About j_peeba (twitter: @antti_tiihonen)

I'm an indie game developer from Finland. I usually work with gameplay, graphics and audio but sometimes I also code stuff for fun. I'm one of the co-founders of the game studio Almost Human.

Entries

 
Ludum Dare 37
 
Ludum Dare 32
 
Ludum Dare 29
 
Ludum Dare 23
 
Ludum Dare 21

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j_peeba's Archive

I’m In a Bit of a Pickle core gameplay completed

Posted by (twitter: @antti_tiihonen)
Sunday, December 11th, 2016 8:35 am

After struggling with the game concept for a while, I went ahead with an infinite runner-ish idea. The game still lacks scoring, gameover-restart game loop, GUI and SFX.

It’s almost fun to play already :)

Pickle lad progress video

Posted by (twitter: @antti_tiihonen)
Saturday, December 10th, 2016 2:29 pm

Pickle lad is going places! There’s now a half-complete kitchen environment (my “one room”), better character movement and some music I just made! The music might not fit the mood very well yet but I don’t have time to redo it either… So let’s hope I can amp up the gameplay to match it somewhat :)

My main character is a pickle

Posted by (twitter: @antti_tiihonen)
Saturday, December 10th, 2016 4:17 am

I don’t know yet where I’m heading to with the game itself but at least I have a running pickle lad now.

pickle_run_01

Edit: yeah, that’s shipping quality right there. I accept nothing short of perfection!

pickle_run_03

Tile Invaders is finished!

Posted by (twitter: @antti_tiihonen)
Sunday, April 19th, 2015 1:12 pm

Yess! I finished my tetris-meets-space-invaders game! Check it out!

Tetris with guns (name pending) status update

Posted by (twitter: @antti_tiihonen)
Saturday, April 18th, 2015 2:33 pm

Alright, the bare functionality of what makes this game the game it is, is starting to be complete!

There’s enemies, which shuffle your blocks around if they manage to land, and you can combat against them by placing your blocks which will then shoot to all cardinal directions. This creates an interesting balancing act between trying to find the right place for the block to create neat rows and combating against the ever-increasing enemy menace. Btw, the math of speeding up the enemy spawn is still a little off making the difficulty ramp up very very suddenly at one point, causing the enemy onslaught to look like a stream of blood with these placeholder graphics 😀

Anyways, I’m about to get some sleep soon. Tomorrow it’s the time for graphics, sounds and gameplay polish! And voting too since we’re having an election day here in Finland – I won’t stop LD from performing my duties. :)

It’s like Tetris but with guns…

Posted by (twitter: @antti_tiihonen)
Saturday, April 18th, 2015 11:13 am

Hey all!

This is the fourth Ludum Dare that I’ve participated this far (I think), and in the tradition of using a different engine every time I participate (previously: LÖVE -> Flixel -> Unity), I’m using Unreal Engine 4 with blueprints this time. I have a faint glimmer of hope that I can export a HTML5 game but I’m not gonna hold my breath. :)

Anyways, the game idea I have is basically Tetris with guns. Except the guns are your tetris blocks that you shoot enemies with. How it works is that there’s enemies descending on your beautiful stack of tetris blocks and if they manage to land, they’ll do some harm like shuffle the blocks around or speed up the game. If you land a tetris block, it’ll shoot horizontally/vertically, hitting any blank spaces within direct LOS and destroying enemies on those paths which means that you’ll have to balance between playing tetris in a planned and sensible manner with trying to frantically stop enemies from landing… But we’ll have to wait and see how the (admittedly vague) idea will work in practice since this far I only have just the very basic tetris groundwork done, as you can see from the animated gif above.

To clear my head a little from all the blueprint spaghetti, I also started working on some music. I don’t think it’s gonna be entirely suitable for the game (sounds a little too aggressive IMO) but hey, at least it’s something. Here’s a very crude version of the music, with a 1 minute long synth solo that I don’t know if I hate it or not. It’ll most likely be dropped from the final track. :)

Listen to the WIP soundtrack on SoundCloud!

That’s all for now! I’ll report back once I have more.

Bathyscaphe11 Development Timelapse

Posted by (twitter: @antti_tiihonen)
Monday, April 28th, 2014 7:42 am

Hello you all! I’m slowly recovering from the weekend of crunching so I managed to create a development timelapse video from shots captured over the weekend while working on my game, Bathyscaphe11:

If you’re interested in the game itself, please visit the compo page. I won’t bother writing a huge description here since I think that the game is is best illustrated in gif form! :)

Now it’s time for me to play and rate some more games!

Bathyscaphe11: music complete

Posted by (twitter: @antti_tiihonen)
Sunday, April 27th, 2014 5:06 am

I made a pumping song for my game, Bathyscaphe11:
https://soundcloud.com/john-peeba/bathyscaphe11-soundtrack/s-W6MOi

Overall, the whole process went super smoothly since I’ve been doing songs in the same vein lately so I had a pretty good routine. I used Ableton Live and its built in instruments as well as U-He Zebra VST.

Bathyscaphe11, Day 1 progress report

Posted by (twitter: @antti_tiihonen)
Saturday, April 26th, 2014 11:38 am

So, I had a hankering for some oldschool top down shootin’ so that’s what I started doing! The game will be set in a submarine where things have gone awry. You know, mutants, demons or something along those lines.

Here’s what I’ve got currently:
bathyscaphe11

I’ve got the basic things down now like health, weapons, simple monsters, items and a very cheaply made LOS (the shadows are just tall black boxes on top of the walls and the parallax of the camera handles the rest). I’m almost at my goal of getting a “shippable quality” game on day 1 so after just a few functionality enhancements like game over and level change tomorrow morning, I can mostly concentrate on content creation and polishing. I hope I can bring in more of the compo theme then too since it’s currently almost completely absent at this point. :)

Next up: Sauna, supper and rest!

Pumped up about the jam!

Posted by (twitter: @antti_tiihonen)
Thursday, April 24th, 2014 9:44 am

It’s been already two years since I participated in this jam (here’s Snowglobe Kerfuffle, my ld23 entry) previously and I’m really stoked about the jam again! This will be my third time and I’m almost completely certain that I won’t give up again before I have even gotten started. I guarantee that there will be no excuses this time like “the theme doesn’t inspire me” or the classic “I’ve got more important stuff to do”. Not this time. :)

I’ll be using these tools:
Engine: Unity 3D
Graphics: Photoshop, Mangastudio (don’t judge a software by its name!), possibly Aseprite
Audio: Ableton Live, VSTs (Zebra, Aalto, Kaivo…), hardware synths (Shruthi XT, Korg Volca Keys and Volca Bass)

My plan is to get an entry to a shippable condition during saturday and then during sunday concentrate on polishing and adding JUICE.

Snow Globe Kerfuffle time lapse video

Posted by (twitter: @antti_tiihonen)
Monday, April 23rd, 2012 11:23 am

Here’s a time lapse from last weekend’s coding/graphics/sfx/music binge, also known as Ludum Dare! The soundtrack in the video is the music I created for the game. You can check out the game here!

As an added bonus, here’s the original “design document” I carefully crafted before writing a single line of code. :)

Snow Globe Kerfuffle is finished!

Posted by (twitter: @antti_tiihonen)
Sunday, April 22nd, 2012 12:03 pm

Woohoo, my second Ludum Dare game (and pretty much the second game I’ve ever programmed) is done! With the help of some cuba libres, I managed to complete the last few missing pieces: the player sprite, the music and a little sprinkling of gameplay balancing. Composing the music was pretty painless and it took only less than two hours. It’s a pretty simple tune but a simple tune suits the simple game, I would say. It’s probably a little too downtempo regarding the pace of the game but regardless of that I think that the deep dub atmosphere suits the game well.

Anyways, check out the entry here. It’s Flash so no need to jump through any extra hoops to get playing.

Snow Globe Kerfuffle Beta!

Posted by (twitter: @antti_tiihonen)
Sunday, April 22nd, 2012 9:08 am

Okay, my game is now pretty much in beta shape and you can try it out here (Flash required). I might still do some polishing and balancing but the most glaring omission is still the missing player sprite. :)

And if I happen to come across some extra energy still, I might do some music too.

Snow Globe Kerfuffle, update #3

Posted by (twitter: @antti_tiihonen)
Sunday, April 22nd, 2012 2:59 am

I’ve had some excellent progress yesterday evening and this morning. Yesterday I had a few bouts when I was completely stuck with programming for a while and I was very close on giving up. Luckily I pulled through by resorting to dirty hacks since right now I’m feeling pretty good about the game! 😀

Snow Globe Kerfuffle (the current name of the game) is in a shape that you could call it a game already since I’ve got a goal for the player (destroy catapults and then get to next level) and failure condition (if too much of the globe breaks or if player is hit, it’s game over). I revamped the tile graphics to have a more idyllic snow globe scene for the player to wreck. Next up: do more levels and make some audio. Oh, and the player itself is still missing a sprite. :)

Snowglobe shooter progress report #2

Posted by (twitter: @antti_tiihonen)
Saturday, April 21st, 2012 12:05 pm

The visual experience is already much better and there’s loads of functionality in: player can shoot buildings and the glass sphere. If the sphere breaks, it stops the player from moving over the gaps so once I get the enemies to shoot back (pictured here in yellow-green), it’ll be almost like a game already!

Snowglobe shooter, 1st version

Posted by (twitter: @antti_tiihonen)
Saturday, April 21st, 2012 8:12 am

I’m making some new progress despite being severely slowed down by my coding “skills”. Here’s a screenshot:

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