About Kharza


Ludum Dare 35
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
October Challenge 2012
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21

Kharza's Trophies

XNA's lover !
Awarded by tonynogo
on August 25, 2014
Awesome Exploding Comma Crash Bug Award
Awarded by Parthon
on April 25, 2012

Kharza's Archive

Maybe In, maybe not

Posted by
Tuesday, April 18th, 2017 2:32 am

Have a weekend conflict with moto GP, but not sure if I will go or not. I had a grand time there last year (In Austin, TX).

Seems about 50/50.

If inward, I’ll be likely using Unreal or Unity. Since last LD I finished up work on a plugin for Unity and have done lots of Unreal modding for Conan Exiles, so I should be somewhat capable with either.

I’ll probably use Maya LT for art, 3dcoat for UVs, paint.net for bad 2d art, and bosca for music.

Didn’t quite make it

Posted by
Monday, December 12th, 2016 2:04 pm

I know, I know the Jam isn’t over, but I need to work today, so I’ve given up. Here’s about all I got working:

Just a character running around and a spider chasing. What I wanted to do was have a dungeon or maze or something full of treasure, but filled with poison gas. You would start in a room with a filtering machine, and have to connect up pipes and flip levers and such to clear new rooms, but only one room could be filtered.

Here’s a timelapse of the weekend’s efforts:

Stuff I learned:

-Building indoor maps in art programs is terrible
-How to copy animation around
-Fix crotch areas before mirroring or suffer a crotchsplosion
-Spikey fur makes a cool diseased look
-Unity’s animation editor can fix problems, but then you lose them as it doesn’t save

A side goal of the weekend was to test out the fur plugin I’ve been helping with. It worked really well, and I even used it for some longish hair, which it isn’t really designed to do. I also found 3 minor bugs to fix so mission accomplished!


Posted by
Friday, December 9th, 2016 4:49 pm

I’m probably going to do the Jam this time, as I really want to use the Unity plugin I’ve been working on this year. It is called NeoFur and it makes really lovely furry / carpety / wiggly surfaces.

I’ve been helping port it to Unity, but I haven’t had a chance to use it in my own creations yet. Here’s a furry cube with some force applied:

Other than that, I’ve got my usual tools I might use at https://github.com/Kharzette/LudumDareStuff, as well as Unity, Maya, 3DCoat, BoscaCeoil, and the mighty RenderDoc.

Base code

Posted by
Friday, August 26th, 2016 6:34 pm

I forgot to include a link: https://github.com/Kharzette/LudumDareStuff

There’s a handy tool in there to assemble chronolapse images into a video as well as some other misc stuff I might use. All C#.

In but a busy time

Posted by
Thursday, August 25th, 2016 6:29 am

I’ve got a project going beta (sweet sweet unity plugin I wish I could talk about), leaving for Dragoncon on tuesday, and dyeing my hair blue at some point in the weekend.

This means that my odds of finishing are not good, but I will give it a go!

I’ll be using Unity with VS2013, paint.net, Maya steam ver, 3dcoat for UVs, BoscaCeoil for tunes, and renderdoc for when it all goes horribly wrong.

Post-mortem ultra combo!

Posted by
Saturday, April 23rd, 2016 2:29 am

I’ve not done a postmortem since #27, Deadline so I thought I’d include my streak of failures from 28 to 34 as I finally broke the streak!

28 – You only get one: I had decided on a turn based battle game, and got a day or so into it and ended up getting sick. This was the first LD I had made that used the pathing system I wrote.

29 – Beneath the Surface: My usual libraries were in a big state of disarray as I ported everything from XNA to SharpDX11. I think I made a character walk around and that was about it. The idea I had was to lead an earth cult where you dig deeper to gain power, but I had no idea how I was going to do the digging part.

30 – Connected Worlds: I went through several ideas and never got anything playable. Full details.

31 – Entire Game on One Screen: Kind of a tricksy theme for us 3D folk. I’m fairly sure I worked a bit on a game called DeathBall where a ball bounced around a level and you had to avoid it. I was very rusty and didn’t get very far as I hadn’t been coding day to day for awhile.

32 – An Unconventional Weapon: Was very prepared for this one and had my libs beaten into good shape. I had this really serious story about an ultimate weapon shattered into pieces by a Goddess that you had to recover to help an overthrown king. I had planned on the final confrontation making the weapon do something silly like turn enemies into chickens.

I had just written a new physics system and it was a bit dodgy and difficult to use. That plus making my first map outdoor – an approach to a barbarian village – means I quickly burned up all my time just getting something running. BSP maps are notoriously difficult to make for outdoor areas, and I had all the usual problems.

33 – You are the Monster: Was in the middle of adding terrain to my libs so they really weren’t in any shape to make anything with. I grabbed Unreal and started trying to use it and got very very confused. Trying to make something over a weekend with middleware you’ve never used is pure madness, but I learned a lot. I don’t even think I got as far as trying to do something for the theme, I think it was just “how do I make draw something derp”.

One huge issue I had that weekend was every now and then Unreal would flip out and do a full build. That took 2.5 hours on my old machine (I have it down to 25 min with my new one).

34 – Growing: For this I started in Unreal, and was a bit more familiar with it this time. I settled on a top down slasher game with loot that “grows” as you gain XP. I had basic move and attack going but hit a wall with unreal’s UI system. I was determined to use C++ for it and it led me down a bad bad rabbit hole. In another spot I forgot to call the base class on a virtual and it led to some really really strange behaviour that took hours to figure out.

35 – Shapeshift: This is the first LD that I’ve ever thought about themes ahead of time. In the past I had always heard Yoda in my head saying “Clear your mind must be!”, but this time I told Yoda to bugger off and thought up a few ideas for each of the top themes.

For Shapeshift I had the dead obvious idea of an RPG involving Lycanthropy. A simple quest to retrieve the “Chalice of Life” would lead to an accursed monastery with doors that would only open for one with the curse of a were-something.

Things that went well:

Unity was a good choice. It flipped out on me a few times but was solid overall.

Code! I’ve been programming full time again so code flew from my fingers.

RPG stuff I’ve been really into lately so the stat/item/buff/combat code was quick.

Music: I made 3 pieces of music with Bosca Ceoil, only one of which I ended up using but I couldn’t stop playing with it. Really fun to make stuff with.

WebGL! My first ever web playable game! I know many LD folk hate running exes.

Fun! I had a blast making the game and I’ve pined all week to work on it more while doing my regular job.

Things that went not-so-well:

A storm knocking the power out.

Click-to-move: When I got fighting working, I remembered why I don’t really like top down click-to-attack games. They kind of all suffer from missclicks, where you miss what you were trying to attack and end up moving instead. The movement makes you miss again and again and you just end up walking stupidly around the enemy while they are shiving you in the kidneys.

I spent a bit of time looking at Torchlight 2 (omg what awesome music), and totally ripped off how they handle clicks and click holds and their shift to hold position thing. It makes it a bit better but I still think click-to-move is rather flawed.

UI: Just getting a health bar going was difficult. I ended up watching one of the Unity training videos to puzzle out the UI system. It was really confusing and I hate watching videos to learn stuff, and much prefer a blog post I can skim through.

Ultimately I didn’t get an inventory gump in, which is really vital for a slay & loot festival like this. Especially frustrating when you can see you are picking up tasty treasure and you can’t use any of it.

Comas: The main problem I’ve had in this jam and all the past failures has been tiredness. Even a frugal meal can often send me spiraling down into a food coma. After it kind of wrecked my weekend efforts I decided to try a ketogenic diet. Hopefully I’ve stuck with it and the next time I’ll be in better shape for long sessions.

My dot product + plane distance is negative

Posted by
Monday, April 11th, 2016 5:09 pm

Will be using Unity, Maya LT, Paint.NET, Audacity, SFXR, and Renderdoc

Guess where I was this past weekend? ūüėÄ


Posted by
Friday, December 11th, 2015 8:38 pm

I am behind all convex planes.

Going Jam this time as I mostly use Unreal these days and I’ve not figured content out. So I’ll be using the little shiny robot man and such.

Shall Participate

Posted by
Thursday, August 20th, 2015 4:06 pm

My base code is not really ready right now. I just implemented streaming terrain with collision via quadtree, but I don’t have the full suite of swept shape colliders done, or biped movement routines and such. Just basic rays. Here’s what 100k rays looks like!

100k rays bury the terrain

100k rays bury the terrain

So this time I thought instead of struggling with bugs in my base code the entire time I’d use a middleware package and maybe enter the jam instead. Looking back at My Author Page it seems I haven’t finished a single game since I switched from XNA to SharpDX.

So tentative plan is unreal or unity or maybe something 2D. I bought that humble gamedev bundle awhile back and it came with all sorts of wacky development tools.

The biggest hurdle will just be getting back into the swing of things. I’ve been too addicted to games to code anything for a long time.

Let’s Go!

Posted by
Friday, April 17th, 2015 5:05 pm

I had about a week off to prepare, so I beat my sharpdx libraries into shape a bit, and this time I’ll have lots of test code to go with it so I know stuff works.

Since last time I’ve fixed a bunch of collision problems, and now handle all of the pesky wedge shaped geometry cases, had a go at some physics but it isn’t ready, made some user preference test code I can copy for this weekend, made a nice pathfinding test program that does a solid job of generating valid data, and documented a bunch of stuff.

Here’s my base code:

Base Code

I’m planning on taking a break on saturday afternoon to go to a fishing tournament in ArcheAge, but I will probably forget. :)

A Rusty “In!” strikes you for 12 points of disease damage!

Posted by
Friday, December 5th, 2014 6:02 pm

Very very rusty! I think I finished 5 times in a row and then failed to finish 5 times in a row, so will this be the streak breaker?

Using my usual set of tools: 3DSMax, Quake Army Knife, 3DCoat, Paint.Net, SFXR/Audacity, Visual Studio 2010 Ultimate with SharpDX, Tetley, Renderdoc, and the CBFG font tool.

I spent almost all of my time last time trying to remember how to do basic stuff like load a level or a static object. This time I’m including a test program that just sets the basic stuff up so I can copypasta all the mundane stuff and get to the game code (I hope).

Here’s my libs.

And my past work:

Not going well!

Posted by
Saturday, August 23rd, 2014 6:10 pm

So the first night I had the idea of an unreachable area in levels that would have another person (controlled by AI).  You could see them through glass, and maybe communicate via hand signals.  I was thinking of puzzles like levers controlling doors on the other side and such.OopsStripey

After sleeping I thought it was a silly/bad idea and maybe take too long to get going. ¬†So I thought maybe the connected worlds could be the real world and a game world. ¬†So the player could be a gold farmer. ¬†You’d sit and play World of Borecraft and sell items for real world money.

With the money you could buy better food or new stuff to make yourself more healthy or better at the game.FarmerRoom

After a while the idea grew sour, and I started thinking about spaceships hauling wormhole construction components between planets, science/magic levels with lots of teleporter puzzles between them, or a cosmic toy breaking sim where you smash planets together for fun.

I’ve thrown em all out, and still trying to think of something but less than a day left. ¬†Here’s a timelapse of my so-far failure:

Moar Code

Posted by
Friday, August 22nd, 2014 11:34 am

I woke up really early before work and wrote an audio lib and a simple 2D gump lib. ¬†Now I’m going to smeep till 30 min before the compo. ¬†See ya in irc! <3


As payment for such a boring post, here’s a creepy blinking test anim.

Oh yea I forgot to mention I’ll be using CBFG, it is a cool sprite font making tool.

Tentative Basecode

Posted by
Wednesday, August 20th, 2014 2:31 pm

I normally have a really sweet set of libs that let me focus on just the gameplay (or at least that’s the idea). ¬†I’ve been porting said libs from XNA to SharpDX but while doing so I’ve been less concerned with rapid development and more into power and capability. ¬†So this new stuff isn’t really all that great for game jams.

I’m still missing any sort of 2D UI and audio library, but I hope to write those before friday if I get time. ¬†If I do, I’ll update the zip.

Normally I’d have all this done but I’ve been working. ¬†I mean real work too, not making games like I used to. ¬†I’ve been … farming!IMG_0644

Like real farming with dirt and shoveling and mud, not killing orcs over and over for treasure and xp :)

It’s even a bit more chaotic than game development. ¬†You have random crunch days instead of predetermined months of crunch like in games. ¬†So you never really know how long you’ll be working or when. ¬†If it rains you get the day off! \o/

For tools I’ll be using my old 3dsmax 2009, 3dcoat, sharpdx11, quake army knife, sfxr, chronolapse to record a timelapse, the awesome gpu debugger thing renderdoc, and paint.net if I get my 2D code done.

For code, I’ve switched to visual studio 2010 ultimate and I really hope that doesn’t create problems for express folk if anyone wants to mess with my code (doubtful).

Also I used to use bryce for skyboxes but I sort of realized that the textures are predone, not generated. ¬†Oops. ¬†I don’t have any cubemap support in my code yet anyway.

Here tis

I have a towel on my head

Posted by
Friday, April 25th, 2014 4:22 pm

I’m sort of in but I’m so not ready!

I’ve been porting my usual xna set of libs and tools to directx 11 (to get ready for 12, which is going to be awesome) and everything is in a gigantic mess. ¬†I doubt anyone would try to use this anyway but if you do, you might want to use last ludum dare’s libs.

Here’s the zip including the xna stuff as well as the new directx 11 stuff. ¬†Note that a friend at microsoft hooked me up with visual studio ultimate so the projects might not work in express. ¬†That was something I was going to fix but I’ve ended up having to work this week so didn’t have time to fix that.


So last time I didn’t finish. ¬†I got sick on Saturday and ended up just sleeping most of the weekend. ¬†I had a strange little room with some stick figures fighting and that was about it. ¬†This time I’ve been sick mid week so I’m hoping I’m over it.

Another thing I might have to deal with is stormy weather.  I live in a teeny cute little town with a terribad power grid and even worse internet.  A stiff breeze can knock either out and we might get tornados, we shall see!

I’m using my usual set of tools, but I’ve added an awesome new tool a friend recommended. ¬†Here’s a picture of it in action:renderDoccery

This is the most badass tool for the age old “I’m drawing stuff but I can’t see anything” problem. ¬†It is like pix on steroids, and it is called RenderDoc, and it is made by the Crytek folks. ¬†Can’t recommend it highly enough if you do lots of gpu stuff.

So yea in addition to that I usually use an old Max for characters and statics, visual studio for code, quake army knife for levels, paint.net for 2d stuff, bryce for skyboxes if I have time, sfxr and audacity and my peavey patriot guitar for music/sound, and Tetley for brainfuel.

Oh and here’s a link to my past stuff. ¬†I think this will be my 8th or 9th time doing this.

Past Stuffs


Posted by
Friday, December 13th, 2013 1:25 pm


The usual batch of tools are there, but I’ve added a couple new ones to help with the initial slog of getting something running. ¬†GrogLibsProjectMaker (starring Captain Picard) generates a solution that aims at the libraries and tools, and makes directories for content, but I wasn’t able to make it generate the actual game project yet.Maker

The other is a handy tool that spits out a big set of solid textures in your choice of palette (Atari ST, Amiga, EGA, CGA, VGA, NES, SEGA Master System). ¬†I’d like to do real textures but starting with just solid colors usually gets me started (never have time for real texturing).

Since last time for the libs I’ve mostly worked on getting better shadows. ¬†You should in theory have unlimited point light shadows, but I only support a single directional. ¬†There’s usually only one sun anyway.

To make this work I moved to multipass for the shadows, and it greatly complicated the alpha sorting. ¬†Since I don’t have a good way to cache results of the actual shadow depth draws every alpha surface will make every shadow in the level draw again. ¬†So yea… that will get slow. ¬†So don’t use alphas much.

I’ve also ditched Reach (the lower end graphics mode of XNA) so I can focus on >= shader model 3. ¬†I was having too much trouble trying to cram all this functionality down into the measly 80 instructions you get with 2. ¬†This is bad because the games I make will no longer run on old pcs or netbooks and the like, but it saves me a lot of headache.

What can you do with these libs?  In my past stuff all but my first and the october challenge are made with these libs, though they have come a long way since that first black and white only buggy dark game :)

Here’s an image from a warmup I’ve been doing the past couple days just to make sure everything works:



As for tools, I use Paint.Net for 2D stuff, 3dsmax for objects or characters (if I get time), quake army knife for levels, visual studio 2010 and xna for code, sfxr and audacity for audio, peavey patriot for music if I have time, and maybe bryce if I have time to do a sky (and the camera can see the sky).

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