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Fantastic Fishing

Posted by (twitter: @BrianAMacIntosh)
Wednesday, September 27th, 2017 12:10 am

Hey, everybody! It’s been a long time since LD #29 (Beneath the Surface), but we’ve always liked our entry, The Legend of the Thunder Fish.  We finally got around to revisiting it over the last two months or so.  We rebuilt the game from the ground up in Unity, keeping the same core gameplay, but building a number of new systems around it.

We’ve just recently published the prototype on Kongregate.  We’re looking for feedback for a possible Steam release – so take a look and let me know what you think.

Play Fantastic Fishing on Kongregate.

Fantastic Fishing screenshot

(New) Fantastic Fishing

Legend of the Thunder Fish screenshot

(Old) Legend of the Thunder Fish

Highlights I Played (LD 36)

Posted by (twitter: @BrianAMacIntosh)
Tuesday, September 20th, 2016 3:42 pm

Here are some games that I happened to come across this jam that I think are worth a play!


A clever and amusing “hacking” simulator.  Reasonably short, and features a number of fun custom puzzles.

sOS Screenshot

Stone Age Clicker

This is a terribly addicting rate-management sim with glorious pixel art.  If you’re anything like me you won’t stop playing it until you win, and maybe not even then (I played for 3 hours).

Stone Age Clicker screenshot

Contraband Crate

This is a clever and very satisfying quick-play highscore game where you have to pack wildly-shaped artifacts into boxes as quickly and efficiently as possible.  The gameplay is smooth and the art’s not bad, either.

Contraband Crate screenshot

The Last Blacksmith

A play-til-you-die game that looks good and is just a solid experience all around.  Moment-to-moment gameplay is just satisfying.

The Last Blacksmith screenshot


Of course, I also think you should play our game, I am the Destroyer, if you’re a fan of those humorous old-school point-and-click adventures.  But I’m biased.

I am the Destroyer screenshot

Farewell temp art man

Posted by (twitter: @BrianAMacIntosh)
Sunday, August 28th, 2016 7:36 pm

We will miss you.  Well, I will anyway.


Porcupine Dogfight!

Posted by (twitter: @BrianAMacIntosh)
Wednesday, April 22nd, 2015 12:07 am

I love couch multiplayer games, but I’ve never made one for Ludum Dare before since it seems like most people don’t have another person on-hand when they’re playing.  This time, though, I had such a good idea I couldn’t pass it up – and I’ve been having a blast playing it with people, so I’m glad I didn’t!

Here are a few postmortem thoughts:

  • The Emscripten port of Box2D to Javascript is good. This weekend was my first time ever using it (though I’ve used C++ Box2D), and I didn’t have any problems except for figuring out how to implement a contact listener.  I’m definitely going to use Box2D more for jams – it’s not hard to implement, and it gives you so many options you’d never consider for a jam gam otherwise (like particles with physics).
  • Re-using code really paid off in this one.  I was able to make three different game modes and a neat main menu, predominantly because they all pivot around the same Balloon code, with a few small toggles to tweak the behavior in each.
  • When I have sound effects, I usually use sfxr. This time around I recorded sounds using Audacity. It was quite fast and almost as easy as sfxr. All I needed was a balloon, my wastepaper basket, and my voice (at 190% speed).  I still need to find a good tool and workflow for making fast music for jams, though.

I hope you can find a friend to play the game with, it’s totally worth it!  If not, there is an AI available.

Porcupine Dogfight

Porcupine Dogfight Screenshot

Brainstorming thought process

Posted by (twitter: @BrianAMacIntosh)
Saturday, April 18th, 2015 11:34 am
  1. I like airships.
  2. Unconventional airship warfare?
  3. Porcupines.
  4. What’s more fun than airships slinging porcupines at each other?
  5. Porcupines flying airships, slinging themselves at each other!

porcupines flying balloons

I’m Learning Box2D

Posted by (twitter: @BrianAMacIntosh)
Saturday, April 18th, 2015 1:26 am

I think my hot-air balloon got a cramp…


Camera Obscura Release!

Posted by (twitter: @BrianAMacIntosh)
Sunday, February 15th, 2015 10:00 am

Many moons ago, I was on here plugging our game Camera Obscura, which was on Steam Greenlight at the time.  Well, we made it through, and we’re releasing the game on Steam on February 19th!  This is the first game I’ve worked on to be published on a major platform, so I’m pretty excited.  You should visit our Steam page, check out our new trailer, and see how far we’ve come.

If you missed my first post, Camera Obscura is a sidescrolling puzzle-platformer with a unique mechanic that allows you to take a picture of the geometry around you, then move it with you for a few seconds.  You can use it to bridge wide gaps, create staircases up cliffs, and solve other, more intricate, puzzles.  It takes place in a mysterious tower in a forgotten land, and features amn

This site has been a huge part of my personal journey to this point.  I also wanted to thank you so much for your support on Greenlight!  I don’t doubt that the members of this site helped the game get approved.

Camera Obscura on Steam

Thank you again!
– Brian

Camera Obscura Screenshot

Sleep Time #1

Posted by (twitter: @BrianAMacIntosh)
Saturday, December 6th, 2014 12:54 am

Hah!  All you people and your fancy arts.


Early Screenshot

Posted by (twitter: @BrianAMacIntosh)
Saturday, August 23rd, 2014 9:48 am

Cross-posted from brianmacintosh.com

Just starting the first real day of coding. I started off this jam thinking of making some kind of simulation game – something where you, in a relatively low-pressure environment, could build up a system or a network and watch it do its work, like SimCity.

Justin and I had a short brainstorming session when the theme – <b>Connected Worlds</b> – was announced. They say to never go with your first idea – however, after considering two-screen tower-defense games, games where dinosaurs are attacking the modern world, games with constellations (I really liked that one and I hope some other people do it), and meeting Kevin Bacon, we eventually went with just that. This will be a game where you build up an interstellar shipping empire, moving goods between planets.

I also wanted to try to make use of multiple windows or views, and that goes well with theme. We’re pretty sure we know what we are going to do with them. Early screenshot:

Ludum Dare 30 screenshot

LD #4

Posted by (twitter: @BrianAMacIntosh)
Sunday, August 17th, 2014 4:44 pm

I’m in for my fourth LD.  I’ll be working with one or two other people, and using this extremely minimalistic JS/HTML5 game template built on ThreeJS:


The Legend of the Thunder Fish

Posted by (twitter: @BrianAMacIntosh)
Saturday, May 10th, 2014 11:54 pm

Here’s my short post-mortem for The Legend of the Thunder Fish.  Cross-posted from brianmacintosh.com.

I worked with Justin Britch on this one. We met just after the theme was announced to brainstorm. I really liked this theme – it evokes mystery and exploration, provides an easy setting (underground or underwater) to start with, and could simultaneously be tied into gameplay elements. While we thought it would have been a lot of fun to make “Ben Eath, the Surf Ace”, we ultimately decided that we really wanted to go after the mystery, the thrill of exploration, fear of the unknown, and such themes. We also knew that we wanted to attempt to introduce some sort of narrative into the world.

The beginnings of the conversation system.

The design was ambitiously scoped for a jam, and I’m happy I was able to turn out so many features.

More conversation.

The Good: Dedicating time during the development process for polish worked well for the game. When polish gets left as a task for the end of the jam, there’s often no time to actually do it. I didn’t leave a feature until it was in a state it could stay in.

I also didn’t run into too many momentum-killer problems.  I’ve worked on several smaller projects using HTML5 and ThreeJS over the past few months, so I knew some of its quirks and was able to work continuously without getting stuck on strange bugs, even though the codebase for Thunder Fish pushed way past the size of my previous HTML games.  Familiarity is key for jams, and it definitely pays off in the ability to continue grinding out features.

Learned: Yet again, I completely failed to allocate time for audio. Fortunately, I was already in the Jam category for this one, so I pulled some free music fromNGXmusical in the last hour. Sound effects could have improved the feel even further, though.

Interested?  Play and rate here!  http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=15030

Screenshot #3: Well that escalated quickly

Posted by (twitter: @BrianAMacIntosh)
Saturday, April 26th, 2014 11:50 pm

As the first full day draws to a close, my game is looking significantly more fleshed-out.

What began as a simple, arcadey diving game that had you harpooning fish has now acquired a pretty well-featured conversation system, with state data and branching based on conditionals or player responses.  It was a lot of fun to implement.  Plus, still a full day tomorrow to creep some more!

Too Many Fish

Posted by (twitter: @BrianAMacIntosh)
Saturday, April 26th, 2014 3:50 pm

When your spawn timing algorithm breaks at a certain depth…

Yet Another First In-Game Screenshot

Posted by (twitter: @BrianAMacIntosh)
Saturday, April 26th, 2014 11:24 am

Going well, except that one thing

Posted by (twitter: @BrianAMacIntosh)
Sunday, August 25th, 2013 2:31 pm

Three hours left, no sounds or music!

At least most of the other stuff is done.  The zombies will kill you, anyway, as will falling off into space, and there are a few mechanics in place to allow you to delay your inevitable zombie death.


I’m not sure if this will actually be scary

Posted by (twitter: @BrianAMacIntosh)
Saturday, August 24th, 2013 2:34 pm

Walk, walk away from the scary zombies.


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