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I’m in!

Posted by
Sunday, April 12th, 2015 1:08 pm

Had to turn a few screws for this one, did some stuff I’m not really proud of, but I’ll be participating!

Java + eclipse as usual, though this may be the last time with this setup, so that’s interesting.

Nothing wrong with trusting your local bank... right..?

Nothing wrong with trusting your local bank… right..?

I’m not in.

Posted by
Saturday, November 8th, 2014 2:10 pm

I’m terribly sorry. I won’t be able to participate in the upcoming jam, nor the next couple of jams after it. I’m working someplace where I barely have time for myself, and 48h jams are out of the question. I’m hoping to find some time to finish the game I’ve been working on for the past 6 months, so when I do, I’ll post about it here. Other than that, I promise to participate once I have the time! Good luck to everyone participating!

Making Games is Hard

Posted by
Wednesday, August 27th, 2014 3:02 am

Sometimes, when completing a game, you reflect upon the development process and realize that it was actually quite a challenge. And sometimes, when you fail to finish a game, this realization hits you that much harder. Making games is fucking hard.

This time, I worked on my game with a friend. We brainstormed a bit and decided to go with my idea of a Jekyll and Hyde simulator. It didn’t really fit the theme, but I just had this amazing vision of it in my head, both technically and aesthetically, so we decided to try it out.


The figure in the middle is Hyde, holding a knife. Your objective is to maintain your status as Jekyll and help people in the streets, and transform into Hyde when nobody is looking and go on a rampage. It’s a sidescroller, but whenever you stand in front of an alleyway like the ones in the drawing, you can enter them and the camera shifts in a Fez-like fashion. The graphics are raycasted to create a 3D perspective effect.

So, I had a technical vision of the gameplay and the architecture, and I had an aesthetic vision of how it was going to look. Together, we achieved the second one, to some extent.





My friend drew the nice buildings and lamps while I modified the raycasting engine to support variable heights, as well as billboarded sprites. I’m happy to say that it now supports them wonderfully. Sadly, we didn’t have time to do anything beyond this. The entire “game” portion of the code didn’t make it in. My friend made some music at the last minute, but we decided against uploading anything, so that was that.

So, guys, don’t beat yourself up over not finishing a game. I’ll try to take this advice as well… *sigh*

Missing Links

Posted by
Sunday, August 10th, 2014 3:05 am

I noticed that LD29 is missing from the Recent Events box, and the only way to access the results is through Google or other events (by changing the URL).

Also, I can’t find the post for the LD28 keynote which should be here- http://www.ludumdare.com/compo/tag/keynote/

I’m in!

Posted by
Sunday, August 3rd, 2014 1:16 am

The usual stuff- Java, Eclipse, some MSPaint and some GIMP. I’ll try to use JFXR as well (refer to a couple of posts before this one).

Now that that’s out of the way, a question- what happened to LD29? I mean, it still hasn’t showed up in the Recent Events box, and I can’t find the results page anymore.

10 Games That Resonated With Me

Posted by
Sunday, May 18th, 2014 10:14 am

Hello there! Now that I’ve played and rated 100 games, it is time. I might be a bit late in getting people to rate these games, but that’s not why I’m writing this post. These aren’t the “best” games I’ve played; at least, not by the traditional category metric. My main purpose here is to point out and analyze games that use interesting methods to tell stories and evoke emotional responses from the players.

I highly recommend you play the games before reading my analyses, as they will spoil the games for you.


Author? What’s that?

Posted by
Wednesday, May 7th, 2014 5:48 am

I’ve noticed that some developers don’t have pages. As in, you click the ‘view all entries’ button in their entry, and it says ‘not found’. I also noticed that Pov was talking about authors. He said that there were certain criteria to become an author. I couldn’t find anything about this in the rules. Can someone please shed some light on the subject?

A Day in the Life – Postmortem

Posted by
Saturday, May 3rd, 2014 1:08 pm

This post will contain spoilers about the game, so be sure to play it first!

Click this to play the game

Now let’s get to it. First I’d like to get the traditional stuff out of the way, so here’s what went right/wrong with development:

What went right

  • I achieved my vision! I’m starting to actually have visions of how I want my games to be, and it’s nice to have it work out as I planned it.
  • Graphics went without a hitch. Sure, they could’ve been better. Considering the fact that I made them, and the short amount of time it took me, they look pretty OK. The important thing is- they function as they should.

What went wrong

  • As people have said in the comments, the game could use some music. Next time, I’ll be sure to just pick something if I don’t have someone to make it. This proved to be more important than I could have foresaw, as people seem to react a certain way to the game, and this could very well be amplified with some evocative music.
  • I struggled with the theme (again). I’ll go into detail about this now.

Last time, I had serious problems with getting ideas for the theme. In fact, I didn’t have any idea of a game I wanted to make, never mind the theme. I ended up working on a tech thing unrelated to the competition.
I had a similar problem this time. I didn’t start working on the game until about 8 hours before the end of the compo. So, I looked at some of the themes before the compo began, and I was excited for ‘Time does not exist’. I had an excellent idea for it. In a philosophy lesson a few months ago, I had this idea that time is in fact a spatial dimension, and that all existence is static. Basically, there are infinite frames of the universe coexisting in the time dimension. In one, we all have some parameters. In another, those parameters are slightly altered. Each version constantly experiences one infinitely small time frame of existence; and so, we experience time linearly.
This was my idea for the time theme. I didn’t have any gameplay planned for it, it was just something that came to my mind.

Come the day of the competition, I had no idea what to make! I started to panic, so my dad told me to just make a game that I want to make, and find some connection to the theme, later on (as it turns out, Notch’s interpretation of the theme is apparently very similar to my own).
I told my friend about my idea of a time game, and as I was telling him about it, the whole thing with managing time frames of a person’s life just flowed out of my mouth, seemingly out of nowhere. It was fantastic! I went home and set out to make the game.

Now, if you’ll look at my sketches for the game, you’ll see that I had some ideas beyond the ‘Be happy’ task, which didn’t make the game (they suck anyway). The thing is, I wasn’t too enthused about the game by the end of the competition, and I just wanted to submit it and go to sleep. I completely forgot about ‘Be happy’, which renders the original version of the game worthless and boring.

With ‘Be happy’ in the post-compo version, I got some nice feedback. I didn’t realize the potential of the game until I watched DanielSND (InfectionTeam) and TimTipGames playing my game in their streams. I started getting amazing responses such as these

“I think this is the most interesting experimental game in this jam. Thanks!”Maniulo

“It felt like a puzzle, and at first I thought ‘oh, maybe I can solve it…’, but I couldn’t; that was the ‘aha!’ moment when it clicked in my head. That’s not an easy thing to accomplish as a game designer, so well done!”cageinabird

and many more. Thank you, LD community! And thank you, everyone who’s played my game!

Click to play the game. Don't forget to play the post-compo!

Click to play the game. Don’t forget to play the post-compo!

Submitted! Going to Sleep! Exclamation marks!

Posted by
Monday, April 28th, 2014 2:18 pm

Play the game here. Or don’t. Or click the image for a pleasant surprise. Imma go to sleep now, thank you very much.


First screenshot!

Posted by
Sunday, April 27th, 2014 2:27 pm

I’m not gonna fail this time! Last time I couldn’t think of any idea, so this time I just went with an idea for a game I want to make, and I’ll find some way to connect it to the theme.
Without further ado, bring in the crappy programmer art!

And it's not being replaced...

And it’s not being replaced…

It’s actually more of a thought experiment than a game, now that I think about it… well, you’ll see! Good night!

I’m in! Have a GIF!

Posted by
Monday, April 14th, 2014 3:44 am

Sorry for the choppiness.

Anyway, I’m in! Gonna use Java and Eclipse as usual, with my custom engine (which I’ve uploaded last time I participated). I’ll also be using GIMP and MSPaint for graphics, and SFXR for sound effects.
See you soon!

Why this LD wasn’t a complete failure for me

Posted by
Thursday, December 19th, 2013 2:10 pm

… even though I didn’t submit a game.

But first, I’ll state the obvious- the theme was a complete disaster. It sucked so bad, and if it didn’t then I suck (which I know I don’t, so it must be the theme). Even if the theme wasn’t so bad overall, for me it was just uninspiring. I kinda knew that it was going to be selected, so I really can’t use the excuse of “couldn’t think of something good in time”. Now, when we look at all the submissions, we can see that it really wasn’t as good as the last two themes (this was my third LD, in a row). There are a lot of games with the “one bullet, recollect and reuse it” mechanic, and although it might be interesting to see how many different people implemented this mechanic in very varied ways, I don’t feel that this is really the essence of LD, or the theme aspect of LD.

OK, so now that I’m done with my little rant, on to the story. Much to my dismay, I couldn’t think of any ideas that seemed interesting enough for me to try out. Either I’ve raised my standards, or I was just completely dry that weekend. Anyway, I didn’t wanna resume work on my WIP game, which I promised myself I wouldn’t touch during the LD, and then I remembered that I had entered this LD with one thing in mind- try something completely new, the harder the better.

So I decided to code a ray casting engine. Sure, it wasn’t that hard, but it was still a lot of fun. And for two days, I think I did a pretty good job, too (mind you, this version was compiled today, but the only improvements I made were bug fixes and some optimizations). The thing is, it isn’t a game, only the skeleton of an engine. That’s why I didn’t submit it (that, and the fact that it would’ve been ugly trying to tie it to the theme).

wolfie screen


I really liked working in 3D (well, pseudo-3D at least), it invoked memories of my early childhood, of watching my dad and my brother playing Wolfenstein 3D and Doom. In fact, I liked it so much that I might just end up making a 3D game for next LD. See you then!

I’m in, and late, as usual.

Posted by
Thursday, December 12th, 2013 10:12 am

As usual, I’m posting the I’m In post at the last minute, but what are you gonna do?

My usual tools- Java, Eclipse, and my own engine (which I posted last time).

The different thing this time is- I’m participating with a friend! He’ll design the game and draw the art, and I’ll code it. Sounds like fun, doesn’t it? Well, I wouldn’t know, as this is gonna be my first time working with other people on a game.

Anyway, good luck to everyone! Let’s do this thing!

10 Second Gooback – POST-COMPO!!!

Posted by
Wednesday, September 11th, 2013 11:05 am

win screen 2

Finally made a post-compo version! I was planning on uploading it a week ago, but a series of very unfortunate events forced me to delay it. Not to worry, though- I got it to be even better!

New features:

  • KEYS! Some levels have keys in them. Get them all to unlock the door!
  • Switch blocks! Turn a blue block on by going through it! Passing through a block solidifies it.
  • Save your progress! Indeed, yes; are you stuck in a level and you don’t feel like pressing the enter key to skip it? No problem! You can exit the game and reenter where you left off!
  • Rebind keys! Don’t feel like playing with the arrow keys this time? Set it to WASD instead! If you feel adventurous, know that most keys are bind-able, and you can even set a key to do multiple actions!
  • Sounds! That’s right, there are now generic, sfxr-generated, retro sound fx, just the way you like ’em!
  • New levels! Obviously.

The game creates a folder in AppData/Roaming on Windows, and something called “user.home” on OS X and Linux. I’ll add a “delete all save files” option in the game itself soon.

Just a reminder- the game has a built-in level editor! I gave the specifications for its usage on the entry page.

Get it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=22590

This is not the last update this game will be getting, either. I plan on completely reworking the 10s gooback system into something more flexible and deep. I’ll be posting here with new updates.


10 Second Gooback Post-Mortem

Posted by
Sunday, September 1st, 2013 1:42 pm

I finally have time for this thing. Let’s do this!

I’ve been waiting for this LD for some time. A whole lot of time, actually. So you can imagine my disappointment and disbelief when I tried turning on my computer when the LD started and it wouldn’t boot. I was crushed. Add to that the fact that I was forced to start 13 hours late (as always, it would seem), and that the theme wasn’t inspiring at first, and I was seriously considering passing this time. I still wanted to make something, and I had my mom’s computer, so I drew some sketches, and came up with this-

Day one

Day one


Day two

Day two

I know how much you guys love these pics. I know I do :)

Anyway, I had a nice, simple concept for the game, which I was happy with. I decided that I won’t code anything before I sleep on it some more, and the next day I slept in. Great start.

I had to attend this meeting up at my school for a few hours, so I started coding the basics before that, and then I went to the meeting. It took a while, but it was interesting and refreshing, so I’m not complaining. Problem is, it was really hot outside, so on the walk back home, I got a serious headache. Like, a really bad one. I knew I was supposed to go to school for the whole day the next day, so the only time I had was that evening. I was in a really bad mood, and I went to bed early.

The next day, after the compo had already ended, I was feeling a bit better, but I decided not to go to school, and instead stayed home all day and wrote the game. I’m so happy I did this!

As opposed to last time, I had a lot less time this jam, but I still feel like this is a better entry than my first one. On to the actual post-mortem!

What went right:

  • I had my own game engine! I’m constantly improving it, and the LD was no exception, but this isn’t a bad thing. I was able to deliver on a better experience than my previous entry, and keep the positive stuff I learned along the way in a very ordered fashion.
  • I was able to achieve my full vision of the game, without cutting back on content. Granted, there isn’t much of it, but that was all I could think of, and I think it’s wonderful.
  • I have a lot of motivation to keep working on the game right now. In fact, I already made a few changes, polished a few corners here and there. I think I’ll take this game to the next level. I already have a lot of ideas to flesh out the concept, and I’m working on a post-compo version right now!
  • Graphics- are terrible. Even though I made an animation last time, and I worked a lot of time on the graphics, as opposed to this time, where I spent about 30 minutes on it, I still like it better. I feel like I’m progressing in a field which isn’t supposed to be my territory.
  • Level editor- from a programming perspective, it was a life-saver. I spent most of my coding time writing the level and level editor framework, and I’m proud of it. I didn’t realize it back when I posted the entry, but built-in level editors sale big time! I’ll try to keep this trend in my next entries.

What went wrong:

  • No time (I love that song, BTW) – as I said earlier, I had no time at all. For several reasons, which I will list below, I experienced the time-crunching madness of the last hours of an LD.
  • No content- I had no ideas for levels, save for a few simple puzzles. I had the time and the tools to build levels, but I didn’t have any ideas, so I was really stressed out to make the levels I had perfect in the little time I had left.
  • Turns out Java is a bitch. That’s right. Java is a fucking bitch. Why? Because I almost couldn’t enter my game because of its shenanigans- apparently, files can’t be read in the traditional  way when running the program in a jar. I made the mistake of not making a jar until a couple of hours before the end of the jam, so I didn’t know that my level storage system wouldn’t work. I tried opening the files containing the level data through some methods I found after frantic searching on the internet, but it didn’t work. Finally, I copied the data and put it in an array inside the program. Fucking disgusting. It got the job done, but I almost had a heart attack along the way. Being so close to the finish line, only to be dragged back by your own tool was almost too much to bear.

So here’s my game – http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=22590

Please rate it and enjoy! Happy rating, everyone!

Definitely going for the jam this time

Posted by
Sunday, August 25th, 2013 12:11 am

Starting 31 hours late, and after brainstorming yesterday until I fell asleep, I have a good idea with some good designs for levels. So it’s definitely the jam this time. Oh well. Anyway, I’ll post a picture once I get the basics up and running (that’s a pun! Haha! You’ll appreciate it if you see what my game is like and miraculously remember this specific line).

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