About Donpastor (twitter: @@donpastor82)


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Someone stole the Princess submitted

Posted by (twitter: @@donpastor82)
Monday, August 24th, 2015 7:46 pm

Finally submitted my game in a somewhat playable state. You can play it HERE.


Warning: EXTREMELY unbalanced!

SSTP is a rogueLITE game, in which your target is to kidnap back your princess, freed from prison by a the pesky humans.
Fight your way to the surface with your claws and your fangs.

Cool concept art, right?

Cool concept art, right?


  • 10 levels.
  • Most tiles made by me.
  • Potions.
  • Radomness.
  • Carnage. Lots of.
  • Openable doors.
  • An intro. Kind of.
  • Music and sounds.
  • Bugs. Or features. Whatever.
  • Ludicrously unbalanced.
  • Did I mention potions?
Cacodemons are SO lovely...

Cacodemons are SO lovely…

I must be crazy for trying to make a roguelike game in 3 days without prior knowledge about the implementation.
Sadly I had to cut so many of the planned features in order to finish this behemoth before the deadline that instead a oguelike ended being a rogueLITE. Features like:

  • Map generation. Ran out of time so I made 20-something maps by hand and put them into an Array. At least the map is randomly choosen. This is the most important one as random maps are a defining feature of roguelikes.
  • Mutations. There are five monsters and, while they have different stats, I would have liked for them to have unique abilities (summoning minions, fire breathing, far-reaching tentacles, etc.).
  • Levitation (foes can see you but can’t attack)/Invisitility (foes neither see or attack you).
  • Chasms and lava pools. Again, no time for that although I drew the tiles.
C'mon, I deserve a vote for this

The Enterprise? I deserve a vote for this

And remember: if you find a bug you are wrong because it’s a feature XD.

I’m in!

Posted by (twitter: @@donpastor82)
Tuesday, August 18th, 2015 1:56 am

This is going to be my second LD (jam)! My weapons of choice:

  • Lots of Coffee
  • Javascript + Phaser
  • Intel XDK as IDE
  • Pitzik4’s GoTile as a starting point for tilesets
  • ProMotion / GraphicsGale / Paint .NET for editing tilesets and rest of graphics
  • Bxfr for SFX
  • cgMusic > MuseScore for music (I’m not good with music)
  • Tiled for creating maps
  • Did I mention Coffee?

Things that will make this experience more difficult/fun:

  • I’m on a trip with my family. Can only code at night
  • Very limited internet access
  • Can’t stop watching Doctor Who episodes. Really!

Of course, I wouldn’t be able to do this without my family’s support.
Good luck everyone!

Using texture atlas

Posted by (twitter: @@donpastor82)
Friday, April 24th, 2015 3:19 pm

One of the main issues people have with Pocket Squad is loading times. I mostly fixed that problem by relocating all the asset loading into a separate state BEFORE reaching the main menu. But, as everything in life, it could be improved (while allowing me to learn something new).

I joined all the smaller sprites into a texture atlas. A texture atlas has the advantage of being a single image, thus only needing two http get requests (one for the image file and other for the data file, more on that later). A texture atlas looks like this:

A texture atlas

A texture atlas

A texture atlas may contain images of different sizes, thus there’s the need of having a way of knowing what the coordinates of the contained images are. That’s why there is a .json file that describes the contents of the atlas. This is how it looks:


    "filename": "lives0.png",
    "filename": "lives1.png",

Now, for loading a texture atlas in Phaser you need a line like this in the preload() method:

preload: function () {
    game.load.atlasJSONArray('sheet', 'assets/gfx/sheet.png', 'assets/gfx/sheet.json');

And this is how you assign a specific image of the atlas to a sprite:

var mysprite = game.add.sprite(20, 20, 'sheet', 'lives0.png');

Another possible way:

var mysprite = game.add.sprite(20, 20, 'sheet');
mysprite.frameName = 'lives0.png';

For compiling the sprite atlas I used a free utility called SpriteSheetPacker together with a plugin for exporting to Phaser I found in this forum thread. So, what’s the final result? Even faster loading times!

You can try this fix in the updated post-LD version.

Audio bug fixed

Posted by (twitter: @@donpastor82)
Friday, April 24th, 2015 6:01 am

Several users noticed that ingame music sounded a bit distorted in Chrome. I’ve fixed the bug (it was really a Chrome thing). So please, try Pocket Squad (and the post-LD updated version) and drop a comment if it worked for you.

Lovely, isn't it?

Lovely, isn’t it?

Fixed weird jumping

Posted by (twitter: @@donpastor82)
Thursday, April 23rd, 2015 3:43 pm

I just fixed a real lame bug that didn’t allow the main character to jump while running. The fix only applies to the post-LD version of Pocket Squad (as it’s a bit game changing).

It was a case of a misplaced else if statement:

 if (this.cursor.right.isDown) {
    //move right
 } else if (this.cursor.left.isDown) {
    //move left
 } else if (this.cursor.up.isDown && this.player.isTouchingFloor) {
 } else {
    //stops player movement

So you were only able to press left OR right OR up, but not two keys at once. Easily fixed with:

 if (this.cursor.right.isDown) {
    //move right
 } else if (this.cursor.left.isDown) {
    //move left
 } else {
    //stops player movement

 if (this.cursor.up.isDown && this.player.isTouchingFloor) {

Sound bug fixed

Posted by (twitter: @@donpastor82)
Thursday, April 23rd, 2015 1:37 pm

I’ve fixed the annoying music looping bug in Chrome in both the LD and post-LD version of Pocket Squad. According to the rules I’m allowed to fix small bugs even after the submission date, as it doesn’t add any new features.


The much improved post-LD version


Post-LD update

Posted by (twitter: @@donpastor82)
Wednesday, April 22nd, 2015 5:58 pm

I’ve followed several suggestions and added fixes/features to Pocket Squad. I’ll leave a link for the updated version on my entry page. This is what I did today:

  • No more loading when dying or going back to main menu. All preload is done BEFORE the main menu.
  • Two more enemy types
  • Expanded map
  • Parallax scrolling
  • Optimized image size a little bit so load times are faster

Still to-do:

  • Final boss
  • A second level
  • Fix sound issues with chrome
  • Better controls



Posted by (twitter: @@donpastor82)
Monday, April 20th, 2015 5:34 pm

I had less than two hours to work on my entry today. I spent most of the time adding some polish, like proper game over / victory screens, fixing particles or adding a preload bar.

Overall I’m happy with what I’ve archieved in so little time (I think less than 20 hours in total – fatherhood is not easy).

So, this is it. Pocket Squad, my first LDJAM entry. See you @ next Ludum Dare!


First timer

Posted by (twitter: @@donpastor82)
Friday, April 17th, 2015 8:17 pm

So this is my first try ever.

Didn’t have time to prepare, so you’ll probably see lots of geometric shapes and awesome programmer art.

What I’m planning to use:

  • Phaser.js
  • Brackets (I know, real men use notepad)
  • Paint.net / Gimp
  • Sfxr
  • LMMS or (most probably) some kind of music generator

Maybe I’ll succeed, maybe not… anyway I’m sure it’s going to be bloody fun 😉

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