About fydo (twitter: @fydo)

I'm a cat! Meow!


October Challenge 2011
Ludum Dare 17
Ludum Dare 15

fydo's Trophies

Vote tampering mastery
Awarded by voxel
on April 21, 2012
The Kittenfinder Robot Award
Awarded by asiekierka
on December 15, 2010
The most Awesome use of TETRIS-like gameplay award
Awarded by allen
on April 26, 2010
LD Honeymoon True Dedication Award
Awarded by SethR
on April 3, 2008
Lolcatz Award
Awarded by Cthulhu32
on February 25, 2008
Excellence in Kittens and Planet Destruction
Awarded by mjau
on December 31, 2007

fydo's Archive

Voting Motivation!

Posted by (twitter: @fydo)
Wednesday, December 14th, 2011 3:13 pm

Announcing … Aegis!

Posted by (twitter: @fydo)
Monday, October 31st, 2011 1:08 pm

Hello my Ludum friends,

After about two weeks of development, Dusk Software is ready to announce our October Challenge game, Aegis!

Aegis is the in-development title of our upcoming tower defense variant. Gameplay focuses on deck building between maps to prepare and setup which towers and effects will be available in game. Cards are acquired through in game currency awarded at the end of maps as well as drops from boss creep.

While the game isn’t close to being done yet, we have put up an alpha build on our website and added a donation button. We’ve already received well over $1, so I figure that it counts. 😉

Here is a heavily cropped screenshot of our Paypal account page as proof: Proof!

Here’s a link to the Ludum Dare entry page. And I’ve got an embedded video right here:

(Yes, I know everyone hates Vimeo, but YouTube just makes a giant mess of my lovely pixel font.)

Dusk Software consists of:
– Me! (fydo)
– Ken
– Ted

As always, thanks a bunch Ludum Dare! 😀

Island Rescue – Guitar Tab

Posted by (twitter: @fydo)
Tuesday, April 27th, 2010 10:22 am

TAB: Island Rescue (LD17)
By: Fydo

I dunno if anyone cares, but for the guitar enthusiasts in the compo, you might enjoy a tab of the song I made for Island Rescue. :)

/ = Slide
~ = Vibrato





Another screamshot

Posted by (twitter: @fydo)
Saturday, April 24th, 2010 9:18 pm


A few more fun things going on here. :) Looking forward to spending tomorrow polishing things up. Fun times! 😀

Some progress on my puzzling island game

Posted by (twitter: @fydo)
Friday, April 23rd, 2010 11:52 pm

(Click to enlarge)

As per usual, I started working on art stuff to begin with.
The water line along the bottom is fun. It’s a bit of a cheap graphical trick, but I hope it brings the sensation that the tide is rising. :)

Hope everyone is having lots of fun! 😀

My lovely, messy workstation. Meows.

Posted by (twitter: @fydo)
Friday, April 23rd, 2010 5:44 pm


Got my SNES gamepad to (hopefully) get joystick stuff working in the game.

Got my Line 6 GuitarPort so I can hook up my guitar to the computer for cool recording stuffs.

The gold box to the left of my monitor is a Retrode that I won in a naming contest. :) Fun!

Oh, and yes, I am using an old fan grill as a coaster for my now-empty glass of orange juice.


Posted by (twitter: @fydo)
Friday, April 23rd, 2010 12:17 pm



Posted by (twitter: @fydo)
Wednesday, April 21st, 2010 9:24 pm

(he is collecting snakes)



Posted by (twitter: @fydo)
Wednesday, April 21st, 2010 8:59 pm


(for those who don’t get it, here is a helpful link with some info on the meme)

A Poster

Posted by (twitter: @fydo)
Wednesday, April 21st, 2010 8:30 pm


Cave Dangerous Post-Mortem

Posted by (twitter: @fydo)
Saturday, September 5th, 2009 7:21 pm

I figured now that I’m done rating everyone’s game, I’d sit down and write up a little post-mortem for my game, Cave Dangerous. Cave Dangerous is a fun little exploratory platformer with a minimalist inventory system. I had lots of fun creating it for the Ludum Dare 15 competition.

The good

  • I actually finished this time! The last Ludum Dare I was in (Roads), I did not finish due to some unfamiliarity with AS3, among other issues and time constraints. So, yay for finishing!
  • Even though I did suffer through a short internet outage, I managed to make good use of that offline time to work on some pixel sprites for the game, which really helped to set the artistic “vision” for Cave Dangerous.
  • First time using Visual Studio in a compo, and it was quite enjoyable. Well, except for some major deployment issues (see below)

The Bad

  • Originally planned to do something in 3D, but was feeling uninspired facing the modeller. Also, a quick test revealed my .obj loader was (again) not working correctly. So, scrapped that idea.
  • As with every platformer I’ve made for a compo, I spent too much time tweaking / fixing the jumping and collision code. I think in the future, I’ll see about preparing some basic tile-based collision code ahead of time so I can focus more on the actual game.
  • This was my first time trying Visual Studio with a compo entry, and it was very enjoyable up until I had to package it up to release it. I ended up almost pulling my hair out in frustration (why do I have to package a C++ redistributable? argh!). A website that I found (here: http://llbit.se/?p=19) explains pretty much exactly what happened to me. I ended up using mingw32 to compile the exe, which worked perfectly. Sheesh.
  • Didn’t have enough time to add an explosion sound effect for the bomb. Apparently this is what most people complained about (aside from the length of the game) judging by the comments I got from the ratings.

As another “behind the scenes look”, here are some pics of the miner before I settled on the final image:


Finally done – “Cave Dangerous”

Posted by (twitter: @fydo)
Sunday, August 30th, 2009 8:43 pm

I got it in about 10 minutes late due to some stupid MSVS bugs. For some reason, the player disappears when running in Release Mode instead of Debug Mode, what the heck?

I spent a bit of time near the beginning setting up an MVC in the code, but towards the end it kind of fell apart, which is what I was expecting.

Anyways, I’m pretty happy with the game. I wish I had more time to work on sound and add some music. Of course, it would have been nicer to spend more time on expanding the levels and caves too. As you might be able to guess, I had originally planned being able to buy and aquire different items, including different pickaxes, etc.

In retrospect, the game turned out quite a bit like La-Mulana, which totally wasn’t my intention. Oops.

Anyways, I hope you enjoy it! It was certainly fun to make. I love Ludum Dare. :)


Whoops, forgot to eat

Posted by (twitter: @fydo)
Sunday, August 30th, 2009 12:13 pm

Hah, I almost passed out in the shower this morning. I then realized I hadn’t eaten anything for a long while. Oops.

Hooray for Ludum Dare! :)

(New screenshots coming soon from me)

More Progress (Can’t think of a good name)

Posted by (twitter: @fydo)
Sunday, August 30th, 2009 12:05 am

Here’s a screenshot of my game so far, our little explorer is getting ready to enter the evil cave for the first time … (click to enlarge)


Still LOTS left to do … sigh. :)

Also, I’m trying to think of an awesome name. I’ll come up with something. :)

Internet down, Lots of pixelling!

Posted by (twitter: @fydo)
Saturday, August 29th, 2009 10:38 am

guy Hello! This is my little miner guy that I’ve been working on pretty much all morning, but now I have a decent walk cycle for him (at least I think it’s pretty decent)

Last night I got a level loader done that’ll read data from a bitmap file to construct a tile-based level. Still no screenshots yet… I hope I can get my vision into something playable before the 48 hours are up. Ho ho!

My Internet was down for about 4 hours this morning. Yikes! It actually helped me focus on working on the sprite. Woo.

Hope everyone is having a great time with their LD entries! Bam pow.

Kittens didn’t win again!

Posted by (twitter: @fydo)
Thursday, August 27th, 2009 1:36 pm

I am sad. Meow.

[cache: storing page]