About Wefiends (twitter: @wefiends)

Two brothers making games.


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We’re In!

Posted by (twitter: @wefiends)
Friday, April 17th, 2015 9:11 pm

This will be wefiends’ 2nd attempt at Ludum Dare Jam.  Good luck to everyone!

Tools that we’ll be using:

  • Photoshop
  • Flash
  • Blender (?)
  • Cocos2Dx

We will be streaming on Twitch at twitch.com/wefiends and live tweeting @wefiends.

A Post-Mortem on our Unfinished Game, “This Damn Curse!”

Posted by (twitter: @wefiends)
Monday, August 26th, 2013 9:12 pm

Click to play

So… we didn’t finish. But that’s only slightly disappointing. Personally, I learned a lot. Specially how easily scope creeps up. Our original idea was even bigger than the one we attempted. Imagine that.

Idea(Kevin): We spent the first 4-5 hours of jam trying to come up with a good idea. My girlfriend, Brooke, helped concept stuff and do some of the visual HUD/Menu elements. We really didn’t want to trivialize the 10 second theme. So I didn’t want to make a mini-game game, or anything that added the 10 second element to an existing game. We ended up deciding that every 10 seconds there should be a change to the rules of how you play the game, and I thought a sidescrolling brawler with weapon/character changing and enemies would be a fun way of incorporating that.

Screen Shot 2013-08-26 at 8.52.52 PM

In the end I feel like it’s still just a tacked on mechanic, but what led to the idea were better ideas that were unfeasible for the amount of time.

Art (Kevin): I didn’t have very much difficulty with the character art/animation, that is, once I finally figured out what the character was going to be. That did take a while. I knew it had to be someone adventurous. I drew buff dudes, and that was sorta neat. I’m very comfortable with Flash, so it was a pretty standard work experience. In the end it all sort of came down to Nick, our programmer, saying, “Just make it a pirate.” After that I just drew a little pirate guy and that was that.

Screen Shot 2013-08-24 at 12.51.52 AM

The background was the most experimental part for me. I don’t usually work in photoshop for background stuff, and I’m not the best painter by any stretch of the imagination. Took a lot of noodling and guesswork. I had to build it for parallax scrolling (which didn’t end up in the game) and that made it much more difficult. Had to make sure to keep all my layers separate, and it was just a jarring change to my usual workflow that I sort of enjoyed.

Screen Shot 2013-08-24 at 7.16.35 PM

Music (Steph as told by Kevin): Steph used reason to make all the music. She made 2 songs, one which she decided wasn’t good enough. She did a really fantastic job and ended up having the best part of the game I think, which is almost always the case anyway. I give her huge props for staying up until 4am only to go to her job at like 6-7am with like an hour of sleep. The entirety of the music was done in I think one day, not including the first tune she scrapped.

Programming (Nick): So my goal was to make an HTML5 platformer that was entirely physics driven, without resorting to moving around static bodies and using Box2d for collisions only. This turned out to be our biggest pitfall. Unfortunately the JS ports of both Box2d and Chipmunk are still relatively new and untested. I switched over from Box2dWeb  to Chipmunk.js late Saturday, after battling with it all day. Box2dWeb is a direct (automatic?) port of Box2dFlash, and many of the problems that crop up there show up in the port.

Things went much faster with Chipmunk.js, but it’s not perfect. For example, setting a velocity limit on a body in Chipmunk.js will error out. Oops, guess nobody has ever used that feature before.

Thankfully, both Box2DWeb and Chipmunk.js are open source and I’ll be able to contribute the fixes I made. I also ported over a parser for Physics Editor (codeandweb.com) and I’ll throw it up on GitHub in case anybody needs it in the future.

Cocos2d-x-html5 turned out to be fantastic, and the promise of easy porting is a reality. I was able to compile and run my JS untouched in an Xcode project targeting OS X.

I’m really grateful for all the work that’s been put into these libraries. Without them, I’m not sure the awesomeness we’re seeing this weekend would be possible.

Libraries: cocos2d-x-html5, chipmunk.js

Tools: Brackets, Sublime Text 2, TexturePacker, PhysicsEditor, Chrome + Dev Tools, Tern.js, and Git


Anyway, heres where the game ended up. It’s very unfinished, and lacks the 10 second mechanic or any sort of polish. It was however a very good learning experience.

And heres what we wanted to do.

Screen Shot 2013-08-26 at 9.01.15 PM

Screen Shot 2013-08-25 at 4.04.55 AM

I almost forgot! HUGE applause for everyone that finished their game on time. It really is a feat, and anyone who participated should be really proud of themselves. It was an awesome first time for us, and I’m already excited for the next one. Ludum Dare rocks. 

We have a name!

Posted by (twitter: @wefiends)
Sunday, August 25th, 2013 8:30 pm

Screen Shot 2013-08-25 at 7.12.07 PM


Almost all the art/animation for our game is done besides like menu’s and junk. We have the character moving about and slashing his sword, though it’s gonna take some crunching to get it all actually playable. Still pumped to see everything coming together, can’t wait to play all the submitted compo games.

Great job everyone that submitted a compo game, you guys should all be super proud for making a game on your own no matter what you ended up with.


Posted by (twitter: @wefiends)
Sunday, August 25th, 2013 4:15 am

More artwork done. Skelemans and some other enemies are done, as well as attacking and all the animations involved in that. Our programmer is still on basic engine stuff (getting the dude on screen working with physics) and hopefully once that’s out of the way it’ll pick up speed.

I’ve been seeing a lot of amazing stuff on here. I can’t wait to play a lot of these games.


Screen Shot 2013-08-25 at 4.04.55 AM

*Pinch Pinch*

Anyway, it’s 4am here and I’m too tired to think anymore, gonna rest up and keep going tomorrow.

Way Harder than I Expected!

Posted by (twitter: @wefiends)
Saturday, August 24th, 2013 8:33 pm

Usually I’m quick at making most of my assets, but under pressure it’s definitely much harder. Despite all that though, progress is being made.

Been using this LD as a chance to experiment with new ways of doing things. I usually don’t go into photoshop to try and make backgrounds and it was unexpectedly difficult! Not entirely happy with the results, but it’s odd looking and that’s good.

Screen Shot 2013-08-24 at 8.27.15 PM


Steph, our musician, is getting to work on some pirate-esque tunes, can’t wait to hear that.

Back to work!

More Pirate Progress

Posted by (twitter: @wefiends)
Saturday, August 24th, 2013 2:29 am

Got my little dude rigged and ready for animation. Also made it so I could switch his weapon/head out. Run is a little funny, still needs more work, but i’m moving onto doing some backgrounds for now.

pirates animated

Hopefully this gif works.

*Edit, I guess you have to click to see it animated… who knows.


I guess pirates?

Posted by (twitter: @wefiends)
Saturday, August 24th, 2013 1:02 am

Yay, progress. Spent 4-5 hours trying to figure out what our main character was going to look like, not exactly the best time spent. He ended up looking something like this:

Screen Shot 2013-08-24 at 12.51.52 AM


We’re starting out with an arena type slash em up game, where the attributes of your character change every 10 seconds. So you could be in the middle of a fight against an undead skeleman and with a timer ticking down notifying “You sword will soon be a fish”, or “Enemies will be stronger.” Random rule changes that mix up the gameplay, I think it could be fun.

Hopefully it’ll be modular enough so that once we have an engine going we can just keep adding for a while and end up with somewhat of a full game.

So far our title for the game is Curse of the… something idk.


Posted by (twitter: @wefiends)
Friday, August 23rd, 2013 8:45 pm

Worked out the beginning of a good concept I think. Starting to work on some character sketches. Super duper excited! I’ll post more details about our idea once we work it out some more!

Screen Shot 2013-08-23 at 8.37.34 PM

First Time Joining!

Posted by (twitter: @wefiends)
Thursday, August 22nd, 2013 3:38 pm

Really excited to be joining the Jam with my team. I’ll be doing all the art/animation and my teammates from wefiends who I normally work with will be taking care of all the other good stuff :)

Language: HTML5

Framework: Cocos2dx

Art: Flash, Photoshop, Illustrator

Music/Sound Effects: Reason, Audacity

Can’t wait to get the theme and get started. I haven’t tried to make a game this quickly in like 7 years, it’s gonna be interesting. 😀

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