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disease's Trophies

disease's Archive

Submitted to the Jam with three whole minutes to spare!

Posted by
Monday, April 18th, 2016 7:58 pm

Despite not being super happy with the game I ended up creating, I DO feel absolutely amazing for actually finishing it and getting it submitted! Also I think after all this time I’m now comfortable with Phaser.

Bunny And Rainbow Bat Are Friends

Posted by
Saturday, April 16th, 2016 11:05 pm

Once again, I am in!

Posted by
Wednesday, April 13th, 2016 9:56 pm

This will be my eighth time entering Ludum Dare. I am 5 for 7 for completing and submitting games so far. Let’s increase that percentage! Here are my submitted games so far: http://ludumdare.com/compo/author/disease/

My last attempt failed partly because I tried a TON of new technologies at the same time. This time around I am MUCH more familiar with the tools that I will be using. As always I will try for the Compo and take a shot at the Jam if I can’t submit in time.

Framework: Phaser

Editor: Visual Studio Code

Language: TypeScript

Audio Software: Ableton Live

Music and Sound Effect Generator: Arturia MiniBrute

Graphics Software: Photoshop

Additional Libraries: A little Phaser starter template I put together from Richard Davey’s Multi-Stage tutorial. It contains no game code and is just a quick way to get a project rolling. You can get it from my github at:


To everyone else entering I’d like to wish you happy coding, and God bless my friend!

He’s Dead Jim

Posted by
Monday, August 24th, 2015 2:16 pm

Made some good progress on my game today: actual loss conditions! But sadly I ran into an issue that I just can’t overcome. I was making a forced-scrolling beat ’em up with endless runner elements and the player needs to be within the bounds of the camera. Unfortunately I think Phaser only checks for collisions for “real” movement and not the visual movement you get when scrolling a camera. Because of this I can find no way to keep the player on screen AND also detect when they get “squished” by something at the edge of the screen.


On the bright side I did learn a ton about all the new stuff I used for this Jam. TypeScript is amazing and I might even try to get it introduced where I work. Visual Studio Code help up like a real champ – the near-perfect combination of Text Editor and IDE! I don’t feel I can really judge Phaser because of how little time I have put into it, but I do have a deeper appreciation of what Game Maker Studio does now.

I hate doing this because I will be judged against teams and loose rules while I made the game very strictly following Competition guidelines. But I haven’t even gotten to the ‘theme’ part of my game yet so no point in submitting until I have something decent. I do have a somewhat valid excuse in that I’m using a platform (Phaser), language (TypeScript) and IDE (VS Code) that are completely new to me though, and I have learned a TON of stuff! Fingers crossed for a more productive evening and Monday!

Very slowly making progress

Posted by
Saturday, August 22nd, 2015 6:01 pm

You can’t turn into a monster yet, but you will be able to soon!


Far and Away the Fastest I’ve Ever Come Up With an LD Idea

Posted by
Friday, August 21st, 2015 8:43 pm

I am taking cues from a certain classic Sega arcade game here. If you are old enough you may be able to think of a couple :)

It usually takes me around two hours to come up with an idea I’m happy with. Will this quick idea be a good thing or a bad thing?

Stay tuned and we will find out!

Still In It (But Forgot To List Some Assets I am Using)

Posted by
Thursday, August 20th, 2015 8:28 pm

Since I am entering the competition and not the jam I thought I would list all the stuff I will be using including a base template that I will link the source for:




TypeScript with some bits of vanilla JavaScript strewn about

Local Web Server:

node.js with node-static


Visual Studio Code

Project Template:

BasePhaserProject – This is a simple project template for the environment I listed above that gets everything working together right off the bat. No real game code, it just sets up node.js to serve up your debugging environment (along with the TypeScript source map), properly compile and place your JavaScript output … you know, stuff like that.



Music / Sound Effects:

Ableton Live

Arturia Minibrute


I’m ready to make a game! Are you?

I am SO In!

Posted by
Sunday, August 16th, 2015 11:45 am

So hyped to be entering Ludum Dare! This will be my seventh time doing it and I’ve managed to produce five fully-working games in my past six attempts.

I will be entering the compo and using a completely new stack of technologies that I have never really touched before (until this last week or two I guess):

Framework: Phaser

My first ever entry was a Flash game since I’m an old Flash developer. After that I moved on to Game Maker which I really loved and haven’t given up on. My motivation for the switch was to get into a more multi-platformed and open source model. I’ve only been looking into this for about a week but it seems like a solid, if opinionated, framework.

IDE: Visual Studio Code

Not open source, but very multi-platform being that this software was built on the amazing Electron platform with HTML/CSS/JavaScript. I’ve only been messing around with this for two weeks but have been VERY impressed. It is very early (still in Alpha) but I hope this goes on to replace the existing Visual Studio eventually. It’s lightweight like a text editor (fast, simple UI) but does heavy lifting IDE things (debugging, intellisense) when you need it to. It’s also got built-in node.js and git support (my version control of choice).

Language: TypeScript

It is very rare when something makes me say “Holy shit, this is awesome!” in the development world, but getting to know TypeScript has definitely done that for me. I work with JavaScript every day at work and while it is becoming better and better every year, TypeScript makes it feel like an honest-to-goodness heavy duty, modern language. Just the fact that you immediately see inconsistencies and errors instantly in your editor before running code OR compiling it makes you much more productive opposed to vanilla JavaScript. The type system also makes it easier to logically organize your code and is really powerful. It also works perfectly with existing JavaScript code (type definitions for existing libraries, yay!) and is open source to boot.

OS: Mac OS X

I work with Windows at work but have fond memories of doing web development in OS X in the past. I wouldn’t call myself an Apple fanboy but I just find working on OS X a little more pleasant. This will be my first game development of any kind on a Mac and I’m looking forward to it!


I Made It! *collapses*

Posted by
Sunday, December 7th, 2014 6:32 pm


I managed to get my dinky little racing game into the competition in time, whew! This was one of the hardest LDs for me, mostly because I was very sick throughout the weekend. Taken by itself, this game is VERY short on content! But the good news is that I developed everything in such a way that adding more stuff to this game should be very easy. I think it’s a safe bet to say that this will be my first LD entry with a post-comp version!

Congratulations to everyone that has submitted so far!

Aren’t, like, all games …

Posted by
Friday, December 5th, 2014 8:54 pm

… on one screen? Dude!

I’m Sick, but I’m In!

Posted by
Friday, December 5th, 2014 5:28 pm

This will be my sixth LD. I have produced four games out of five attempts.


Game Maker Studio


Ableton Live


JUST made it!

Posted by
Monday, August 25th, 2014 5:45 pm

I feel like running around the room screaming – I think I’ll just do some power-biking instead.

This is my fifth LD and my fourth completed game. I almost let scope creep kill this one too but ended up with concentrating on a single, fun mechanic! Even though I have zero sound and even though I had to use the jam instead of the compo to submit an entry, I still feel good because what I made will make a good foundation for a much richer game down the line!

Why Can’t I Just Make a Simple Game!?

Posted by
Saturday, August 23rd, 2014 11:37 pm

Why can’t I just make a simple game!? Why do I always end up thinking of epic story-lines for jam games and then trying to get as much of them into the game as possible? Every time something pops into my brain that sounds cool or fun, I just have to try to get it into the game somehow.

I just wanted to make a game with an asteroids control scheme that had wormholes that let you go to different levels, now I am sitting here writing a ridiculous dialog system codebase so it can be an RPG, inner-space-station navigation and three completely separate gameplay mechanics!

16 hours in and I have neither a win nor lose condition in sight! If I crunch hard tomorrow I think I can at least complete one of my gameplay types and submit it for the competition. This will of course come at the expense of music, sound and polish though.


Posted by
Saturday, August 23rd, 2014 12:09 pm



I was messing around with my controls and momentum scheme when I just sort of absent-mindedly started seeing how quickly I could maneuver around stars without touching them. Always a good sign when you can have fun with your own game!

It also gave me some pretty cool gameplay ideas to implement later as well. To me, this just underscores how important it is to have the gameplay elements in place as soon as possible: you not only have a foundation you can build upon, but you also know pretty quickly whether you can build a fun game around it as well.

We Have Takeoff

Posted by
Friday, August 22nd, 2014 10:07 pm

It’s not much, but I now have movement and interaction!


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