About Bloodyaugust (twitter: @Bloodyaugust)

I'm a software engineer at SirsiDynix, writing library management software. I run a small (2 or 3 people) indie studio in my free time called Syntactic Sugar Studio. I love gaming, writing games, music, socializing, and women (of course). If you're an artist looking for experience, message me!

Entries

 
Ludum Dare 36
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 28
 
Ludum Dare 25
 
Ludum Dare 24
 
Ludum Dare 23
 
Ludum Dare 22
 
Ludum Dare 21

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Bloodyaugust's Archive

Finished, With No Time To Spare!

Posted by (twitter: @Bloodyaugust)
Sunday, August 28th, 2016 8:21 pm

My first VR game is done, and by the looks of it, the first VR game *ever* submitted to Ludum Dare.

 

Check it out here!

3:30 AM, Progress Is Good

Posted by (twitter: @Bloodyaugust)
Saturday, August 27th, 2016 4:31 am

Signing off for tonight! I have something that works, and showcases the basic “infinite runner in VR” mechanic that I wanted.

 

I’m Virtually In!

Posted by (twitter: @Bloodyaugust)
Friday, August 26th, 2016 6:33 pm

And you know, physically as well. But I’ve decided that this go round, I’m gonna go for an HTC Vive VR experience, regardless of the theme.

 

I haven’t done any VR programming yet.

 

Wish me luck! ๐Ÿ˜€

 

  • Unity3D
  • C#
  • bfxr
  • FL Studio
  • Atom

A Short Guide to Building Your Entry Page

Posted by (twitter: @Bloodyaugust)
Wednesday, December 16th, 2015 1:25 pm

This is likely a day late and a dollar short, but over the past couple of years, as the number of participants continues to increase, it becomes more and more difficult to rate a large number of games. Many factors contribute to this: multiple platforms, languages/frameworks that make distribution and/or cross-compile more difficult/expensive, many different languages, and various levels of technical familiarity and experience.

 

Here are some quick tips to increase your chances of getting a large amount of plays and rates:

  • Have a “Web” version. This is just about the easiest way you can increase your exposure. Simply put, more people will play a game they don’t have to download, or install.
  • Build for as many platforms as you can. Don’t forget that these builds can be done *after* the submission hour, even if your controls require changes for that platform to be viable.
  • Avoid installers. Many LD participants(myself included) aren’t going to let LD games screw with the registry, or the various other things that an installer brings to the table. We’re going to be playing at least 25 new games in 3 weeks, probably more. Make it easy on us.
  • Zip your game. Zip your game. Zip your game. Don’t forget your asset files, and any applicable dependencies. Please put all these into a folder named after your game, and make that the root of the archive. Please please please, if you have a downloadable game, follow this advice.
  • If you have to host your game on a 3rd party site, link directly to the download if you can. Minimize the number of clicks it takes to get to your game. Dropbox, Google Drive, GameJolt, and itch.io are all great, free options for hosting your download. As a side note, if you’re using itch.io, please disable the donate modal. No one is going to donate any amount of money to you for your 48 hour game, and it’s more clicks to get to the game itself.
  • Use the appropriate slot for your builds. “Web” is expected to be a web playable version of your game, not your website. If you’re linking to your website, please *change* the title of the build.
  • Write a clear, concise description of the objective and controls in the description. A story and more information about your team is great as well, but put that under your first section, below a linebreak or some other distinct separation of concerns.

 

As always, GL HF and Happy Ludum Dare!

We’re In!!!

Posted by (twitter: @Bloodyaugust)
Friday, December 11th, 2015 8:10 pm

Myself and my ladyfriend will be participating in the Jam this go ’round. I’ll be doing code/everything technical, and she’ll be doing art.

Tools:

-Unity3D

-Atom

-Bfxr

-Krita

 

Good luck everyone! ๐Ÿ˜€

My Top 5 Favorite Games of LD33 So Far

Posted by (twitter: @Bloodyaugust)
Monday, August 24th, 2015 11:50 pm

View this post on our blog for much better formatting

Wow, what a great Ludum Dare. Already, I’m extremely impressed by a lot of the entries! The turnout was great, and despite the theme practically being a repeat of “You are the Enemy”, there seems to be a ton of solid games. Here are my top 5, two(and a half) hours after the end of the Jam. You can download all of these entries in a single .zip file here. They also include a link to the rate page of each entry.

####Gojira-Chan
I liked the graphics quite a bit, but more levels and some enemies would have made it much better. I’d also like to see the controls become a bit tighter, especially the jumps. It felt very airy.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=25563

####Horrifying Human Hunter
This was a great action arcade entry! I loved how tight the controls felt, and really enjoyed that I felt… stealthy. Like a real monster of the night, but with a big fat smile on my face! ๐Ÿ˜€ Had the makings of a great moody entry, but alas, no music.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=16352

####Motherflippin’ T-Rex!
That was a great romp. ๐Ÿ˜€ The animation was smooth, the sounds were fantastic, and it did what I imagine the developer wanted it to: made me feel like a badass T-Rex tearing shit up. ๐Ÿ˜€ Side note: I scored ~113k.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=779

####The Devil’s Daughter
This was hilarious. Very cheeky, with well-implemented platformer controls. The profanity laser was a great touch, and the dialogue had me in stitches! Nicely done!
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=44332

####We Are Monster
This was a great demo of some serious shader-writing capabilities! I’m not sure I’d consider it a game so much as a… relaxing interactive wallpaper, but whatever it was, I really enjoyed it. I’d love to get a look at the shader code… Y U NO SOURCE?!
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=37414

And as a Shameless Self-Plugโ„ข…
####Virion Alpha
Play as a virus trying to infect a host. Use your overwhelming numbers and not-too-strategic clickery to defeat the immune system. Become the next star of “Monsters Inside Me”! Come back here tomorrow for our Post-Mortem.
http://ludumdare.com/compo/ludum-dare-33/?action=rate&uid=3773
or play it on our site here.

Virion Alpha: A Trek Through The Body

Posted by (twitter: @Bloodyaugust)
Monday, August 24th, 2015 9:08 pm

Our submissionย Virion Alphaย puts you in the hotseat as a virus, playing against the hosts immune system. Overwhelm the defenses, or wait in silence for their threat to pass. Please rate, and leave us constructive comments/criticism! ๐Ÿ˜€
virionalp-test4

Virion Alpha: Now Playable!

Posted by (twitter: @Bloodyaugust)
Monday, August 24th, 2015 3:27 am

Think you can handle the first four levels of this beastie? Try your hand:ย https://www.dropbox.com/s/irqv0tktgcbypfl/ld33.zip?dl=0

virionalp-test4

Virion Alpha Looks Better

Posted by (twitter: @Bloodyaugust)
Saturday, August 22nd, 2015 9:21 pm

Check it! Real artwork! ๐Ÿ˜€ Also improved mechanics, variance in cell size works, working macrophages… ONWARD! ๐Ÿ˜€
virionalpha-test2

Virion Alpha Progress

Posted by (twitter: @Bloodyaugust)
Saturday, August 22nd, 2015 5:28 pm

Alright, basic UI and controls are in. Programmer art is yes. Cells produce virions when infected, and can properly target healthy cells. HERRREEEE WE GOOOO!
virionalpha-test1

Basic design finished: VIRION ALPHA

Posted by (twitter: @Bloodyaugust)
Saturday, August 22nd, 2015 2:32 am

You are the monster inside of someone. You play the virus, against the immune system of the host! Here’s the page and a half I have so far:IMG_20150822_011804IMG_20150822_011648

Ludum Launch Guide

Posted by (twitter: @Bloodyaugust)
Friday, August 21st, 2015 4:44 pm

Want some pointers for your first time? Check out this post:ย http://blog.synsugarstudio.com/ludum-dare-launch-guide/
HAPPY GAMES MAKING OH MAN HOURS LEFT YES YES YESSSSSSSSSS

LUDUM BIRTHDAY!! :D

Posted by (twitter: @Bloodyaugust)
Friday, August 21st, 2015 12:00 pm

How should a freshly 22 hobbyist game developer spend his weekend? Go out drinking with his friends, family, and lady? Get trashed and talk about how much time I have ahead of me? Contemplate how meaningless the idea of a birthday is, then fall asleep in drunken stupor?

FUCK THAT!

It’s ludum dare time, bitchessss!!!! ๐Ÿ˜€ I’ve participated in every single one since… *checks profile* LD 21, in August of 2011 (also on my birthday).

“No ragrets”, let’s kick some gamedev ass!

Engine: Unity3D

Art: GIMP, Krita

SFX: Bfxr

Music(if it happens): FL Studio 10

Good luck, and most importantly, HAVE FUN! ๐Ÿ˜€

http://blog.synsugarstudio.com

Progress Update: Behind, As Ever

Posted by (twitter: @Bloodyaugust)
Sunday, April 19th, 2015 2:19 am

Spent some time on UI this go round. Seems to have been the largest problem in the past, so I figured I’d tackle it early this go ’round. May have not been the best of ideas… Oh well.

 

More code on the mechanics tomorrow. It’ll be close.

 

progress-screenie

Nuclear Launch Detected

Posted by (twitter: @Bloodyaugust)
Saturday, April 18th, 2015 1:08 pm

Missile War is coming along nicely. Now… how to integrate that theme? I’ll think it over with some belgian waffles.

 

I’m In!

Posted by (twitter: @Bloodyaugust)
Friday, April 17th, 2015 7:49 pm

Once more, into the breach. I’ve got my Arizona Mucho Mango, my Goldfish, and my lappy/desktop. It’s time to code.

 

Language: JavaScript/HTML/CSS

IDE: Atom

Source Control: Git(GitHub)

SFX: bfxr

Music: FL Studio 10

Art: Paint.NET

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