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For those of you who use Dropbox

Posted by
Friday, May 8th, 2015 7:19 am

Many of us use Dropbox as file storage for our games.

If someone wants to download it, but he doesn’t have a Dropbox account, he needs to click “No, I don’t want to register” button every time to download something, and then “Download” button itself.
So, 2 clicks to download your game.

Moreover, sometimes there is no “No, I don’t want to register” button, so one can’t download your game without making an account at all.


Your links look like `https://dropbox.com/blahblah?dl=0`. Replace `?dl=0` at the end with `?dl=1`.

Not only there will be no annoying “Please register” popup, download will start instantly after one clicks on your link, without any additional clicks.

Repulsion and attraction!

Posted by
Thursday, April 23rd, 2015 2:39 pm






And again!

Posted by
Thursday, April 9th, 2015 10:41 am

Hello everyone!

I’m 16 year old guy from Russia, with almost 2 years of C/C++ and 1.5 years of OpenGL experience.

I just want to say that I’m going to participate again, for the third time.

And I want to say that I’m happy with my results! 😛


Not too much, but I’m proud of them, it feels good to see the improvement.

Also, to continue the tradition of “I’m in!” posts, here is a list of programs that i’m going to use, in nontraditional form of a screenshot:



Funny enough, my coding font becomes smaller and smaller – notice the difference. I make these fonts myself, and if this tendency persists, my code will pico_ 😀

The game will be written in C++, with SDL, OpenGL, OpenAL and GLEW, with my own game engine.
For previous two times I used same simple engine. It used OpenGL 4.3, but had no single fancy 4.3 feature. And people complained about too high GL version.

For this time I’ve prepared a new one, which is based on OpenGL 3.3 for portablity and uses OpenAL for fancy physically-correct PEW-PEWs, instead of crappy SDL_mixer which I used before.

Also, it’s easier to use custom shaders on it, so graphics should be a lot better this time.

I wanted to make this post when the engine is finished, but sound system is not ready yet and I’m running out of time. I hope I’ll have enough time to finish it.
But I decided to make this post now.

Regardless of the engine status, a code of what I will use will be here before the start.

Good luck to all who is bold enough to participate!


P.S. If someone with pixel-perfect sight wants to use this font, here it is: .fon .png Encoding is Windows-1251, with cyrillic support.


ShaderSandbox – Generate images using GLSL shaders!

Posted by
Wednesday, March 25th, 2015 6:34 am

I just made a small program that can be useful to someone during LD.

It’s similar to shadertoy.com, but offline, with more settings & modern OpenGL and without animation.

It’s intended to be used to draw things that are hard/impossible to do in a graphic editor, like complex gradients, fractal perlin noise, custom filters, etc.



  • Supports OpenGL 3.0+ and GLSL 300+.
  • Supports loading textures from files. (You can configure interpolation and wrapping modes.)
  • Resizable zoomable preview window with useful hotkeys.
  • High quality noise texture generator. (You can use them as source of random numbers for your shaders.)
  • “Ergonomic” “user-friendly” console interface! 😀
  • Wide image format support! (32 bit uncompressed .tga only. :P)

“Project files” are simple .txt’s with shader code and with comment that contains project & texture settings, use any text editor you want.

Project settings can be chosen when you create a project, but if you want to change them later, you need to do it manually. (Documentation is included.)

Windows download

Source (C++, SDL+GLEW)

Is it legit to write music this way?

Posted by
Wednesday, February 18th, 2015 8:31 am


I’ve got an idea how to easily make good music for Compo and I want to know is it against the rules or not.

Can I manually copy sheet music (like this) into music sequencer (LMMS, for example), add some effects and custom oscillator and use the result as music for my entry?

How I did it – `Fabulous Escape`

Posted by
Saturday, December 27th, 2014 4:16 pm



I’m not going to write a long post mortem here, just a quick report with few pictures.

It was my second LD. I haven’t made any games between of them, but my gamedev skill still somehow improved. 😀


I think, graphics is a lot better this time. I haven’t paid much attention to it, I just did it as always, but it’s better than before. (Looks like it’s the only way to emprove yourself – to make as many games as you can. :D) Just look at it:


Sound feels better, but it’s still not that good as I want it to be. (It’s sfxr, making good sounds with it is hard.)

Gameplay is better and easier, there are more checkpoints, but it’s still too hard for some players.

But it’s a plaformer again. And it uses same (slightly improved) engine as my previous entry. Art is better, content is nicer, but it’s still a simple plaformer with few unique features.

I’m not sure, maybe I should make something completely different next time, not a platformer, without this old engine. Maybe even 3D. (When you make 3D yourself, on pure GL4.3, it’s not that easy. :D)


Anyway, things that I should certainly do next time:

• If it will be 2D again, I should add particles, maybe screen-shaking effects. Probably some fancy GLSL shaders.

• Make more interesting gameplay, longer and better story. After all, it’s the most important part.

I am satisfied with my game. What I’m not satisfied with is the fact that I haven’t made any games except the jam ones since Apr 2014. It’s 6 monts! I need to do something about it and quickly.


Also, it’s my last chance to advertise my game. You can try it here. 😀

Thanks for reading.



And this is how I interpret the theme

Posted by
Sunday, December 7th, 2014 12:55 pm

Yeah, I finally made it. It was like a code marathon, 27 hours long. With one big break for sleep. 😀


You can try my game here.

Random quote from someone’s twitter

Posted by
Friday, December 5th, 2014 12:35 pm

This blog is not a place for quotes, but I like this one so much. I think it should be here.

Modern OpenGL

Posted by
Wednesday, December 3rd, 2014 10:11 am

Hello everyone.


At previous LD many people were complaining about OpenGL 4.3 that was required to play my game; they was asking for version for lower OpenGL, like 3.3.

Well, I didn’t used fancy shaders that rely on modern features, so I quickly ported it to 3.3. But I may use modern features in future projects.

I thought 4.3 runs on almost every card with modern drivers, except integrated Intel ones.


So, I’m wondering:

Is OpenGL 4.3 hardware actually not that common as I think?

Or some guys are just too lazy to update their drivers? 😀

And another wallpaper!

Posted by
Sunday, November 30th, 2014 3:23 pm



Everyone is making wallpapers, so I decided to make one too!

Leave a comment if you want another color scheme.

Also, unconventionally it’s “Ludum Dare 48” instead of “Ludum Dare 31”, but I want it to be this way.




I’m in once again!

Posted by
Monday, November 17th, 2014 9:14 am

Hello everyone!

Previous LD was my first.

Coolness 68%
#385 Mood 3.19
#441 Audio 2.87
#445 Graphics 3.24
#475 Theme 3.36
#519 Humor 2.38
#565 Overall 3.20
#663 Innovation 3.03
#765 Fun 2.81

Results are not something epic, but I consider them a great success. (At that LD I had 1 year of C/C++ experience and my own crappy OpenGL4&SDL engine built from scratch. And I was a 15 year old russian kid. :D)

So, I’m going to try LD48 again.

Tools prepared, playlist loaded, template project ready!


And good luck everyone!

I’m in too!

Posted by
Sunday, August 17th, 2014 6:34 am

I’m in for the first time, with only one year of C/C++ coding experience! I hope, I can make something cool!

  • Language: C++
  • Libs: SDL (with some plugins), GLEW, OpenGL
  • IDE: Code::Blocks
  • Graphics: Paint.NET
  • Sound: sfxr, Audacity

Also I’m going to use my own small engine as a base.

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