About jfroco


MiniLD 50
Ludum Dare 28
Ludum Dare 25
MiniLD #38
Ludum Dare 24
MiniLD #34
Ludum Dare 23
MiniLD 32
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Ludum Dare 17

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jfroco's Archive

Haxe Planets: Feedback-based post-compo version

Posted by
Saturday, April 28th, 2012 10:43 pm

Thank you all who post comments in my entry

Based on the feedback my game that is a one button platformer.

  • It’s too hard
  • Needs check points
  • Needs a better hit box collision
  • Needs to control the height of the jump
  • One button mechanism doesn’t work when facing enemies

So, I createad a post-compo version that adds:

  • Checkpoints
  • A proper hit box in the collision algorithm
  • A few optimizations
  • Double jump

I think that the game now is a little too easy, but if you want to test the new post-compo version you can do it here.

Best luck!!!

Haxe Planets: Android version

Posted by
Tuesday, April 24th, 2012 8:01 pm

Hi all,

For LD23 I decided to use Haxe + NME to develop a multiplatform game.. so my game it’s a one button multiplatform platform game :)

I had two issues regarding Android version: scale and sounds.. the scale issue was solved by reading the documentation, and the sound issue was an incorrect asset type declaration.

This is my entry running in a Samsung Galaxy Tab:

You can download the Android version or try the flash and cpp version here

Good luck to all!!!!

Haxe Planets submitted

Posted by
Sunday, April 22nd, 2012 5:04 pm

Hi all,

I submitted my entry: Haxe Planets.

It’s a one button platformer made in Haxe + NME.

Obligatory screenshot of final release:

You can play it here
You can rate it here

Things that I couldn’t finish: better graphics, better music, more enemies, O2 tanks, time restriction… a second mission :( Having no time to improve the music is the worst part :(

I chose Haxe+NME to release the game in diffent platforms. I tested the game in Flash, HTML5, Android and Windows native and it works very well, except for the music, that only works as expected in Flash. I will try to correct this issue and let you know.

Best luck to all!!!!

Haxe Planets v0.0002

Posted by
Sunday, April 22nd, 2012 1:47 pm

Hi all,

This is the second release.. I haven’t had enough time, but I really want to finish it. It’s a one button platformer. Fist mission is getting out of the base.

What’s new:

  • New level, “exit” object (the game now support multiple levels) (Haxe + NME + FlasDevelop)
  • Jump and level sound (SFXR)
  • Music (ChordPulse + GXSCC + Audacity)
  • More Graphics: Paint.net + GIMP2

Try this release here


  • Enemies
  • O2 tanks
  • Time restriction

Wish list:


  • Second mission (outside of the base)

Good luck to all

Haxe Planets (WIP)

Posted by
Saturday, April 21st, 2012 7:48 pm

Hi all,

I started today… In this opportunity I’m using Haxe (http://www.haxe.org) and NME (http://www.haxenme.org).

The game is about an astronaut who has to save the Haxe Planets (small planets that have Haxe: the fuel of intergalactic ships).

Today I ported a platform library and improved it to Haxe/NME (I added camera support, improved jumping, etc.), I made a small tool that turns Tiled maps into Haxe classes, created some graphics, and a first level to try the engine.

I pretend to use the engine in touch devices like smartphones and tables, that’s why I chose HAXE NME, so the game is a ONE BUTTON PLATFORM... with a couple of twists I haven’t seen implemented in any one button game game I know.

All the “art” is work in progress (as usual in my games all graphics are in gray scale)

Home screenshot

Gameplay screenshot:


Good luck to all!!!

Mini LD# 31 – Work in progress

Posted by
Saturday, January 21st, 2012 4:16 pm

I’ve been working in a raycast engine made using Lua- Love2d. Lights working.

To do:
– Include sprites
– Music
– Sound

Not sure if I will have time tomorrow, but at least I would like to share this video with you:


Good luck to all!!

In the Ruins of R’lyeh – Finished

Posted by
Sunday, December 18th, 2011 5:54 pm

Hi guys,

This is my fourth LD48… and I finished!!!!

In the Ruins of R’lyeh

This is my first time using Lua+Love2D :)

My entry is here

Regarding the theme. When I think of “Alone” + Video games and inmediately think about “Alone in the Dark” (the original one not the new one), an incredible horror video game. Alone in the Dark is based in HP Lovecraft’s mythos so I decided to make a video game about Cthulhu (One of the most important gods of the mythos) who is trapped in the ruins of the underwater city of R’lyeh. I can’t imagine someone more alone :)

Good luck to all participants.

Almost done: The Ruins of R’lyeh

Posted by
Sunday, December 18th, 2011 3:32 pm

Hi all,

I’m almost done… I “just” need to add:

Audio effects
More leves

Please feel free to try this iteration

Löve source
Windows exe zipped

Use keys to rotate the city around the “hero”. Press “R” to restart a level.

Good luck

The Call of the Unnamable: first video

Posted by
Saturday, December 17th, 2011 12:48 pm

… I shouldn’t have tried to make a game about the Great Old One as I’m not allowed to move The Unnamable in the game (or in any universe) so I need to move the game around Him, instead.

As the game progresses some lines that used to be parallel are not parallel any more….. I’m losing my sanity.





The Call: some progress

Posted by
Saturday, December 17th, 2011 10:03 am

Hi all,

Still a lot to do, so far I created a first version of “the hero” (I can’t tell you who is it, but it’s unnamable), fog and “vegetation”.


Yeahh.. almost three hours just for this.

Good luck!!!

The Call: Just finished basic gameplay

Posted by
Saturday, December 17th, 2011 7:55 am


My game is going be about a Call… a Great Old One.

Been coding for a while… using Lua + Löve and Paint.net.


It doesn’t look very good but so far I have:

Basic gameplay
Level loading code

My plan for today:

Improve create graphics
Make some enemies and traps
Background music
Title screen (graphics + music)

Good luck to all!!

A Batman version of my LD 21 entry

Posted by
Saturday, September 10th, 2011 10:33 am

Hi all,

I1’ve been reading a lot of Batman comics lately and today I had a little time , so I decided to change some sprites and sounds in my LD21 entry: Carol and The Haunted Castle to make it look like a Batman game… this is what I did, hope you like it… you have to save Robin who has been kidnapped by The Joker and… you know the rest.

The game isn’t finished yet and the Batman sprites were made by Pegalulu

Best regards

Fixed an issue with integrated GPUs

Posted by
Tuesday, August 23rd, 2011 7:42 am

Hi all,

My entry

I just realized that the characters in my game are not centered when playing the game in a notebook with integrated GPU. The issue was that textures dimensions are not power of 2.

Here you can see the main character looks small and “uncentered”

I changed the texures dimension in this new version. So if you experiment the graphic issue please try the new version. I didn’t add anything just change the texture dimensions

Fixed version

The fix

Please don’t consider this for the compo, of course.

Best luck


Carol and the Haunted Castle (WIP)

Posted by
Sunday, August 21st, 2011 9:16 am

Hi all,

Thank you for bringing the site back!!!

My progress so far:

2.5D Engine
Blocks and jumping
Multiple rooms with camera at different distances
One tune (made using Guitar Pro)

A better death (?)
One more class of enemy
locked doors and keys
Spikes in the floor (platform section)
More rooms

I’m not sure I’m going to be able to implement all features I want :(

Try the current version

Good luck to all!!

So far…

Posted by
Saturday, August 20th, 2011 7:47 am

Hi all,


This is going to be my third LD!!!

I’m currently working on a 2.5d maze adventure game using Game Maker 8.1

So far I managed to make the camera and character code in order to turn this:

into this:


My plan is to add:

– blocks (using different heights)
– jumping
– Add warp zones (change camera depending on the room)
– Add enemies
– more to come

Good luck to all participants!!!

Postmortem… The Last Robot Standing

Posted by
Saturday, May 7th, 2011 9:25 pm

Let me start saying that this is my second LD (previous one was LD17). Before entering to LD20 I watched the keynote and I “almost” cried: It’s great to be part of this.

So let’s start the postmortem of The Last Robot Standing…

Before knowing the theme

I wanted to make an isometric game like the ones I played when I was a child. I still remember the day when I played Knight Lore a game made by Ultimate (aka Rare) in 1984 for the Sinclair ZX Spectrum game.. it was the first “3D” game I had played and the graphics and gameplay were incredible.


The name of the game engine of Knight Lore was Filmation. So my goal was to make a Filmation engine-like game for LD20.

More information here:




My reaction to the theme

At the begginning I didn’t like the theme. I remembered I vote against it. But majority rules :)

It was hard to think about a game that was original and my first take was to refuse to use the “take this” part of the theme as part of the gameplay.. I wanted to use it for fun only instead of getting an object like a gun or something like that. That proved to be very hard 😉



I used:

Coding: Game Maker 8.1

Graphics: Paint.net

Music: ChordPulse + GXSCC

Audio: Audacity (I recorded my own voice for “sfx”)


Game development blog

The first day I was working on the engine. I wanted to have a map made of 8×8 isometric rooms, with two height levels made of fixed and movable objects.

I started with a basic 2D map and gameplay:


Then I changed the “draw” methods to make it isometric, I had already experimented with isometric graphics so it wasn’t too hard.


I added then movable objects using the chapter “Pushing boxes” in the book “The Game Maker’s Companion: Game Development: The Journey Continues”

Then I added jumps to the main character and movable boxes stopped working. Also, calculating depht was very hard and it was more like a trial-and-error solution rather than a bullet-proof algorithm.

It took hour to realize the movable objects weren’t solid objects so that was the reason I coudn’t jump over movable objects.

After that I implemented enemies. Enemies were very simple, they have an initial direction and speed and an arm rule (left or right). If they collide they use the arm rule to find a new direction.

After implemented enemies, I broke the movable objects code again :( I came up with terrible hacks to solve it 😉

I changed to a B&W (actually 4 colors) look and feel, and I added a B&W TV “filter” (actually it’s a transparent sprite). That was the end of day one:

So starting the second day, I had a pretty decent engine but not a theme-related gameplay.

Eventually, like 6 hours before deadline, I decided that the object was going to be a music or mp3 player that the hero would use to listen to music during the game.

In a couple of hours I put together four “songs” using ChordPulse (a relatively unkown “band-in-a-box”-like application) and then I saved the songs as MIDI files and gave them a 8-bit treatment using GXSCC.

A couple of hours before deadline I decided to use the movable blocks to push enemies against mortal blocks (spikes). It was hard to make the enemies instances to remember that they were killed when entering again to the same room, but I could solve it.

One hour before deadline I came up with an idea for the game ending…. so the game now had a story :)

What went right

The tools: I have become very proficient in Game Maker. It is simple to use. Now with version 8.1 it was easier to edit rooms. For the graphic style Paint.net was great and for music…

The music: I really love ChordPulse and GXSCC. I could put together 5 songs that I’m very proud of. The songs are not great compositions but I think they are simple and add value to the game. This is the “final battle” tune (it’s simple but I really like it):

Final Battle song

The engine: I can’t believe I actually wrote a filmation-like engine… I wish it was 1984 and I would have been rich 😉 Of course the engine is super simple, but I think it’s a good start

The gameplay: I really liked the gameplay.

What went wrong.

The music: I really would have liked to have more time to compose more and better songs.
The graphics: I’m not very good at graphics, I’m mainly a programmer so my graphics are very blocky and geometric
Few game elements: the hero, fixed blocks, movable blocks, mortal blocks and one type of enemy.. but I couldn’t do more in 48 hours
Few rooms – small map… again I couln’t do more in 48 hours.


I really liked this LD, I’m proud of finishing a game in 48 hours and I will continue working in my isometric engine.

I hope you enjoy playing the game as much as I enjoyed making it.

My entry

A gameplay video in spanish

Good luck to all participants

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