About javifugitivo (twitter: @https://twitter.com/javifugitivo)

Independent Developer from Sax (Alicante) Spain


Ludum Dare 29
Ludum Dare 28
Ludum Dare 27

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javifugitivo's Archive

I’m In

Friday, December 5th, 2014 11:50 am

This Saturday I have to go to a wedding but I will have the 50% of the time to join the Jam. I think this time I’m going to work alone, or maybe with some collaborators (like my friend Eduardo Perez). But I dont want to give any excuses. I love participate in Ludum Dare and I will try to do something simple and fun. Meanwhile I am out I will try to think about good ideas to implement to the game.

Everybody knows that the theme of this edition will be…

This time I will join as MechanicMoon (the name of our studio) and I will use the following tools:

– Game Maker Studio

– Pixlr.com

– Bfxr

– Band in a Box

– Audacity

Good luck everyone!


Tentacle Rails: Post Mortem

Tuesday, April 29th, 2014 11:53 am

Hello, we are very proud about our entry this edition with Tentacle Rails. In the last edition of LD our game had a lot of problem with path-finding and a game of “stealth” was very frustating due the guard-Ai was very awful and didnt work well. Few months have passed and now I have learn a few tricks about Game Maker and coding that have been very useful this time…

When we read about the theme, we did a list of ideas about doing the game. But finally, the chosen idea was thought by the designer Eduardo Perez. I wanted a game with puzzles and he wanted a game with a lot of action. The final idea was a mix of both terms. We didnt wanted to do a runner, and then I thought about a top-view with a wagon.  The art and the magic of “Edu” did the rest and I was focused in find the best way to program this little monster.


A comparison between the first design of the level and the final one.

The Best

– This time we haven’t important problems with the code and the understanding between me and the designer artist was perfect. We wanted to offer a good fast experience with few bugs, and it seems that we have got it. The first day was used to design the basis of the game, the second one to develop a lot of auxiliar system and the core of the experience and the last day was used to add all the final art, animations and sounds.

The timing to complete a full level was very close, but eventually, we got it. The last three hours were very stressful: The “end screen” was done few minutes before the sending time.

Another triumph about I am very satisfied, is that this is the first edition where we have exported the game to Html5. In other editions of Ludum Dare I only could submit the game for Windows / Android, and a lot of people couldn’t play them because they use Mac or Linux. This time there aren’t regrets: You only need a beowser to play to Tentacle Rails!


The difference between first day version and third day one.

The Worst

– Using Game Maker Studio to export to Html5 gives a lot of problems. The random numbers didnt work well and I coulnd’t use random elements to complete the levels. A lot of mechanics depended of random numbers like the life of mobs, their size, etc. The position of some objects were to be random too, their scale..

– I wanted that the paths of the mine-cart were dynamic to play with a lot of combinations and more well-thought puzzles. But I had problems with collisions and when a lot of curves where allocated very near one to another. Eventually I had to do a lot of long pre-saved paths that would change in a specify position to charge the path depending of each level.

– We had planned to do a minimum of 4 levels and maybe a final boss. But the timing was (again) bad. The mapping of each level with a lot of individual elements was really slow (each rock wall has about 16 pieces + other details). I didn`t had time to program an automatic system to distribute the items, as a consecuence I only had time to map one level and do the paths code.

Here are some design in paper for two more levels that aren’t in the game:

boceto_1 boceto_2

The learning

As usual, Taking part in Ludum Dare is one of the best experiences that one can have as a indie developer. I had learned a lot about planning, working as a team and trying to release a polished, fun and challenging game. I think that nowadays, the games are each time easier, and one of the targets was to make a classic-style gameplay, difficult to pass but easy to play.

It’s important to believe in your game, in your work, and we will support Tentacle Rails with a Android version in the future with more levels (using ideas that we didn’t have time to implement). Thanks for playing it!


Tentacle Rails Entry: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25708

Tentacle Rails was live some hours ago!

Tuesday, April 29th, 2014 1:35 am

Hello everybody, some hours ago, we could finish our game in time. We are very satisfied of the result this LD, Tentacle Rails is finally live without important bugs or glitches.

The game is hard to complete but easy to control, you only has to worry about kill everything. It’s a funny game perfect for a five minutes session. I will try to write a long post-mortem about the development with some concept-arts and interesting stuff. Tentacle Rails has been developed with Game Maker Studio.

Now is the moment to rest a bit  and soon we will begin to test and rate other games. You can try my game in this link, and if you want to post a comment, please link your game to test it too 😉


Tentacle Rails: Jam entry

Sunday, April 27th, 2014 2:32 am

Hello, this is my third time in Ludum Dare (My second with a Team: Mechanic Moon Studio).

Our idea for the theme is a Rail game that mix Puzzle + Action. We are using Game Maker Studio and we already have some base mechanics: The Corf moves automatically and reacts to curves (we are polishing the effect).

The main concept of the game will be to pass zones shooting to levels and enemies to unblock more roads and the exit of the level. Ah, the title is Tentacle Rails, because there will be traps, like tentacles, slimes and other mobs that want to harm you.

Now, here is some concept art of the main character and a screen of the first map:




Now, its our second day and we have to do a lot of things:

– Designing the rail-change with levels

– The system of shooting and enemies

– Treasures, tnt boxes..

– Add the final sprites with the correct animations

– More levels (if we have time!)

Mechanic Moon Studio will be in again!

Tuesday, April 22nd, 2014 4:18 am


Hello again! This edition will be my third time enjoying the Ludum Dare. We are working in the remake of our last game, Hidden Prison (the baby has grown a lot), but we don’t want to lose this opportunity to improve our skills and join you in the bigger (and the best) jam of the world. I don’t know if the designer would have time to help me this time. Depending of that I will join to the 48h or 72h Jam.

This edition I will repeat using Game Maker Studio (I have solid skills now) and our target is to release the game in Html5 (in the last edition, it wasn’t possible) and a possible port to Android.

Good luck everybody, the time is almost out!!

Hidden Prison: Good feedback = Remake?

Thursday, December 19th, 2013 2:40 am

Hidden Prison entry

Hello everybody. We are very pleased with the feedback of our game, Hidden Prison. We know that we didn’t have time to finish it and polish, but we have worked to fix some bugs (critical bugs) and do the game enjoyable (now you can finish it). The main reason of this post is asking you about the possibility to do a remake, only based in the feedback. We believe that our idea es very good and interesting to develop and create new levels, develop the plot, dialogues and do a really complete game.

The main reason to do the remake is to thanks to everybody that played (tested) our game an told us that they wanted more! We think that we can improve the experience with some aditions:

  • Better graphics and ilumination system
  • Faster characters
  • Better AI (We will use the grid system of GM Studio to do the paths)
  • More skills
  • A good story with a surprising plot and dialogues
  • More puzzles, traps, and stealth!
  • And, of course, more levels.

We want to start the remake in a few weeks (after Christmas), and I beg you to vote us and help us with your feedback, to try to achieve some advertisement and financing in the future, that REALLY will help to do an awesome game. Thanks for reading!

Hidden Prison: Looking for future

Tuesday, December 17th, 2013 9:34 am

Finally, we have fixed some bugs and we think that Hidden Prison is playable. It’s a game where is important to work in team and select the right character to surpass each obstacle. Some friends think that it remembers to The Lost Viking with top view. I invite you to try it and give us some feedback for a future version in Tablets.

Try it! Hidden Prison

Thanks everybody and good luck with the votation!!

Only 4 hours

Monday, December 16th, 2013 2:54 pm

hidden prison

No time! We are in a hurry. The plan of 4 levels will be reduced to only one, with every character of the game. This Ludum Lare edition is being very stressful, now.. I must continue work, good luck everybody!!

Dev Diary: The last day of Hidden Prison

Monday, December 16th, 2013 6:38 am

We have around twelve hours to complete the development of our game. It’s an ambitious project, but we have learned a lot and the level of fun has been gorgeus.
The abilities of four of the characters han been done and now is the moment to put a To-Do list for these last hours..
Some sprites..

  1. Final sprites: Prison, enemies, items..
  2. A low AI for Guards
  3. A final touch to music and fx
  4. More traps and obstacles
  5. Dialogues to develop the plot
  6. Start menu, pause menu
  7. Map final stages (4 I think…)

You can follow our development in our twitch channel, thanks!!

Hidden Prison Dev diary 1 (Temporal title)

Sunday, December 15th, 2013 10:56 am

Hello everybody! This is my second time in Ludum Dare, but my first time in the Jam category. I am working with Edu Perez (the graphical designer) and Felix Herrero (Musician) in a game based in stealth & puzzles.


The goal of the game is simple: You have to escape of a spacial prison with your team . Each member of your team has only one skill, and you can control all of them, changing your selected character with 1-5 keys.

We don’t know if this will be a great game or if we will finish the game in time, but we are going to try to do a fun game with puzzles, stealths and interesting mechanics. We dont have visible screenshots (the artist is working in the objects, walls, floor), but I can show you some of the avatars 😉

Follow our stream: http://www.twitch.tv/javifugitivo




Hello everybody! This will be my second time in Ludum Dare. The last time I participated in the Combo competition and now, three months later I am going to participate with my incredible team of Mechanic Moon Studio:

Eduardo Perez Pastor: Designer and artist

Felix Herrero: Musician

Me – Javier Martinez: Programmer

The last time I did a simple puzzle game called Scorpio 10. Its main fault was that the game was too serious and the music and graphical design was not enought good due to my lack of skills, but today I have a great team and we will compete trying to do an original and fun game. This time we are going to use Game Maker Studio again and we will try to our best. We will keep you informed through these blog entries (in English) and our website (in spanish).

Good luck everybody this weekend!!

Scorpio 10 Released in Google Play

Friday, September 27th, 2013 12:41 pm

As a lot of you know, I had participated in the last Ludum Dare 27 with a puzzle game, Scorpio 10. Now I have the pleasure to announce the launch of the game in Google Play with a lot of new mechanics and levels :-)

Trailer: http://www.youtube.com/watch?v=-QDoFlt2KaQ

First presented in the Ludum Dare 27, Scorpio 10 returns as a renoved game for android, with 180 levels. You must win each level in only 10 seconds.. Are you ready for Scorpio 10?




Scorpio 10: Dev Diary – After Ludum Dare 27

Thursday, September 5th, 2013 3:34 am

Hello everybody! First of all I want to give thanks to all people that have rated and commented my game. They have given to me a lot of strenght, and due to this, now I am working in a port to Android with an improved version of Scorpio 10. Today I wanted to write to show you what I am planning.


First, I am working in a vertical version, with bigger buttons and adaptable to every resolution in android devices. The game will be similar but with new features.

– This time it will have 10 chapters x 9 parts = ¡90 levels!

– The difficulty curve will be less tought, with less colors to begin. It will have more time in advanced levels with more colors.

– The game will have multitouch, auto-save and spanish/english traslation with an improved hack story and some new art.

– And of course, it will be free (with a ads banner).

I plan to release the game at same time that the results of Ludum Dare 27 will be released. That means .. I have to return to work!

tuto_3See you next time!

Scorpio 10 Entry

And the Game Jam Ended

Monday, August 26th, 2013 4:26 am


Well, it has been a stressful weekend. I began to think about the idea at Saturday Morning (Spain) and began to work in the computer around the 18:00-19:00. I fully streamed also every aspect of the creation of the game.

The tools that I have used are:

– Game Maker Studio: For designing

– Band-in-a-Box: For music

– Bfxr: For sounds

– Adobe Photoshop: For graphics

I will rate the experience like one of the most fun things that I have done ever and I am really happy about the result of the project. Now I´m going to test other games to have fun today and then I will begin the correct port of the game to Android, with more levels, a best curve of difficulty and new features. Thanks everybody for your comments 😉


I almost finished the core of the game, but I´m going to use this extra hours to add new levels and a good end to the story of Jason and Ellen against the evil company Scorpio. I have implemented a lot of effects to encourage you to think fast and resolve the puzzles each level. Ah, I haven´t talked about this, but the colors of the blocks each level are totally random.

Scorpio 10: Level 1 completed

Sunday, August 25th, 2013 6:02 am



Now the game is playable and the level 1 is ended. Now you have to superate each ten seconds a barrier of firewalls to access to the important data that you need to save your girlfriend. Each level has 8 barriers and you can sacrifice one barrier to restart the level without lose all your work.

Its time to do the second level with some new mechanics..

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