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Firefly Effect, 2 hours in

Posted by
Friday, August 26th, 2016 10:23 pm

It’s a tentative title, but my friend and I are making a VR atmospheric aesthetic experience. Not super interactive, but simply a game about observing fireflies.

My personal goals with this project are to really experiment with audio and visual flair. We don’t have to focus on game controls or complex behavioral scripts, so it gives us a lot of time to really tweak and perfect the feelings that are supposed to be evoked when you get the headset on.FireflyEffect prototyping

It’s rather hard to see against the white background, but once I am able to put on a headset for real, it should be easier to see everything.

A screenshot and some art

Posted by
Saturday, August 22nd, 2015 4:46 pm

sharkand the parallax background is…


Dither is good



Posted by
Saturday, August 22nd, 2015 4:13 am

So big, scary, evil monsters are boring. What about cute monsters? I vowed to myself that I must make a game involving a cute monster and demanded that others take part:

Perhaps not a fantasy monster either. Something many people view as a monster, but is actually quite cute!

A shark! That’ll show those evil monster folk how it’s done! So my game is about a hungry shark, hence the name, Same no Kuufuku!

It’s 4am Central Daylight Time, 8 hours into the jam, and I have basic movement, framebuffer low-res rendering, and collisions down. I’m targeting a resolution of 320×240 statically, which will scale up based on chosen window size, with a default of 640×480. For the collision code, I implemented a few simple tests using the ScalaTest framework that ensures it resolves correctly. Ideally these tests should ensure I don’t run into stupid collision issues at the last minute during gameplay testing. However, …

So uh, we’ll see if that turns out to be useful.

For the glory of Pluto’s Heart

Posted by
Friday, August 21st, 2015 12:29 am

yo I’m in. it’s been a while since I completed a solo jam successfully so we will see how this goes.

  • Scala, LibGDX
  • IntelliJ IDEA Community Edition, Atom
  • Photoshop CS6
  • Sunvox, Pixitracker, or FL Studio
  • Tiled? Maybe?

scala’s pretty nice for a JVM language. its standard library heavily makes use of Option[T] is super cool, though case classes are a bit of a clumsy way of handling sum types.

game jams are actually just a time for me to experiment with programming languages.

teleporting staircases

Posted by
Saturday, August 23rd, 2014 7:45 pm

okay sigfig’s art isn’t quite ready yet but our gameplay is getting close to ready, and multiplayer works.


Posted by
Friday, August 22nd, 2014 6:52 pm


k thanks bye

Throwing in the towel, submitting early as-is

Posted by
Saturday, April 26th, 2014 8:23 pm

I’m giving up on my idea. I tried to do this theme, and it just didn’t work out. My final version is at this link, for all major desktop platforms, web, and Android. :(

Sound effects and new art assets

Posted by
Saturday, April 26th, 2014 4:17 pm

Getting thereYou can play the new build here. Requires Unity Web Player. Arrow keys control your digging.

I don’t have a title for the game yet, other than “To China!”.


My player sprite…

Posted by
Saturday, April 26th, 2014 2:07 pm



He really, really wants to go to China.

Ahh… this is why we don’t stay up till 6am

Posted by
Saturday, April 26th, 2014 11:36 am

I woke up at 1pm and now half the day is gone. Well, let’s talk about my game:

I am remarkably far into development. Most of the gameplay is done within the first night, and I feel like I could very easily finish up the art in the next few hours. This gives me an incredibly long time to polish up the game, including sound effects and music, and then create an Android version and put it on the Play Store.

It was a very good idea to use Unity for this. Lots of boilerplate nonsense no longer dealt with, most of the time spent making the game rather than preparing to make the game.

Day 1 end: a Playable Game!

Posted by
Saturday, April 26th, 2014 3:08 am

LD29 progress 1

You can play it here: https://dl.dropboxusercontent.com/u/21453862/WebLD29/WebLD29.html (note that if you’re reading this post later, it’s probably a dead link. this is a note to myself to update the link for the older version for historical purposes). Requires Unity Web Player to play.

I’m really enjoying this jam so far. I have been streaming the fun in our hangout room on my personal Twitch.tv. We’ve been streaming for the last 7 hours and it’s been a blast! Probably should be doing a better job with the documenting of progress though…

Twitch Streaming Guide

Posted by
Wednesday, April 23rd, 2014 4:14 pm

Hey everyone! Here’s a guide on how you can stream your game development process on Windows. Streaming is one of many ways you can participate in the community and share your development experiences.

You will need to install Open Broadcaster Software. This is a competitor to the popular XSplit, and in my opinion is easier to use. Also, it’s free!

When you start the application, you’ll see a window similar to this one:

OBS tutorial 1

You’ll see two boxes labeled Scenes and Sources, which are very important to composing your stream production:

  • Sources are aptly named video sources which can be layered and positioned to create the final output. For most purposes, simply using a Monitor Capture is fine enough. You can right click here to add and manipulate sources.
  • Scenes are configurations of sources that you can switch to using bound hotkeys or plugins that automatically switch scenes for you. I recommend setting up at least two scenes and binding them to hotkeys, one as your desktop and the other as a “I’ll be right back” or censor screen so you don’t have to show an idle screen or something private. A funny gif will suffice (yes, you can use pictures as sources).

Press Preview Stream and play around with your scene and source settings to get a feel for the application. Once you’re ready we can start working on the encoding and uploading to Twitch.tv… Press Settings, and you’ll get this window:

OBS Tutorial 2

On the left side:

  • General — change application language, switch and add streaming profiles, various settings
  • Encoding — change which encoder is used. If you are using Intel’s integrated video on Sandy Bridge and up processors, you should use Quick Sync. I haven’t seen performance stats for Nvidia NVENC for those who use those graphics cards, but I have heard that it is actually very bandwidth heavy. So play around with these settings and observe your Preview bitrate and performance.
  • Broadcast Settings — here you can choose to record directly to file or to a streaming service. We’re using Twitch here, so what you’re going to have to do is login to Twitch, go to your Dashboard, and click Stream Key on the toolbar, and copy your Stream Key from there. Select Twitch as your streaming service and a server near you, and paste your stream key into the box. Set some hotkeys for toggling the stream (I use Ctrl+Alt+Num7 and 8).
  • Video — This controls the output size. You should choose your monitor resolution and then downscale it as you need to based on how much bandwidth you have. Since we’re not hosting full video game streams, it’s safe to set your FPS to 15 to dramatically reduce bandwidth usage and maximize your set bitrate from the Encoding panel.
  • Audio — You probably won’t have to mess with anything here, but it’s worth mentioning. You can set mute toggle hotkeys, push-to-talk, etc.
  • Advanced — Set the encoding profile to main and the keyframe interval to 2, or the Broadcast Settings panel will continue to whine at you.
  • Microphone Noise Gate — this is a panel added by the Microphone Noise Gate plugin, this will automatically toggle your microphone so background noise doesn’t get into the stream when you’re not speaking. You’ll have to configure this based on your microphone setup.

Once you have reviewed all of the settings panels, you can start your stream by clicking “Start Streaming”!

Now that you’re streaming, you can go to your dashboard, hide the preview (so you don’t get a feedback loop from the sound of your stream) and change your playing status to Playing Ludum Dare, as follows:

OBS tutorial 3

By setting your Playing status to Ludum Dare, you’ll show up on the right panel on the Ludum Dare website as well as in the game category for the jam.

Hope this helps!

What’s the actual interest in streams?

Posted by
Tuesday, April 22nd, 2014 9:18 pm

As far as I can tell, game jams are usually fairly self-contained within their community. It’s not like there are lots of random fans who would watch people stream themselves making games over a weekend, with very few notable exceptions (e.g. Notch). Or, at least to my understanding.

Am I correct in this thinking? I’m trying to decide whether or not it’s worth my time to stream, or to simply make a timelapse.

I’m in — Ludum Dare 29

Posted by
Saturday, April 19th, 2014 12:13 am

Jeez, I haven’t been able to do a Ludum Dare game in a whole year. That changes now, though! Because I’m most certainly in this time.


  • Unity Engine, or Python and PySDL2, depending on how I’m feeling at the time of the theme announcement.
  • Blender, Photoshop, Aseprite as needed for graphical assets
  • Sunvox, Bfxr, Audacity, for sound needs

Last time, I did an SFML and C++ solution for a one button tower platformer. SFML is messy and icky and I will not use it again. So if I choose not to go down the Unity route with something 3D, I will make it in SDL2 directly, because I love the SDL API and I have been itching to do some serious Python code after I spent a few weeks toying with it.

I have also been spending a lot of time learning Sunvox and Blender, the former in particular, and can now produce some programmer-level assets in all fields of the game’s development. Which means not only programmer art, but programmer sound and music too. Is this a good or a bad thing? I am not sure.

While I’m on it, Unity’s 2D support in 4.3 is bad for a few different reasons, so if you’re planning on doing 2D in Unity, I’m going to advise you to stay away from it unless you have a hand made physics solution (something that just uses box colliders would be ideal) and a reasonably well optimized tile map system. Neither of which are difficult to implement on the spot, but it’s a pain in the butt that Unity’s own support for physics is bad and there’s no editing grid let alone tile mapping at all.


Dropping out of Compo

Posted by
Saturday, December 14th, 2013 9:25 pm

Too stressed. Bad things. Et cetera.

Maybe I’ll have something for the Jam.

Sociopathic Innocent Critter Serial Murder Simulator

Posted by
Saturday, December 14th, 2013 1:32 am

That’s what I’m making, and you’re not getting a screenshot yet because I need to add the gore and splatter and bloodlust and tea.

Things I’ve learned about Unity:

  1. Animations using component properties is kinda neat but a little hard to do make any actual use of…
  2. Raycasting has a little bit of state representing how it feels when you call the function.* The result is a whole lot of confusion.
  3. How do I art

* Game Objects are ephemeral, multi-planar beings that can only be described as “ghostly” in the raycasting process


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