About Geti


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 31
Ludum Dare 30
Ludum Dare 28
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
MiniLD #23
Ludum Dare 17

Geti's Trophies

Palette award - "C64 would be proud"
Awarded by Hempuli
on December 19, 2011

Geti's Archive

Leaving it here for tonight :)

Posted by
Saturday, April 16th, 2016 7:15 am

Fairly productive first day, pico8 is pretty fun!

Exploring the ship

Exploring the ship

space is very fast and floaty

space is very fast and floaty

A82-Recon 3038: Space Horror with PICO-8

Posted by
Saturday, April 16th, 2016 3:04 am

A little ambitious game design wise, will see how much I need to scope it back :) I think I’ve over-optimised the layout of the ship, as it’s all cut up into little reusable bits in the tilemap and assembled at run-time, but this should allow some coarse collision resolution stuff as well.

Overview of the current state of the setting - onward!

Overview of the current state of the setting!


Flowershop Tale Initial Release

Posted by
Monday, December 14th, 2015 2:53 am

So, we came, we saw, we Ludum Dare.

I might end up sinking more time into it but for now, you can play it here.

Currently, this is basically 100% of the gameplay.

It was a pretty long road to get to a pretty unsatisfying conclusion, but the process was, at least, cathartic. It turns out walking backwards and forward collecting things for people who then leave in a hurry only to be replaced by people who want more, but different things is only so fun, as anyone who works in retail can inform you.

I found the theme that I committed to to be very limiting. A lot can be accomplished with 2 buttons, as evidenced by a lot of the amazing, very fun games we’re seeing. But, perhaps not item construction and sales, haha. The clever pun of growing a flower’s business is kind of lost without the whole loan to pay back story implemented as well.

On the plus side, I learned a lot about the framework I had put together for this jam; its strengths and its weaknesses, and found some nasty bugs in it along the way as well. Nothing like the old “dog food” method, eh? I also found that krita is quite a fantastic stand in for photoshop, and that there’s a lot you can do to get good foley at short notice.

You win some you lose some, this one was a win for learning and a lose for fun :) thanks to all who were good company in #ludumdare!

Max / “Geti” / @1bardesign

Any way to edit old game links?

Posted by
Wednesday, December 25th, 2013 6:09 pm

I’ve got to do a big, big restructure of my site, which is going to break a lot of old links.

Would like to un-break as many as possible, so I’m wondering if it’s possible to edit old LD entries to modify the link they point to.

Thanks in advance :^)

Captain Sarah – Made it for the Compo

Posted by
Monday, December 16th, 2013 4:31 am

Ended up having a pretty hectic Sunday night to get it in, but I did manage to make it. I believe this is my first LD with any sound in the final game, it’s also my first start-to-finish HTML5 game. Bits and pieces of the development cycle suck, but it’s hard to beat the convenience of clicking a link and suddenly you’re playing in your browser.

Captain Sarah is a game where you maintain a space ship as a chimp. Shoot and dodge asteroids, and at the end of each stage, pick a potentially life-saving bonus (you get to choose one of a random 3).

Overall it’s not quite as deep as I would have liked (lull stages! space pirates! hand-tuned weapons! food types!) but it’s not a bad coffee break game. I’m yet to find any significant balance issues (no matter what I do it’s pretty hard past level 7), but that’s not to say they don’t exist! Looking forward to some feedback.

Here’s the game page, have at it!

I’m considering a postmortem later in the week, would people be interested in that sort of thing?

In, will attempt #nokill

Posted by
Thursday, December 12th, 2013 11:00 pm

Did a warmup sprite; would like to get a female protagonist in if I can, a character I wouldn’t be embarrassed to tell my mum about of course.

Not sure what tech I’ll be using yet, but probably either HTML5/Quintus or C++/SDL – kinda opposite ends of the spectrum but there you go.

Keen to take this one by the horns since I really haven’t been able to do LD justice since KAG started. Will be poking fun at you all in IRC as usual :^)

Dropped in for a sneaky LD

Posted by
Sunday, August 26th, 2012 10:34 am

Link to LD page!

Technically a jam entry but uh, 7 hours in and I’m done for now.

Apologies for the kinda spammy graphics, time constraints 😉

Might drop a fullscreen version in a bit for those that want to see it a bit closer, will just be monitor stretchy 800×600 though, haha. i imagine the window is beyond tiny on modern screens, developed on 1024×768 ancient lappy though so skipped my mind.

Good luck to everyone and thanks for keeping the train of awesome rolling guys! Stay cool B^)

Pastor Mundi Postmortem

Posted by
Sunday, April 22nd, 2012 4:52 pm

So, unity wont run properly on my laptop (will try again later for a jam entry perhaps) so I’m stuck with nothing to do.
Postmortem time!

What went wrong:

  • Time allocation: Maybe going to a jam for saturday wasn’t a great idea in terms of getting a compo entry done. If I’d done something in Flixel then I would’ve been sorted (my 2D workflow is definitely fast enough, my AS3 knowledge is up to scratch, and I’ve used it for a bunch of LDs before). As it was, too many things went wrong for me to get any actual gameplay in
  • Wrong end of the stick: Though I always do this, I should really code some stuff before drawing stuff. I continue with the design on paper and in my head while I’m creating assets but without a working prototype I end up with an art game that’s not even really a comment on anything.
  • Really goddamn slow level creation workflow. My level creation workflow basically involved marching around the level first placing gameplay elements (~10min) and then placing graphical elements (~2.5hr). Hot damn I need to find a way to speed up the second step.
  • Not familiar enough with unity. This really only mattered when I wasted an hour tracking down a bug which was caused by animation not playing if the animation calls are made from a different gameobject. Note to self, animation script on the thing with animation, anything else might get called at the wrong time. D:<
  • Sound/Music: Every time I do this, I forget that sounds make everything more fun. Bugger.

During animation crisis hour: WHY ARE YOU STUCK IN A T STAND?!?!

What went right:

  • Graphical Cheeriness: I’m fairly happy with how the graphical side of things came together given the short time I had to get anything done. There are definite holes in my 3D workflow but over the course of yesterday it certainly got faster :)
  • World Design: The world came together mostly as I envisioned it, with a few key missing points: no dock (though I’ll be able to make one from the assets), no door on the house (???), no woodshed or seed shed.
  • Gameplay Design: If I got the gameplay implemented it should’ve been pretty fun. Just got to finish a few assets and write a few scripts. Sadly, I didn’t have time (fingers crossed for postcompo).

Animation working, Planting stuff working, Ragdolling working, Scary cave not working, trees kinda working, no sheep, no wolves, final destination.

Bottom Line: Unity is quick for some stuff (making the planting mechanic work nicely took like 10min including messing around with prefabs). Should allocate more than 12 working hours to getting a 3D game done next time :)

Happy Ludumdare, hope to get a postcompo submission out in the next few days!

Pastor Mundi – Props and Progress

Posted by
Saturday, April 21st, 2012 8:59 pm

(When in doubt translate the idea to latin)

Click for full size (800×600)

Guess where most of the time has gone, haha. WIP naturally, and not all of them shown (including the shepherd herself, as she's not rigged yet) but needed to get lunch and figured a progress update was in order.

The game is going to be about caring for and defending the sheep of the world. I’ve mocked up the world space (its like 200mx100m with some curvy bits cutting into that) and thought quite a lot about how I want it to play. Lets see how the execution goes, haha.

Flapitalism World Turtle

Posted by
Saturday, April 21st, 2012 6:26 am

Just got home from a refreshing jam with @leehsl (Harry Lee) and ended up making a game about capitalism (really vaguely) (also about being dicks to one another). Its not finished yet, he still has to code it. Here’s a turtle (related)

World Turtle

Holy damn its here already

Posted by
Wednesday, April 18th, 2012 5:14 am

I am going to have to find time for this because it is significantly more awesome than whatever else i was planning on doing but damn, even though I’ve been watching the clock on and off its snuck up on me. Better get rating stuff then.

No way in hell am i going to have time for a practice game or two haha, likely to be working up to the starting themepost. (in IRC to not contribute to the mass F5 on the compo page)


Posted by
Sunday, December 18th, 2011 7:15 pm

Station 48G is ready to rock!
Entry here!


Source still needs uploading, but whatever its in for now and it’s playable.

LD22 down!

Lets do this, then.

Posted by
Friday, December 16th, 2011 6:10 pm

I thought the compo started 5 minutes ago, but I guess I’ll just have to get the theme when I get back from fishing. Bugger.

I’ll be using Flex (mxmlc), Flixel, GIMP, maybe sfxr, musagi and audacity if I feel like making sound (it’d be the first time..) and a whole lot of elbow grease.

Expecting to spend about 10-15 hours total on my entry -> scope limitation is probably a good idea. Will be my first time doing an LD on a windows machine.

Beam Runner

Posted by
Sunday, August 21st, 2011 10:28 am

Submission link: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=2001

So uh, I’m off for the night.

Got editing etc in at the cost of not actually having many levels in-game, heh.

Finalised 'Concept'

Still, it looks pretty and does what I wanted it to. Huzzah.

How the editor looks.

I’m more or less at a loss about exactly why sometimes saving to the clipboard works and sometimes it doesn’t. Browser specific? If anyone with more expertise could shed some light on it that’d be fantastic.


Good luck to everyone who’s still got work to do!

Some Graphics

Posted by
Saturday, August 20th, 2011 7:10 am

Going to make a single screen stress platformer action… In the next 12 hours, a minimum 8 of which will be spent sleeping.

Wish me luck.

Will be doing this

Posted by
Saturday, August 20th, 2011 3:20 am

tonight or tomorrow
god knows if there’ll be audio, probably sfxr

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