies

aaronjbaptiste's Archive

Last chance to play TMO + my favourites

Posted by (twitter: @aaronjbaptiste)
Monday, December 29th, 2014 6:46 am

TMO has had an absolute fantastic reception, a massive thanks to everyone who voted.

The highlight was when it went to the top of the gamedesign subreddit. Thanks to peterpunk99 who posted it!

What people have said:

“this game impressed me.
it’s really, really awesome.
I can spend whole day to play this game.” – remicy

“Loved this. MMO-tycoon, really great idea for a game.” – sanojian

“Very interesting idea, awesome game, loved the names of players :D” – RedPanda

“I love everything about this game. Everything.” – pancakecity

“Original and interesting!” – kalugny

“Congratulation sir, this is the first 5/5 I give in fun :D” – PapyPilgrim

You guys are awesome.

If you fancy a minimalistic city builder / sim game where you design an MMO world go check it out

My favourites (in no particular order):

Law Breaker by deepnight

colony.exe by harryzhe

Beat Bop Delicious by Kitch

The Cubenator by Kuupu

Bionic Bliss by Mechamew

Houston, We’ve Got a Problem by MrBadIvan

OMNI by Noah Ratcliff

Madeline’s Daughters by oh_cripes

TURN it UP by pkenney

V for Vectory: Maximum Overquill Edition by quill18

Screen One by Ranmara

One Act by Sheepolution

The Screening by Suppagumma

Ferchault’s Island by SushiDestroy


Ah, getting through those Post comp items

Posted by (twitter: @aaronjbaptiste)
Thursday, December 18th, 2014 5:50 pm

Spent the last 2 days working on a whole new Shopping mechanic for my ld31 game TMO – Tiny Multiplayer Online, a game where you play as a game designer of an MMO RPG.

Progress is good! No update to the post comp link just yet though. Checklist:

Screen Shot 2014-12-19 at 00.39.39

If you have a cool idea that you think will fit into an MMO city builder type game lemme know!


Post Comp: TMO – Tiny Multiplayer Online (Sim)

Posted by (twitter: @aaronjbaptiste)
Sunday, December 14th, 2014 4:06 pm

Just finished implementing the most asked for feature – a visual preview of room sizes.

Post Comp link (the first of many) now available from my ld31 entry TMO

So far it’s had fantastic reviews, thanks to everyone who has commented, you guys are great.

v0.1.1 Release notes:

All usability fixes:

* Added visual preview of room size (the most asked for feature)
* Added white border to show currently selected room
* Improved sound volume

Many many more improvements planned.

TMO – Tiny Multiplayer Online (Sim)

Posted by (twitter: @aaronjbaptiste)
Monday, December 8th, 2014 5:33 am

TMO: You’re the game designer of a new and exciting MMO!

MMO players are a demanding species.

They will want awesome quests to set them on their way. Thrilling battles with ferocious baddies. And after they’ve slain the beasts they will have many a trinket and treasure, so make sure there’s a shop nearby where they can sell their bounty.

Your boss said you have complete control over the MMO World. Huzzah! There was one *tiny* limitation however: because of “technical reasons” it needed to fit on a single screen.

Play it now

I’m in!

Posted by (twitter: @aaronjbaptiste)
Friday, December 5th, 2014 3:42 am

Ah the Ludum God’s have smiled on me, it’s fallen on a free, zero commitments weekend.

Second time now, ready to kick ass and chew bubble gum.

  • Unity3d
  • Photoshop
  • Blender
  • SFXs: Bfxr


Update 2: LD29 Post Compo – Dead Men Tell No Tales

Posted by (twitter: @aaronjbaptiste)
Friday, June 27th, 2014 3:55 pm


Just a quick screenshot of the progress made on Dead Men Tell No Tales. If you’re interested in what it’s all about, check my previous posts

Screen Shot 2014-06-27 at 23.45.35

Next on the todo list:

  1. Get rid of the default unity GUI
  2. Enemy types
  3. Fix the other pirate types (currently only Cutlass guys work)

I’ve been working hard on a polished post comp version of Dead Men Tell No Tales. New features added so far:

  • Better balance and control over waves
  • Multiple decks on the ship to defend
  • Choose location and deck where to place pirates (instead of random)
  • Limited the number of pirates (for balancing). Instead:
  • Pirates can be upgraded
  • The ship has a heartstone, you lose the game when this is destroyed
  • Pirates faint instead of die and come back on the next wave
  • Bug fixes, improved pathfinding, visuals and UI

Hot off the press, here’s some of the new pirates (from top to bottom): Swashbuckler, Gunslinger, Grenader and Rogue. The upgrades are shown left to right.


Next on the to do list:

  • Animation states – idle, running, attacking, fainted and when taking damage.


Dead men tell no tales – Postmortem

Posted by (twitter: @aaronjbaptiste)
Wednesday, April 30th, 2014 2:55 pm



Play and review my submission: Dead men tell no tales. Comments & critique very welcome.

Ah, my first LD. It was awesome, I’m definitely hyped for doing it again. I’ve been meaning to do one for awhile but there was always something getting in the way. This time I had been learning Unity for 2-3 weeks and with a free weekend ahead of me and an itch to make something fun, I jumped all in.

I wanted to do a SIM / tactical game, where you didn’t have direct controls over the player. I decided to go for a defence style game, but instead of the usual defence turrets, you spawned AI controlled characters (Pirates, Yaargh!)  to fight for you.


Dead men tell no tales

The good:

  • Was able to get it into a fully playable “finished” state
  • Really pleased with how the visuals turned out considering the problems I ran into with animations and sprite sheets (see below)
  • Has been well received in the reviews, thanks!
  • Love how the boat rocks in the background, I was actually playing around with random values trying to align my camera when I noticed the cool effect rotate was having. I was able to code up a quick script to get the boat rocking in about 5 minutes.
  • Put the 3 weeks of unity tutorials I had been doing into solid practice.

The bad:

As many of you can relate, I had too many ideas and ultimately had to cut many of them out to get it done in time.

  • There were some critical gameplay elements missing:
    • Able to upgrade the pirates – this would have added a whole new level of gameplay
    • Different enemy types – all the code was done for 3 more different types. Some flying enemies poisoned you, others were like bosses with high hit points and damage. I didn’t have time to do the visuals though, quite gutted about that!
    • Music – Even something simple would have added much in terms of immersion
    • UI / Interface – again, ran out of time.
  • Struggled with Unity’s animation system – I just didn’t have any experience with it, it slowed me down quite a bit on the Sunday
  • Ran into problems with image / sprite sheet resolution – again, due to lack of experience with Unity this took up alot of Sunday’s time.
  • The difficulty balance is whack. Unless you know what you’re doing, the first 7 waves are brutal. If you make it past that you pretty much have unlimited cash and barely a chance of dying. Still, it’s quite fun steam rolling everything in sight, kinda feels like you just trained the baddest ass Pirates the world has ever seen.

The future:

I’m pretty sure I’m going to continue working on it. It’s quite far from how I imagined it, so with a little luck and a big push I’ll get it there. I’ll post again if there are any updates or you can follow me @aaronjbaptiste  and i’ll keep you posted there.

See you next time

Finally! Here’s Dead men tell no tales

Posted by (twitter: @aaronjbaptiste)
Sunday, April 27th, 2014 5:57 pm

I’ll write up more tomorrow, until then, enjoy! Look forward to playing everyone else’s submissions. My first time doing LD48, and it’s been awesome!

Dead men tell no tales: link

DeadMenTellNoTales-1DeadMenTellNoTales-2DeadMenTellNoTales-4 DeadMenTellNoTales-3

Update 2 of Steam Punk Pirates!

Posted by (twitter: @aaronjbaptiste)
Saturday, April 26th, 2014 12:33 pm

Lots done in terms of game mechanics:

  • Different monster types – bats, zombies, poisonous mutant fish and a leviathan! Each with different abilities
  • Different pirate types – swashbuckler, rifleman, grenader and a healer

Not much to look at right now, but here ya go (gif):



Next on the todo list:

  1. Gameplay tweaks and pacing
  2. Reduce overlapping characters
  3. Might make an early start on the visuals

Early stages of Steam Punk Pirates!

Posted by (twitter: @aaronjbaptiste)
Saturday, April 26th, 2014 5:13 am



Aiming to create a strategy / defence type game, where you spawn pirates to fend off the hoards from below!

Today is gameplay dev day, here’s how it’s looking so far:

SteamPunkPirates (2)

Next i’ll be working on:

  • Enemies attack back
  • Different pirate types and abilities
  • Able to spawn pirates for a price


[cache: storing page]