About jplur (twitter: @jplur_)


jplur's Trophies

The 4/10 Game Award
Awarded by Bonjour
on September 5, 2012
the "taking pants12 approval to a new level" approval of bordom ftw
Awarded by pants
on August 19, 2010

jplur's Archive


Posted by (twitter: @jplur_)
Sunday, April 27th, 2014 2:52 pm


Not going to make it. It’s pretty much an unfinished box2d scene editor at this stage, you can define sprite areas and zoom/pan around the level drawing static and dynamic objects.  I needed to add a scenery layer and then implement the player/controls, and that wasn’t going to happen in time.

I do hope to finish it and post a version here and on twitter.

Best of luck to the contenders!

Quick and dirty level editor.

Posted by (twitter: @jplur_)
Saturday, April 26th, 2014 3:05 pm

You can draw static or dynamic boxes with the mouse  which alters the current level.   It’s as simple as I could make it, but once I add quick undo button and a way to define the spritesheet region, I’ll be ready to work on the player and game conditions.  It’s looking like the gameplay will be swimming to the exit.  The levels will use the dynamic boxes as obstacles in a maze, so you might need to use a lever or push blocks to reach the goal.


splash screen

Posted by (twitter: @jplur_)
Friday, April 25th, 2014 7:25 pm


A roguelike with perma-wield

Posted by (twitter: @jplur_)
Saturday, December 14th, 2013 11:45 pm



I thought it would be fun to make a roguelike where once you pick something up you’re stuck with it for the rest of the game..  You’ll still be able to fill out the standard equipment slots, but will have to make some hard choices over when to commit.   It’s turning out nicely,  although I’m going to have to cut some corners to implement actual gameplay in a day.  If you want to take a look it’s up http://selfsamegames.com/LD28/

I’m In

Posted by (twitter: @jplur_)
Friday, December 13th, 2013 1:27 pm

cluodI choose to use clojurescript. I choose to go use clojurescript in this Ludum Dare and do the other things, not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of my energy and skill, because that challenge is one that I am willing to accept, one I am unwilling to postpone, and one which I intend to win, and the others, too.

Edit: Holy Schinkes this could be my 10th entry!!

Importing Levels

Posted by (twitter: @jplur_)
Monday, October 14th, 2013 5:48 am

Originally I was going to do 2d art for the environments, but the arty style I had in mind fit with 3d.  I ended up writing a level export script for blender that exports objects for three shaders: Vertex color, vertex color mixed with image map, and a wireframe pass that draws a darkened vertex color line on marked edges.

The house will be the ‘hub’ area of the game, where you can select different game types to play. hub_house

Below you can see the scene in Blender, it’s got pretty good fidelity with the shaders I wrote, and on the bottom right you can see the per object options for the level exporter addon.  I’m defining the box2d collision shapes also, as well as spawn points.  I plan on extending the level exporter to include interactive objects that will be needed to set up a ‘game’, for instance flags locations and associated spawn points for capture the flag.


Sausage shader

Posted by (twitter: @jplur_)
Wednesday, October 9th, 2013 10:02 am

So things have been working out pretty good!  I got up to speed with java/libgdx pretty quickly, and my project is running great on desktop/phone/and OUYA builds.  I might have spent a bit too much time working on rendering the sausage bodies.  The original game just drew images for each link, so they looked pretty blocky.  After some experiments, I decided to write my own shaders for them in openGL.  It’s actually skinning the mesh in the vertex shader, and each frame all I update is an array of the node positions. The vertex shader computes the normals between the node and the previous/next segment, and used that to position all its verticies.

I found a neat trick for making curves in a fragment shader via http://research.microsoft.com/en-us/um/people/cloop/loopblinn05.pdf.  You can see in the bottom left, the discarded pixels are shown as white.  I was able to determine convex/concave orientation in the vertex shader without any if statements, but wont be using the convex shapes unless I can figure out how to stencil the sausage shapes somehow (the convex area is drawn on top of the segment fill area).


There is still some work to do with capping each end, and allowing for changing the sausage length during play, but all in all it’s pretty neat.

I’m getting a bit worried about getting everything done by the end of october.  I’m going to switch gears and work on my level design pipeline.  I think I’ll make the levels in Blender, and write an exporter that will format them to be readable in Java.  I want to use a lot of vertex colors for the scenery, with textures here and there to flesh things out.  I also might play around with using the z axis to get some nice parallax and 2.5D effects.


Ok…. I’m in for October challenge!

Posted by (twitter: @jplur_)
Thursday, October 3rd, 2013 7:36 am



Honestly I’ve felt off my game the last two LDs.  My entries were technically pretty good, but lacked inspiration.  I was on the fence about the October challenge, until I got my OUYA.  It’s a lot of fun, especially playing mutliplayer games with my girlfriend.  It brings me back to the days of having friends over to play console games with each other, and I decided I have the perfect game to make for it:

1066-shot0  escausage was my entry for LD21.  Each hand controlled one end of a sausage, and you had to get it to the exit before the time ran out. Some levels gave you multiple sausages to control, and as long as a certain percentage of them made it to the exit you would win the level.  Although the physics were a little glitchy and the levels were kind of quickly designed, it was to this day the best game I’ve ever made.

In the OUYA remake, Sausage Party, each player will control a sausage as you compete in various game types.  Racing to a finish, king of the hill, longest sausage wins(via growth increasing powerups), climb to escape the rising lava survival, etc.

My biggest challenge will be picking up Java development.  I’ve only toyed around with it, and in general I have a hard time with languages that have any sort of compile time (because I’m the kind of coder that makes tons of dumb edits until things work)  I’ll probably use libGDX for the game engine and a box2D port for physics. Hopefully I can target the desktop for my builds until the basics are in place.  It would be great if I could get sublimeText building the project, but will settle for eclipse if it seems to be taking to long to set up.

I want to thank all you guys who’ve brought a game to market for inspiration.  It makes me so happy when I see something I recognize from LD on one of the game markets, and I see them quite a lot 😉


multiplayer platformer

Posted by (twitter: @jplur_)
Saturday, August 24th, 2013 11:21 pm


I’m surprised how well this has gone so far!  The client connects to a node.js server, which uses websockets ( npm install ws ).  It’s not optimized yet, but it runs pretty fast for a handful of players.

Tomorrow I will try to flesh out the gameplay.  A round will start and you’ll have ten seconds to collect coins or otherwise compete, then it will go to the lobby to show the overall scores until the next round starts.

Maybe you’ll be able to buy hats with the coins, who knows.screen_a2


If the server holds out, you can test it at: http://app.finalpage.io:8075/  it’s running with nohup so it should restart if it crashes.  It seems to run slower on firefox compared to chrome or IE.

Getting Somewhere

Posted by (twitter: @jplur_)
Sunday, April 28th, 2013 6:36 am



blog01I was on the fence about doing this once I heard the theme.  Finally I decided to go for it, and I’m glad I did.  My idea is a physics platformer where you can find power ups that increase or decrease the minimalism in the world. (technically, they will just swap out the image resources.) I’ve got the basics down,  and have a pretty interesting pipeline:

  • Levels are made in html/css using a web layout program I’ve been working on.
  • The game imports the level, and wraps all the objects with Box2D
  • I (hopefully) have enough time to code some enemies/interactive objects that get set up based on elements having various classes in the level file.


I’m using html5 for all this.   This is the first time i’ve used Box2D, it’s amazing but I wish I would of experimented with it a bit earlier to speed things up.  At the least, having a good physics engine is making my platformer behave from the start.  My last entry I spend the majority of the last day trying to fix collision and control glitches.

Oh, and here’s my hero all rigged up in blender.  Let’s see if I have time to animate and render him into a sprite sheet.



Dawn of Dimension : Post Compo!

Posted by (twitter: @jplur_)
Thursday, September 13th, 2012 6:56 pm

Jplur's Dawn of Dimension
Play it here (html5)
First of all thanks to everyone who played, created areas, and made this game as successful as it is!

I was really proud of this game, but agreed with you all that the controls and physics made it hard to play. Pretty much everybody had the same critique:

I have the common sentiment: Great idea, awesome level editing and tileset, poor physics and usability while playing.

This is so close to a home run you’d be crazy not to fix up the platforming physics and room switching!


I spent a week reworking these aspects of the game and have come up with these changes:

  • Clean collisions without the glitches, no getting stuck inside solid areas.
  • Better platformer controls – variable jump height, snappier gravity, tweaked acceleration.
  • Better room switching, shared borders allow for better navigation when exploring.
  • New songs (by me)
  • two new powerups, including a leaf if you feel a need to cover yourself!

And it uses the same world data!

Dawn of Dimension – first look at the map

Posted by (twitter: @jplur_)
Wednesday, September 5th, 2012 11:06 am

screenshot from jplur's game Dawn of Dimension

Dawn of Dimension is a collaborative platformer. It was released for the compo as an empty and infinite realm of x and y. 10 days later, quite a few of you have left your mark.

I wrote a tool to visualize the entire map, with 1 pixel being 1 tile. It’s nice to see the amount of edits going on, and I’m hoping to see a lot more.









[stextbox id=”warning” caption=”CRITICS ARE CALLING IT:” mode=”css” direction=”ltr” shadow=”true”]”not much to enjoy”
“quite impressive :D”
“I wish there was more of a goal ”
“really creepy”
“PUT SOME CLOTHES ON!”[/stextbox]


Last minute warmup / basecode

Posted by (twitter: @jplur_)
Friday, August 24th, 2012 4:08 pm

I spent a few hours making a tilemap editor.  It’s not very good, but it does save the level array to the server with php, and I have some big plans for using it this compo for some sort of in game editor.

You can try it out here

and get the source here

In there like swimwear

Posted by (twitter: @jplur_)
Thursday, August 23rd, 2012 7:34 am

This will be my 8th time around, wow that’s 1/3 of the competitions!

Here’s what I’ll be using:

crafty.js – Awesome component/entity engine for html5 games.

coffeescript – A lot of people hate on this, but it’s a damn sexy language.

sublimetext2 – Best text editor in the universe, and I’ve got it auto building my .js from .coffee every time I save.

html5boilerplate – A brilliant starting point for any website.

Blender / Reason 5 / paint.net / photoshoop / sunvox / sculptris / chronolapse



Alien Archaeologist post compo version

Posted by (twitter: @jplur_)
Sunday, May 13th, 2012 4:37 pm

You guys gave some great input on my entry Alien Archaeologist, so I decided to implement them. You can play the post compo version here.

Things you asked for:

  • Can just hold mouse down to shoot
  • Better collision and physics, trees and intestines won’t grow on top of your blimp.
  • Slightly better UI screens, smaller overall game size for small monitors
  • Better level progression and artifact placement
  • score from enemy kills

Things you didn’t ask for:

  • Bees, swarms of bees.
  • new blocks, including a sokoban push block.
  • More challenging intestine growth
  • 2 new songs
  • death heads, these will not be your favorite enemy.
  • eggs, can hold artifacts, extra bombs, or dangerous enemies.

Thanks again both for playing my entry and making so many great games to play (finally reached 100 today), I’m looking forward to the next compo!

I’m I’n

Posted by (twitter: @jplur_)
Friday, December 16th, 2011 5:05 pm

Nothing new here, just another Ludum Daree about to make sweet love to the text editor of his/her choice for 2 days.

See you on the other side!

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