About Devenger


Ludum Dare 25
Ludum Dare 21
Ludum Dare 19

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Ranklar's Award of Fun!
Awarded by ranklar
on December 21, 2010

Devenger's Archive

They are some pretty road networks, though

Posted by
Saturday, August 22nd, 2015 5:33 pm

Yep, still just playing with procedurally generated town/village/road layouts.


Tomorrow I’ll make a game out of it, honest. Maybe.

Building Roads to Nowhere?

Posted by
Saturday, August 22nd, 2015 11:56 am

I seem to have got distracted writing an algorithm to build road networks between towns and villages.

I suppose I should add some actual gameplay soon.


Time to attempt

Posted by
Saturday, August 22nd, 2015 4:03 am

Woke up to find a feasible theme. Going to give this a shot, though I have more time constraints than the good old days.

I’ll be seeing how I fare using Phaser with TypeScript (I’ve made my basecode available in a GitHub repository, TSPhaserTemplate), working in Atom text editor and seeing whether I get far enough to need Paint.NET, BFXR, or whatever is trendy nowadays. All I know about Phaser is what I’ve seen in its Getting Started guide, so I’m bound to learn something no matter what happens.

As I can’t wow the player with art or audio, I’ll be focusing more on the art of timing and the power of words. Being an effective monster is about being in the right place at the right time, perhaps.

Ehh, never mind.

Posted by
Saturday, December 14th, 2013 12:58 pm

Can’t work out a good way of visually conveying the important things in my game (I can’t art to save my life), so calling it quits for now. I should have stuck to something that required no artwork! Might do some interactive fiction tomorrow if I’m feeling inspired.

Have a great rest of weekend, everyone!

One-Flaw Gunslinger?

Posted by
Saturday, December 14th, 2013 4:52 am

Idea I intend to run with: you are a gunslinger who lost a duel, and took a seemingly career-ending wound, reducing you to (you pick!) either one eye, one arm or one leg. But you decide to go back to the town that wounded you and enact revenge. You’re still awesome – you just have one flaw.

Probably standard top-down 2D affair, with a sort of hyper Typing of the Dead feel. One-letter shots, with occasional typing of ‘reload’ (less occasional if you only have one good arm), and Space to dodge (if you have two good legs, that is) – and the added problem of a visibility cone to be controlled with either the mouse or arrow keys (which is reduced if you have one eye). Might be too ambitious – I’ll find out!

May be in, may just jam.

Posted by
Friday, December 13th, 2013 5:05 pm

I’ll be game jamming with some awesome friends this weekend, and might end up making something that’s a valid Ludum Dare entry. If I do, it will likely be with my regular tool-set – programming on top of HaxePunk (in FlashDevelop), bad art with Paint.NET and ‘that’ll do’ sounds from BFXR. Or I might end up doing something else. I don’t know!

This contest’s ‘song I’ll jam to’ will be, oh, let’s say an Enya song just because. http://www.youtube.com/watch?v=JKQwgpaLR6o

It’s over for you, Green Man!

Posted by
Sunday, December 16th, 2012 7:34 pm

Monologuer, as it has become called, is done (for a given definition of fun). Woo!

Sadly no timelapse because Chronolapse broke a bit (my fault entirely, webcam issues) midway through. But hopefully I’ll get a post-mortem up that will describe the process in more detail than anyone will ever require.

One thing I will say: there’s probably going to be people who work out how to play this game infinitely well, and have their score only limited by their patience. Well, congratulations in advance to them. I couldn’t think of a good, stable way of making the game difficulty scale to infinity. Never mind. It’s still satisfying to click ALL the things! And hopefully you’ll even enjoy the monologuing I wrote (wish I’d had time to write more).

Click the picture to go to the submission page:


Gibs for the gibs god!

Posted by
Sunday, December 16th, 2012 9:53 am

My game is bloodier than it used to be. (Looks a little better in motion, but I concede that the graphics will remain poor.)


Bah! Also, spikes.

Posted by
Saturday, December 15th, 2012 1:11 pm

I’m really not in a fit state for this contest, so my game isn’t going to be great. But hopefully it will at least be a game. So that’s something.

A picture of the state of play:


Let’s try this again

Posted by
Friday, December 14th, 2012 6:08 pm

Hopefully I can break my losing streak! Third time lucky. Even though I’m still a bit ill, and uninspired, but BAH GAME ON.

HaxePunk, BFXR, Paint.NET, maybe Ogmo. Inspirational song YET TO BE ANNOUNCED.

I’m out; TANKS for your time

Posted by
Sunday, August 26th, 2012 7:38 am

Failed to make a game. Made a screen of tanks speeding across the screen and shooting targets for all eternity instead. Having serious problems sleeping. Just not my weekend, I suspect.

Perhaps I’ll reflect on this deeply another time, but for now I’m happy enough to call this a failed experiment. The key, I suspect, is to start by thinking of something that sounds fun or intriguing to play, not something that seems technically and thematically valid, but is barely a game.

Best of luck to all of you still plugging away, and also those who have been diligent enough to finish a game already!

Picture for posterity: TANKS! (If anyone wants to watch some tanks, https://dl.dropbox.com/u/12753061/LD24Haxe.swf )

I have a tank. It drives.

Posted by
Friday, August 24th, 2012 11:21 pm

After a bit of dithering about what to do, I’m making some sort of tank training game. The key component is the tank(s), so that’s what I’m working on first.

It can drive to a given location. Its turret can rotate, but doesn’t shoot anything yet. Shooting can come later – next step will be making a ‘tank breeder’, that takes a bunch of tanks and pops out new tanks with mutated attributes (stuff like size, speed, turret shot size and rate of fire), preferably with some conflict between different attributes. The game will be about weeding out the tanks you don’t want using gruelling training courses. Muhahahah!

Also, this is all in HaxePunk, because I didn’t realise HaxePunk existed 5 hours ago, and now I do, and it seems pretty shiny. Yay.


I’m in.

Posted by
Friday, August 24th, 2012 12:47 pm

Method: AS3 in FlashDevelop, using FlashPunk and the lovely tutorials over at http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=2661 – only ‘basecode’ I’m using is snippets from the Basic Tutorials there. Using Bfxr and Audacity for getting sounds together. iNudge for music? We’ll see.

Not overly optimistic about finishing a game this weekend – not feeling very prepared – but I’m willing to give it a shot, and I’ll probably learn something from the process even if I fail, so in we go.

Also, the IRC camaraderie is not to be missed. Wasting time on IRC during the 48 hours is half the fun!

I’m out.

Posted by
Saturday, December 17th, 2011 3:06 pm

Heart just isn’t in this, this time. Probably just tired of programming for a time, having done so much of it recently. Best of luck, everyone.


Posted by
Saturday, December 17th, 2011 12:40 pm


I’ve hacked together a tile placement thing, so I can just draw my level’s tilemaps and save them to clipboard as strings. FlashPunk has done most of the hard work here, of course.




Posted by
Saturday, December 17th, 2011 11:41 am

Just 31 hours left on the clock and I’m still not confident about any one idea.

But possibly… cloning machines… recursion… and inevitability. I’m cheery like that.

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