About bytegrove (twitter: @bytegrove)


Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
MiniLD #57
October Challenge 2014
Ludum Dare 30
Ludum Dare 27
Ludum Dare 26
Ludum Dare 24
Ludum Dare 23

bytegrove's Trophies

Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on March 2, 2015

bytegrove's Archive

Good morning, I’m in!

Posted by (twitter: @bytegrove)
Saturday, August 27th, 2016 1:26 am

And I already have a glorious progress pic that’ll put all others to shame!!

I’ll be using Unity, PyxelEdit, Tiled, Audacity, maybe bfxr.



Sporelike Creature Creator

Posted by (twitter: @bytegrove)
Tuesday, April 19th, 2016 2:29 pm


My entry for the theme this time around is not really a game. It’s a creature creator inspired by the one in Spore.

Create a creature by moving the joints in its spine and adding new ones as you go along. Add some bones, shift some shapes. Extrude some limbs and connect them to the ground and the game will estimate what can be used as legs.


Skärmklipp 2016-04-19 20.21.51

Skärmklipp 2016-04-19 20.44.55


The various parts are technically a lot simpler than their equivalents in Spore, but I’m really happy I managed to actually put together all these parts during the jam.

A small technical summary:

  • The user operate on a set of connected nodes.
  • The nodes have a size and metaballs are generated along the node connections, with interpolated sizes.
  • Then, the metaballs are used to generate a polygon surface, by writing volume data (and some node data) to a voxel field.
  • After that I run a marching cubes implementation over all the voxels. It’s pretty unoptimized so it’s done on its own thread (free lunch >hue hue<).
  • The polygonization also generates the normals by looking at the voxel neighbours and per-vertex bone weigths by looking up metaball interpolation step and bone owner information (although bone weigths are only set when going into simulation mode).

Debug visualization of the metaball- and voxel data


It’s an octopus

  • When the user then press the simulation button, a skeleton is generated from the nodes. The relation between nodes, bones and metaballs are kept track off so the correct bone weigths can be set per vertex (this step is the most finicky imo).
  • The nodes are used to calculate what constitutes as legs and then leg chains are built for all the legs. These chains are used by the very simple IK solver that animates the legs. I went with a kinda crappy law-of-cosines solution. I didn’t put a lot of effort into making it translate into 3d, so its results are best when the legs are in the sagittal plane. (Spore does way cooler stuff to solve this, I recommend reading Chris Hecker’s paper on it)
  • To move the creature I just look at how far the feet have moved when they were on the ground. To make movement look better on creatures with more than 2 legs I might have to implement a flexible spine or adjustable hips/shoulders.
  • The gait animation is also procedurally generated based on feet rows, leg length and a movement graph that can be scaled.


Play Biota Here

Mesh generation

Posted by (twitter: @bytegrove)
Sunday, April 17th, 2016 4:05 pm

Finally got the mesh generation for the creatures up and running! And at an ok speed. :)

Now to put all this together with some procedural skinning. Hope it works.


The creature in edit mode



Behind the scene: Metaballs!


Posted by (twitter: @bytegrove)
Saturday, April 16th, 2016 6:10 pm


A stress test of sorts. Of my sanity.




Posted by (twitter: @bytegrove)
Saturday, April 16th, 2016 5:50 am

Decided to dust off some old code for turntable camera movement and click+drag interface and make something for the jam. Will probably become something more like an editor rather than a game. We’ll see.

I’m in..

Posted by (twitter: @bytegrove)
Friday, April 15th, 2016 11:22 am

..I think!
I’ll be using Unity, PyxelEdit and probably some kind of sound thingy.

Have fun everyone! :)

End of day 2

Posted by (twitter: @bytegrove)
Sunday, December 13th, 2015 5:04 pm


Today I’ve been modeling and texturing lots of stuff. I won’t be able to make the compo deadline, so I hope I’ll be able to finish it in time for the jam deadline.

Happy villagers

Posted by (twitter: @bytegrove)
Sunday, December 13th, 2015 12:07 pm


So, I’m trying to make a black & white-inspired game.
Finally starting to get some graphics in there (is that a giant blue cow??) and the simplified AI seems to work. Exciting! I’ll probably submit this to the jam, so much left to do before it’s even something. 😛

I’m in

Posted by (twitter: @bytegrove)
Thursday, December 10th, 2015 2:39 pm

I’ll be rolling with Unity as usual.
Looking forward to it!
Good luck everyone! :)

Thanks for all your feedback! (Update + Linux & OS X builds)

Posted by (twitter: @bytegrove)
Wednesday, September 2nd, 2015 6:01 am

Thank you so much everyone who played and commented on my game with helpful feedback!
The feedback was more or less unanimous, which made it a little easier to have a look at the flaws.

In the new build I’ve focused on making jumping easier by adding a small grace period where you’re able to jump after having walked off an edge. I’ve also made it possible to jump a little earlier before hitting the ground. You can jump higher overall as well, and the triple jump also allows you to move faster  forwards than when you’re running.


More boost in the triple jump!

I made some small changes in order to address the slipperiness as well. It’s now possible to take smaller steps when starting movement from a standstill. It’s still easier to move slowly with an analog stick, but this somewhat emulates it for keyboard as well, without making the character feel to slow or unresponsive (I hope).

I’m also trying out an automatic camera solution that will slowly move to behind the character when the player is not manually rotating the camera. It won’t do this whilst the player is jumping, standing still or walking facing the camera. It’s experimental, but more akin to what is commonly seen in platformers, so tell me what you think of it! :)


Single jumps more useful.

I also wanted to tell you that I’ve added a Linux– and a Mac OS X build that is available for download now as well! \(o3o)/ wööö!

Up & Away

And finally a shoutout to LarryChupacabra, thanks for playing the game and making the video! 😀

Some gifs for you<3

Posted by (twitter: @bytegrove)
Thursday, August 27th, 2015 12:41 am











Up & Away! – Timelapse and Gameplay videos

Posted by (twitter: @bytegrove)
Wednesday, August 26th, 2015 3:03 pm


I’ve uploaded a timelapse- and a gameplay video of my compo entry. Play it here





Up & Away – Postcompo version

Posted by (twitter: @bytegrove)
Monday, August 24th, 2015 12:00 pm

I’ve expanded the tutorial with camera info, as well as sped up the movement of the camera, and more, based on initial feedback.

Thank you all so much for the feedback! 😀


Play postcompo version! (full gamepad support now)

Entry page

Up & Away!

Posted by (twitter: @bytegrove)
Monday, August 24th, 2015 9:40 am



Play it!


So I managed to finish my little 3d platformer in time for the compo! I had a lot of fun making it this weekend, it’s a little challenging with some precision jumping needed in some places, hope you enjoy! :)



Posted by (twitter: @bytegrove)
Sunday, August 23rd, 2015 3:13 am


Got into a Rayman mood today, so this is what the sky turned out like, haha 😀

Some progress!

Posted by (twitter: @bytegrove)
Saturday, August 22nd, 2015 3:07 pm

I’ve got the steering, jumping and camera down almost completely now, and have begun working on the graphics!


Jumping on other monsters to kill them.


Main character mesh

[cache: storing page]