About bvanschooten


Ludum Dare 33
Ludum Dare 32
MiniLD #56
October Challenge 2014
Ludum Dare 30
Ludum Dare 30 Warmup
Ludum Dare 29
Ludum Dare 28
MiniLD 46
October Challenge 2013
MiniLD 45
Ludum Dare 27
Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 24
Ludum Dare 24 Warmup

bvanschooten's Trophies

0.17 games per hour!
Awarded by RealyUniqueName
on May 3, 2013

bvanschooten's Archive

Ludum Dare browser / search engine

Posted by
Sunday, May 6th, 2018 10:26 am

Hi all,

I post this here because ldjam.com is not really googleable.

I created a browser / search engine for Ludum Dare 41 to enable searching by platform and to browse the games more easily.



Tiny Sprite Editor: a new online sprite editor

Posted by
Monday, May 23rd, 2016 12:25 pm

I just created a sprite editor for editing small pixelated sprites (as in 8×8 to 16×16 pixels).  It’s built as a single HTML page. It can be used online or downloaded and run locally. It’s got tiling and animation preview, onion skinning, and a bunch of useful image operations. It also runs nicely on Android, which is one of the reasons I created it. It’s open source, so you can hack your own version! Check it out here:

>>> Tiny Sprite Editor <<<


Protect the Egg now on Android

Posted by
Sunday, August 30th, 2015 5:51 pm

Protect the Egg banner

Hi again, here’s an update.  I’ve just added touch controls so that my entry is now playable in Android (either in the browser or as an app). It’s also on Google Play.

Glad to see so many positive comments on my game. Thanks all for the feedback!

>>> Play it here <<<

Protect the Egg animation

Protect the Egg postmortem

Posted by
Monday, August 24th, 2015 8:12 am

I started this compo with one specific goal: to have music in my game. In the week before the compo, I spent a lot of time learning LMMS to brush up my (very) rusty music making skills.  The final result is not only a game with 4 soundtracks, but also a quite playable one with nice graphics.

Protect the Egg animation

On day one I had some non-gamedev duties, but spent most of the time on the music.  I only had a bare bones shooter that didn’t really feel like a game yet.  After creating the “warp tunnel” style animated backdrop on day two (which is a WebGL shader that maps a texture using polar coordinates), I changed the game into the radial shooter that it is now.  I spent literally 20 minutes on the enemy sprites, which are generated by my random sprite generator. The backdrops are generated with Evolvotron as usual.  I worked on to the last minute of the submission hour to add the finishing touches.


I’m in. There will be music.

Posted by
Friday, August 21st, 2015 6:59 pm

Ahh.. the weekend can begin!  Lock myself in my room with a stack of my favourite tin cans.  Don’t answer the door. Turn off the phone. Only in the late afternoon, come out for swim.

My goal this time: to produce music in the 48-hour compo. None of my LD games had music.  I spent several days trying different music tools, and found LMMS to my liking. Good for minimal techno. Goes nice with flickering backgrounds and crazy explosions. I will probably make a fast action game where you have to look everywhere at once, a game that is neurosis made tangible.

My tools are the usual.

Platform: WebGL and my homebrew engine jgame.js

Graphics: gimp, possibly my random sprite generator,  possibly Evolvotron, possibly Apophysis.

Sound: *fxr, microphone, Audacity

Music: LMMS


Makeshift Defense postmortem

Posted by
Monday, May 4th, 2015 5:06 am

So… that was my 7th LD.  The first thing that came to my mind when seeing the theme is to kill hordes of enemies with crazy random weapons like 10 ton weights and exploding sky rockets. Pretty creative eh?

level9-grab7-crop level4-grab3-crop

I took my time thinking out the concept and some of the weapon types before starting any coding. I spent about 10 hours coding, mostly on day 2.

So, there are these humanoids that are trying to get to the other side, and on each level you have different single-use weapons at your disposal which require various tactics to use effectively. I ended up with 9 weapon types, which hopefully keep the game interesting until the 12 levels are completed!


This is the first time I used only hand-coded pixel art (except for the backgrounds, which were made with Evolvotron). Last time I made some 6×6 pixel art, now it’s 8×8, and I think it still looks OK. I guess 10×10 will be next!

The first thing I drew was a cute Peach sprite.  A game where you blow up and smash Peaches into pulp seemed pretty appropriate to me after the Anita Sarkeesian debate. We routinely blast men to bits, so why not women?  But don’t worry, I added a Mario sprite as well, so you can sate your bloodlust for men as well!  As development progressed, my ideas about weapons got crazier, and… well… have look for yourself!

>>> Play the game here! <<<



Makeshift Defense (working title) prototype

Posted by
Sunday, April 19th, 2015 5:51 am

I just uploaded a “prototype” version of my game Makeshift Defense for early feedback. It’s only got 2 weapons, I am going to add at least 4 more.

>>> Play the game here <<<


I’m in!

Posted by
Saturday, April 18th, 2015 4:22 am

Hi again, I just got out of bed and am in for my 7th Dare (if I didn’t lose count)!  My tools:

Coding: jgame.js (my pet JS game engine)
Graphics: gimp, inkscape, evolvotron, my random sprite generator
Sound: sfxr, audacity, microphone, and possibly some music tool

Good LD to you all!

Warplink Attack postmortem

Posted by
Thursday, August 28th, 2014 3:11 am

This was the first time I used my new html5 toolkit I developed in the previous months.  I was a little nervous about that, as I finished some important parts just hours before the start of LD.

After trying several ideas on paper, I stuck with a “connected cannons” concept, which is something I like to explore further. After about 8 hours of experimenting with different variations I had a finished looking game, and submitted it.  I was pleasantly surprised to get multiple comments almost immediately, and the positive comments encouraged me to go on.

By the end of the day I had the game features pretty much down, but had this niggly feeling that I hadn’t tapped the full creative potential of my LD weekend.  I kept thinking about other games that I wanted to make.  Since my game was chaotic and trippy anyway, I thought about adding subgames at random points in the gameplay, with a contrasting style: neon (modern) in the main game, coarse pixels (retro) in the subgames.  The subgames were going to be about my personal fixation with shooters.  The idea is that the player can go into a subgame to save his/her ass when shields are low.

I quickly created some “programmer drawn” concept pixel art, which looked more satisfying than usual because I had decided to use only 6×6 pixels (8×8 with outline).


2/3 into the weekend, my game was about finished, with different types of cannon mirroring, 4 enemy types with variations, and 30 difficulty levels, and I had the feeling that putting more work in it would hit the “law of diminishing returns”.  Time for subgames!  I created a Frogger clone and the code for warping back and forth.  I still had two hours left, so I created a Pacman clone as well.

The good!

  • I can develop as quickly with my new html5 game toolkit as with my old (Java) one
  • Submitting very early (as in 12 hours into the event) is an easy way to get comments
  • It’s easier for me to create functional pixel concept art when I use fewer pixels

The bad!

  • I want to spend more time on the drawing board and/or prototype more totally different concepts.  I think I should experiment more with the creative process here.
  • I want to find a proper way to submit 2-3 games in such a way that it’s meaningful to raters.  Here I experimented with subgames, but am not sure if that works. My first impression is that people only focus on the main game.  Maybe I should create a second account and submit as two separate games?  What do you think?

>>> Play the game here! <<<

The game looks something like this:


And… the subgames go something like this:


8 hours down: a gameoid emerges

Posted by
Saturday, August 23rd, 2014 10:39 am

I’ve been working on this for about 8 hours, and I have something that looks like a finished game.  Not sure I’m quite happy with it, but here goes!

I feel like making a second game!  How about, a frogger clone where the frog gets a machine gun?

>>> Play the game here (html5) <<<


I’m In Update: new version of jgame.js with warmup game

Posted by
Friday, August 22nd, 2014 1:16 pm

Ok, just before the event starts, here is the latest version of jgame.js with a warmup game.

This version features a sprite batcher which enables 1000s of sprites at 60fps.  That may be useful if you’re going to use WebGL as your weapon of choice.  I even get like 500 animated objects with collision and all running at 60fps on the Ouya.

>>> Get the jgame.js 0.3 source here <<<

You can find the warmup game here.  I wanted to test my sprite batcher, so I thought: let’s make a zombie game.  I found myself drawing little guys with hats instead, so I thought, let’s make that zombie bankers! Music: “Bad Monday” by 8bitdnb.

Good luck to everyone!




I’m in, with my new HTML5 game engine

Posted by
Sunday, August 10th, 2014 5:58 am

LD has always been an inspiring event for me, so count me in!  Again I’d like to present a new goodie along with my “I’m in” post.

This time it’s a Javascript port of my JGame 2D game engine, jgame.js. Download it here, along with my latest game Super Pyro Runner.

My tools:


LD26 postcompo: Super Pyro Runner

Posted by
Tuesday, August 5th, 2014 4:14 pm

Remember the 8 games I made for Ld#26? Probably not.  It was one of my crazy experiments. But it did lead me to implement some genres I’ve done too little. Like platformers.  I decided to take one of them (Roof Escape) and turn it into a bigger game.  It started as a tile engine test for my new HTML5/WebGL game framework (more about that in my “I’m in!” post), but after more than a week, it turned into a lot of fun (for me, at least).

The problem with endless runners is that you don’t always get to shoot.  This game tries to remedy all that by adding a flamethrower and loads of things to shoot at!  Just remember to use your triple jump! Soon to be released for browsers, Android, and Ouya:

Super Pyro Runner ALPHA (html5)  [Get the Android/Ouya APK here]




0.04 stars short of being in the top 100!

Posted by
Friday, May 23rd, 2014 4:08 pm

Very happy with it!  I aimed for fun, and expected to do fairly well on graphics and innovation. For me it’s good news to get ratings I more or less expected, as I sometimes get carried away with my own personal gamedev experiments, which can be a little too obnoxious at times.

#53 Fun 3.87
#110 Overall 3.77
#242 Innovation 3.53
#276 Graphics 3.62
#374 Mood 3.19
#376 Theme 3.46
#507 Audio 2.85
#849 Humor 2.00
#1547 Coolness 45%

I got #42 innovation, #109 overall on my previous entry Nom’s Evolvathlon, but there weren’t as many entries back then.

The concept of my game Tsunami Cruiser is based on what came to mind first when I heard the theme.  Actually it’s inspired by the somewhat obscure classic “Wavy Navy”.  It was created in a single day.  After I discovered people liked the animated gif of my unfinished game a lot, I spent the rest of the evening until the deadline (3 am) making the game as nice as possible.


The biggest complaint I got was that the game was too easy in the beginning.  I probably should have made level 1 a little more challenging. And I have to (re)learn how to make a soundtrack!

I soon started work on a WebGL postcompo, which I am still working on.  I chose WebGL, because it should be easy to port to OpenGL ES/Android later on. I’m new to WebGL, but I found it definitely easier to develop in than OpenGL ES Android. And it’s less fragmented than I thought.  I’m probably going to use WebGL for the next LD.


A week later I had this silly idea that I wanted to implement right away.  The result was Nyan Cat vs Flappy Bird clones, another WebGL game, and my second “cooldown game”. I came up with the theme because I was getting a bit peeved with the number of Flappy Bird clones appearing on the Ouya appstore.  LDers seem to like this game too, so I’ll keep working on it. And last but not least, I now got to #3 on the One Game a Month highscores list!


All in all a very satisfying LD this time. Thanks to everyone for your comments and support, for making great and inspiring games, and generally for making this event one of the most fun things to participate in!

Cooldown game: Nyan Cat vs Flappy Bird clones

Posted by
Monday, May 19th, 2014 1:18 pm

While working with WebGL for my Tsunami Cruiser postcompo, I suddenly got this idea for a new game.  I noticed the number of Flappy Bird clones is getting silly, even on Ouya half the new titles are Flappy Bird clones.  Since I have to produce something for 1GAM anyway, I created a game where you have to battle an endless onslaught of Flappy Bird clones with… Nyan Cat!  Just attach a boxing glove to his rainbow tail… yeah right… then you have a great arena shooter, or should I say arena melee game!  It’s only an alpha, so bear with me if there are technical problems.

>>> Play the Alpha of Nyan Cat vs Flappy Bird clones here <<<

Sorry, my gif grabber can’t handle subtle colours!


Tsunami Cruiser postcompo first preview

Posted by
Tuesday, May 13th, 2014 1:51 am

Finally, here it is: the first preview of the Tsunami Cruiser postcompo.  It is written in WebGL.  It reproduces the original gameplay, minus some bugs and quirks, with a major graphical makeover.  I also added a piece of music I listened to while developing it :-) Let me know what you think!

It works in Chrome, FF, and IE11, though there are still some technical problems which I did not get round to fix yet, so consider this a pre alpha version!  Some known problems: My IE11 does a software fallback with glitching text.  Sound implementation is still pretty crude.  Chrome refuses to play music most of the time, it seems, and on some machines the music volume is very soft.  There is still a lot of optimization to do as well.  Then I can start adding enemies, pickupable bonus thingies, upgrades, etc. Ports to Android and Ouya are also planned.

There is no level select yet, but you can use the level cheat.  Press L to advance a level!

Play the postcompo preview alpha release here!

Play the original LD#29 game here.




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