About Glockenspiel


Ludum Dare 35
Ludum Dare 29
MiniLD 48
Ludum Dare 28
Ludum Dare 27

Glockenspiel's Trophies

Glockenspiel's Archive

I’m in and its gonna be voxel

Posted by
Tuesday, April 22nd, 2014 9:21 pm

I have been working on a voxel engine inside of unity but rather than have the boring old cubes I’m trying to mix it up a bit by using hexagons. Possibly later into the engine i will make octogons with sqaures and i have a couple other ideas i have come up with and done out the maths for on paper. It still very early, the cube version is working almost entirely asides from one small bug were each chunk touches.

The hexagon block isn’t complete yet, I’m still working on the face selecting of which faces to draw, collision isn’t complete and uv mapping needs to get done (that’s why the blocks are all black).  The images are just some random blocks places, it doesn’t use perlin/simplex noise yet (basically they are algorithms similar/hybrid/the same as what minecraft uses for the terrain).



All of this is done very efficiently deciding only the minimum amount of triangles to be used for better frame rates, I currently am getting 70fps in unity with the current build having almost no difference in the frame time compared to an empty scene. (click on images to make them larger)



I will be using:

Engine: Unity3d  c#+ my engine (i will release the source a couple hours before it starts)

Sound: sfxr

Music: abundant-music.com

Textures: gimp


Candy Catcher | Candy Jam

Posted by
Thursday, January 23rd, 2014 4:59 pm

My candy game jam entry is finished and I’m pretty happy as it only took me 3hrs




My twitter: https://twitter.com/DogecoinGame

Such Postmortom

Posted by
Monday, January 13th, 2014 12:58 pm

So I finished my 48hr version and I will definitely be finishing this game off in the next week or so. I learned a nice amount about AI programming and animation in Unity2D.  The basic game mechanics were really nice. I’m very happy with the controls of the player and how the animations play out. The AI on the other hand, wasn’t completely finished. The Security guard’s isn’t finished and is kind of pointless. But I just threw him in as I spent so long drawing him.  Also I never got around to doing background or ground textures until the last minute.  if you are finding it too hard its because I made the players life very small because the game is extremely short and adding difficulty makes it a bit longer, the full game will have much more life than in this version.


Game: http://www.ludumdare.com/compo/minild-48/?action=preview&uid=27122

Twitter: https://twitter.com/DogecoinGame

Alot left to do

Posted by
Saturday, January 11th, 2014 9:51 pm



Yeah it’s Doge! There’s a conspiracy that antivirus companies are the ones who create viruses to make you buy their software. You are Doge hired by an antivirus company to install a virus on the NSA’s quantum computer.  The gameplay  is somewhat like megaman. I don’t think I will get it all finished, or even what I hoped to get finished by the deadline. All I have so far is the basic mechanics and only 1 type of enemy.




Tools: Unity 2D, Gimp, sfxr (haven’t even got around to audio)

Finished off my Ludum dare Game

Posted by
Friday, January 3rd, 2014 12:05 pm

I me made the game in Unity2D and added a whole lot of new features and better controls. Try it out https://dl.dropboxusercontent.com/u/7343751/Asteroid%20Bust%20webplayer/Asteroid%20Bust%20webplayer.html


Ludum dare entry: 






Link to entry (windows):


Timelapse | Astroid Bust

Posted by
Wednesday, December 18th, 2013 6:22 pm

asteroid bust tumbnail

link: http://www.youtube.com/watch?v=fwWMSyL0E_M&feature=youtu.be

game: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=27122


I’m currently trying to remake the game in unity 2d so it will be playable on multiple platforms including the web.

Asteroid Bust | Finished

Posted by
Monday, December 16th, 2013 7:36 pm


After starting from scratch again I managed to finish my game in less than 24hrs (with a nights sleep). You have to dodge and destroy asteroids with just one bullet. Each wave of asteroids has one which can be destoryed. If you blow it up you get your bullet back.

ship lone


Randomly generated asteroids

Randomly generated Sound effects

Multiplier Scoring based on velocity and position on screen

Link: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=27122




Gotta start again

Posted by
Sunday, December 15th, 2013 3:18 pm

ok so i tried to learn untiy and make a game within 2-3 days. That didn’t go as planned. So no I’m resorting back to xna and making a simple game quickly. Also my old idea didn’t have good implementation of the theme

im in, hopefully

Posted by
Wednesday, December 11th, 2013 6:11 pm

I’m finished my exams on saturday evening, so i will only have 24-30 hours or so to make my entry. Also I’m going to try to use unity 2D, haven’t even installed unity yet. I’m too busy with college, if learning unity doesn’t work out I’ll resort back to xna.

using: gimp, unity, sfxr, abundant-music.com



Ludum dare 27

Here my game from ludum dare 27, releasing in a couple weeks on desura. demo of final game link below



DEMO link


Finished my ludum dare 27 game

Posted by
Monday, December 2nd, 2013 12:58 pm

Blue Bloke Turbo, previously called There’s a hook is now finished and free.


Blue Bloke Turbo 2013-12-02 18-34-45-27


More screenshots: http://imgur.com/a/7zDcg

Download: https://www.dropbox.com/s/rfgsbms064v01ct/Blue%20Bloke%20Turbo.zip

Turbo! Charity game jam

Posted by
Thursday, November 28th, 2013 7:47 pm

I’m finishing a game I made in ludum dare 27 called “there’s a hook”. The new version has completely new levels, textures, obstacles,mechanics, music and sounds. So basically huge changes. Looking back on my old code, it was terrible most of it ended up in one class being almost 1000 lines. I’m taking feedback from the ludum dare into consideration alot, such as being too hard, hard to understand how to progress further and completely removing the stupid effects which distracted the player. Not sure what to call this version yet



There’s a Hook update

Posted by
Friday, September 6th, 2013 6:51 pm

summary of ludum dare version: platformer where something random happens every 10 seconds

I now have an update on the game with some images at the games indieDb page



There is also an article which is in a queue to be authorized so you may not be able to see it yet.




Alot has changed in the past 10 days or so of this game. In the full game the random events will be optional. I think that people who want a challenge or for the fun of it can turn on the random events. Also alot more events are being added along with the several new blocks an textures added already.

play ludum dare version here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27122

My indieDb page did well today

Posted by
Friday, August 30th, 2013 10:59 pm


There’s a hook was my ludum dare entry here a link to play it


midi to 8bit (chiptune) converter

Posted by
Thursday, August 29th, 2013 9:24 pm

so i used abundant-music.com to generate music and found it hard to find a good midi converter,  in the end i used cowon media center. But i wanted to have 8bit sound origionally but as i said it was hard to find a good midi converter that wasn’t a trial version or some other catch.

Today I found GXSCC is a japanese software in english, but does the job asides from the odd crash, but for a simple conversion its perfect and i would recommend it for future use, especially in future ludum dares

link: http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GsorigE.htm


my ludum dare entry


IndieDB page for theres a hook

Posted by
Thursday, August 29th, 2013 12:41 pm

Created a page for the game which will be developed further



Postmortem: There’s A Hook (little sleep)

Posted by
Wednesday, August 28th, 2013 11:06 pm

This won’t be the end of There’s a hook, hopefully it will get launched on desura in a few months. There was loads of feature I wanted to add but left too late, I explain below


Software used:

programming: C#/xna (visual studio 2010)

graphics: Gimp

music: abundant-music.com


Day 1

So I live in gmt +0 so uk time but i live in Ireland. I sayed up until 2am to see the theme and then couldn’t sleep until 6am because my sleep pattern was messed up. I then had to get up at 9am with only 3 hours sleep and milk cows, then off to see my brother do a triathlon. He did 750m swim, 10km cycle and 5km run in 79mins and came 10th overall (fast). So I had to start ludum dare 14hrs late (4pm). I wanted to do a platformer because i had never made one before. So i build a working tile engine in  about 5 hours and had to milk cows in between. This day was getting tough. I thought a 2D platformer was kind of boring and i had no idea how i would implement my theme. So i decided to have a 3D looking tile. Shown below was my first prototype compared to my final one.,and the last one is what I’m working on atm to make it look fancier in the final version. I also spent ages making a funny looking character and a good walk cycle. The level art was inspired by 80’s retro futurism. I ended my night at 6am

test4 cube_1 cube_3


Day 2

Got up at 9am again to milk cows. Still the gameplay seemed boring nothing could kill me so i had to add spikes and falling off the map and for a in game reward I also added coins. I wanted to add moving tiles, boy was this a bit of a challenge. it took me far too long to get this. The problem I had was when a tile changed direction that it would display in front or behind other tiles. I got it working enough to be happy with. A couple of thing that aren’t perfect say if 2 moving tiles collide the layers of display don’t work correctly, so i had to leave that out. During the day i came up with the idea to implement the theme. I would have a random event every 10 second that would either make the game harder or easier. I had used a matrix transform camera so it was easy for my to change the camera in game and used this for half of the random events. I noticed i only had 1 hours left and I only had 2 random events working and no levels designed.  At the last few minutes i started panic as i got 2 bugs one fairly major and where the player and camera would started to shake. I then just said i would enter the jam. Went to sleep at about 3am.


Day 3

I got up at 4am, a well needed rest. I was planning on polishing my art work but never got around most of it, i got a nice new hud and overlay messages (enlarge image above). I also made a nice menu and title screen. So in the last 4hrs left or so left i designed 10 levels, added music sounds, the ability to double jump and a new jump animation. Designing the levels were a piece of cake all i had to do was edit a text file. It took me longer to beat the levels than actually make them 😛 . Submitted it 10mins early and only just about. I came up with a name in literally 2mins and i thought it fitted perfect as coincidentally i had my character have one hand as a hook.  (Gameplay in link below)

Gameplay of There’s A Hook






The biggest thing that almost everyone commented about was the camera turning upside down as one of the random event. It made it too hard. There was a small problem with the random events. They are supposed to last 10-30secs. When a event would be set to inactive it still had a good change it would be picked in succession so it would continue for longer. Also there was only 4 different events and only 1 that made the game easier. I think it was penalizing players too much for being bad at the game by constantly making it harder. I will take all this into account when making the full game. Please have a look and rate of my game it would be really appreciated.

Ther’es A Hook ludum dare entry

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