About Jeasonfire


Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
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Jeasonfire's Archive

I’m in!

Posted by
Friday, August 26th, 2016 5:02 am

And it’s Unreal. The engine I’m using that is. Also, really hoping for the Alchemy theme.

Have fun daring!

I’m in.. and I’m done

Posted by
Friday, April 22nd, 2016 9:56 am

This time, I was so busy before the compo that I forgot to post that I was in! Well, so I’m in and I’m going to use Unity for making the game, and that’s pretty much it. Paint.NET if I make any graphics and LMMS if I make any music. Have fun daring!

Now that that’s out of the way, to the post-mortem.

The Good

  • I feel like I made a decent game this time, woo!
  • The “cover art” turned out very well  when compared to my other games.
  • I managed to implement almost everything I had planned, and I implemented those just as planned. Hurrah for no last minute changes!
  • I made minimalistic graphics that I’m happy with, for once.

The Bad

  • Not enough mechanics. I would’ve added pressure plates, a better “visible wires” system and pick up objects. Might’ve become too much like Portal though.
  • Not enough puzzles. This is mostly because there wasn’t enough mechanics, and I’m not creative enough to come up with many puzzles with only levers, doors, and perspectives, apparently.
  • No sound effects :( I even added an option for sound effect volume in the options, and it’s all ready to go, just realized too late that I didn’t have sounds. Oh well, at least I have music.

The Ugly

  • I was very distracted (and sleeping) until saturday afternoon, and I started about 13 hours after the compo started.
  • Too much time not making the game overall. Devtime was probably around 20 hours, if that.
  • The WebGL version was very bad. I could say it’s a problem with the state of browser FPS games overall, or Unity’s export, but I could’ve probably fixed at least some of the bugs.
  • Only one music track, and two versions of that at different tempos. I should try and get better at writing music. For quality and quantity reasons both.

Overall verdict: LD this time was super fun, especially considering that I was kind of thinking of not daring to ludum at the start of saturday. Making a game that I’m happy with too, I guess.

Play my game, Perspective, here! :)

Looks like an album cover from the ’80s ~ My Dad

I made a game, yay

Posted by
Monday, December 14th, 2015 3:59 am
A screenshot of the game

A game about people being born, reproducing, and dying.

For the first time in Ludum Dare, I got the base functionality of the game ready before the “4 hours until submit” mark. It was done about 12 hours before submit!

Because of this, this is probably my most polished Ludum Dare game. I’m very pleased with the result, even though the game has at least one major bug and isn’t very content-heavy. Now, the three good old categories:

The Good

  • A properly finished game!
  • Graphically nice when compared to some of my other games.
  • Music was good, though sadly not very original ;C I blame the lack of time!
  • AI that works as intended.
  • Not too much content (ideal playtime for LD).

The Bad

  • Barely any tutorial/info.
  • The “tutorial” that is there, is very, very bad.
  • Bug: When “Restart” is pressed, the music doesn’t stop. (So there are 2 tracks playing at the same time, which means either reloading, turning music off or leaving the game.)

The Ugly

  • Not very original music.
  • Not much content.


Link to the game: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=29941

I’m in!

Posted by
Friday, December 11th, 2015 6:45 pm

A bit of a late “I’m in” post, but here it is. I was intending on making a little 3D framework before LD so I could use that, but time constraints suck. So I thought I would make a game with Unity or Unreal… Until I found out by trial and error that the HTML5/WebGL builds of both of them kinda suck. So I guess I’ll be going with Phaser, so I won’t be doing anything fancy with graphics at least. As is customary, here are the tools and other things I might or might not use:

  • Programming language: TypeScript (typescriptlang.org)
  • Game engine: Phaser (phaser.io)
  • Text editor: Atom (atom.io)
  • Graphics program: Paint.NET (getpaint.net)
  • Audio programs: LMMS (lmms.io), bfxr (bfxr.net) and possibly Audacity (audacity.sourceforge.net)
  • Timelapse related programs: Chronolapse (chronolapse.com), ffmpeg (ffmpeg.org)
  • Streaming program (if I end up streaming): OBS (obsproject.com)

After-Compo Feelings and a Question

Posted by
Monday, August 24th, 2015 8:09 am

I think I did pretty good. Aside from, you know, not polishing the game at all. But overall, I’m happy with my game. It was also my first time making an RTS, so that was a fun new experience.

Good things about my game:

  • Pretty much a playable game
  • Spent more than 10 minutes making music
  • Good graphics (when compared to my other ones, at least there is a bit of variety in models and textures)

Bad things about my game:

  • No polish
    • Many graphical indicators missing
    • Things missing from the tutorial
  • Lack of content (which might be a good thing, since short games are good for LD)
    • A lot of “empty” space (not literally empty, but space that doesn’t have any practical reason to be there)
  • Forgot to add the music (the very same music I mentioned in the “good things”) in-game.
  • A bit clunky and unnecessarily hard-to-control combat.
  • Overall clunky movement of the characters
  • Lack of animations
  • Bugs
    • Selection boxes behave weirdly when camera is rotated
    • Character movement sometimes bugs out a bit (looks a bit like rubberbanding) in slopes
    • Sometimes a character isn’t gathering resources even if it seems like it should
    • Characters are looking 180 degrees in the wrong direction


Now, the question I have for you, dear reader / ludum darer:
Would you categorize the forgetting to enable the sounds under the “MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO” rule? It does mention at the end “No new features, just fixing mistakes you should have caught had you been better rested”, and I would personally think the music isn’t a new a feature since it’s already made (and can be found in my game’s sources), but isn’t set to play.
“Enabling” the music and sfx would take one class to store the sounds and a line of code for each situation in which a sound would play.

TL;DR: Could I enable music and sfx in my game now, after-the-fact, if it would take a few lines of code, according to the rules?


Also, a link to the game, Cruelty.

In, I am

Posted by
Monday, August 10th, 2015 7:49 am

I’m in, assuming something doesn’t prevent me from being so. Surely, school can’t be that bad, in the first weeks?

I’m going to be making my game in either Rust (with the glium library) or Unity, depending on how large in scope my idea will be. Graphics I’m going to either make them fully in code, or draw in Paint.NET, music I’ll be making in LMMS if I will make any music at all.

That’s all folks!


Posted by
Saturday, April 18th, 2015 12:47 pm

While a bit lacking in textures.. It’s something!

So I’m making a puzzle game, once again. This time in glorious 3D, though without textures (at least for now).

In the game, you get the “Higgs’ Gun”, which is exactly what you think it is. When you shoot at things with it, the things get mass. In terms of game mechanics, it makes transparent things solid so you can walk on them. I’m intending for this game to be quite short but sweet. Well, maybe sweet is not the best word. Enjoyable? Maybe.

Doing things a bit differently

Posted by
Sunday, April 12th, 2015 11:16 am

As the title says, I’m changing my game up a bit. (Pardon the pun) So far, I’ve made two LD-games using plain Java, and one using libGDX. This time, I’m using Unity. I haven’t used a proper engine like this in years (used GameMaker a few years ago), so this’ll be an interesting new experience. List of the tools I’ll probably use:

  • Engine: Unity 5 Personal Edition
  • Models: Blender
  • Textures: Paint.NET/GIMP
  • Music: LMMS/Sonic Pi/Beepbox (depending on how much time/inspiration I have at the time)
  • Sound effects: Bfxr

Happy Ludum Dareing to everyone, have fun. (Daring?)

I’m in.

Posted by
Saturday, November 29th, 2014 1:01 pm

Title says it all. I’m in, for the fourth time. Time flies, feels like LD #28 was yesterday. What I’ll probably be using and stuff:

Platform: HTML5/JS
Library/framework: Phaser(.io)
“IDE”: Atom(.io)
Graphics program: Paint.NET + GIMP for cool renders (more comfortable doing pixel art stuff + editing in Paint.NET)

Hopefully I’ll get something done in the coming week before the LD since I’m not really used to Phaser. Or JavaScript, actually.

Oh well.

Started dev.

Posted by
Saturday, August 23rd, 2014 6:46 am

So I was sleepy and busy in the morning, which led me to start 12 hours late this time. Thank god I’m not doing anything I’ve never done before.. Except that I am. I decided to use LibGDX and Artemis with Java to make the game, but the problem is, I’ve never used Artemis. Oh well, we’ll see what happens.

Cheese on fire, signing off.

I’m in!

Posted by
Friday, August 22nd, 2014 10:30 am

This is what it says on the tin. I’m in. That rhymed. I know right, I’m great.

I’ll still go with Java as my programming language and Paint.NET as my graphics app. I might try to use LMMS to make music (or just use beepbox.co like the last time) and I’ll probably use LibGDX instead of Java’s AWT like the last times.

Cheese on fire, signing off.

Sleep. It’s a thing.

Posted by
Monday, April 28th, 2014 6:25 am

I didn’t write this second-day roundup “yesterday” (actually today 4 AM) right after I finished the game, since I had school at 9 AM. I managed to sleep about 4 hours, and I probably don’t even need to mention, I wasn’t very awake in class.

To the game. I finished the game (mostly), and I’m very surprised I managed to finish the game. It has 5 tutorial levels, the last of which is almost like a regular level, and 5 regular levels, the last of which is very hard to get all the points from.

I ended up making the music with beepbox.co, instead of Reaper like I intended at the start of the compo, since I’m not as good at making music in 2 hours as I thought.

Check out Engineer here!

End of Day 1

Posted by
Saturday, April 26th, 2014 6:29 pm

I’m done for this day. I started about 12 hours ago and have been doing this non-stop, with 1 break and a few chatting moments with friends. Today was a good day.

So, I’m making a puzzle/stealth/shooter kinda game. Pixel art as always, and no animations/sound since I’m going to do those tomorrow.




I’m in.

Posted by
Thursday, April 10th, 2014 1:39 pm

I’m in. Just before the compo (on the wednesday before) I have probably the most important exam in school I’ve had up to this point. Thankfully it’s just before, not after, I would be f#cked in that case.

So, to the compo stuff:

I’m going to do 2D and pixel art this time too, I *might* do 3D and pixel art but not sure.

Programs/stuff I use:
Language – Java
Library – Pixel array on a Java Canvas or LibGDX. Probably the former.
Code – Eclipse
Graphics – Paint.NET
SFX – bfxr.net
Music – Beepbox.co/iNudge.net/Qtractor, one of those, depending on how I’m feeling. If clicky, the first 2, if feeling like playing actual music, Qtractor.

Website up again!

Posted by
Tuesday, December 17th, 2013 10:25 am

So, my website (which I hosted my ld48 entry on) went down since my domain expired.

Now I made a new one, which works and my game can be played easily in the browser, again. Go play it, I think it’s fun and others have said it is! :)

Done for this day

Posted by
Saturday, December 14th, 2013 3:11 pm

So, I’ve done most of the engine now, and since the game itself isn’t that complicated or story-driven or long, tomorrow will be mostly tweaking and adding the rest of the stuff in (which isn’t a lot). I made a timelapse of this day, here. Skip to 2:05 for the actual gameplay.

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