About Linear

. ~*~ .
. ~Alex~ .
. ~Game Dev~ .
. ~Android Dev~.
. ~3D Artist~ .
. ~m/27~ .
. ~*~ .


Ludum Dare 37
Ludum Dare 36
Ludum Dare 34
Ludum Dare 31
Ludum Dare 27 Warmup

Linear's Trophies

Linear's Archive

We’re in

Posted by
Friday, July 28th, 2017 7:21 pm

We are:

  • Aleksey Okoneshnikov
  • Aurel Lazar
  • Jared Fry
  • Thomas Kresge



Our Time Lapse

Posted by
Sunday, December 18th, 2016 4:21 pm

Just got around to processing it all into a video.  We’re pretty happy with how things turned out, and we’ll probably sit down and do a proper post-mortem soon.

For now, check out the video here because vid.me videos don’t embed properly into WordPress posts :(



Posted by
Sunday, December 11th, 2016 2:09 am

We have added chairomancers that summon chairs that hurls themselves at the player.



Posted by
Saturday, December 10th, 2016 6:53 pm

We have added them.


Finally, Some Textures :D

Posted by
Saturday, December 10th, 2016 2:25 pm



Posted by
Saturday, December 10th, 2016 1:16 pm

Took 3 hours to build a portal system in Unity last night.  There’s still a lot of setup going on.  I know this looks like we’re making Portal, but we’re really not.  We have a more or less different use for portals in our game, where the player always returns to a common room “The One Room” and can get to other worlds by passing through the room.  Once in one of the worlds, the player can pick up the door behind them, move it to another wall, and open it, and it will always lead back to the room.

Actually, the portals are the easy part here.  The hard part was figuring out how to load and unload levels without showing a “loading” screen.  Glad I didn’t personally work on that part 😀

Testing the portal algorithm.

We’re In!

Posted by
Wednesday, December 7th, 2016 3:45 pm

We’re in for Ludum Dare:

  • Linear – Art/Code
  • Aurelinator – Art/Code
  • Thomas Kresge – Sound/Music

Hope to make some magic happen this year!  Best of luck to everyone participating!


Things Are Progressing…

Posted by
Saturday, December 12th, 2015 10:03 pm

Aurel, Jared and I have been cooped up in our respective houses working on our somewhat-space-themed game.

The idea is the player uses two buttons to target a planet in the sky and blast off towards it.  Each planet will be inhabited by enemies and have some puzzles and things to collect.

Screenshot for evidence:

We’re In For The Jam

Posted by
Wednesday, December 9th, 2015 3:03 pm

Making this post on behalf of me (Alex) and my friends Jared and Aurel.

We’re in for the Jam, using:

  • Unity
  • Lightwave
  • Blender
  • GIMP

I have a Unity-related rules question though.  How strict are the rules regarding opting out for reusing art assets?  For instance, are the standard assets bundled with Unity fair game?  If we use one of the default skyboxes or re-target the default walk animation onto a character we modeled, do we have to opt out of the Graphics category?  Thanks!

Working on the enemies

Posted by
Sunday, December 7th, 2014 1:21 pm

So one of our teammates, Aurel, stayed up all night thinking that the Jam ends today instead of tomorrow =D

In any case, progress has been made.  We have a decent patrol system going for enemies, and I’ve added possessed horse statue enemies.  When they die, they crumble into pieces, thanks to Lightwave’s easy fracture tool.


Pathing System

Posted by
Sunday, December 7th, 2014 8:43 am

Courtesy of Aurel, who has spent the entire night writing it:




Progress is being made, gentlemen

More Progress

Posted by
Saturday, December 6th, 2014 6:48 pm

More Progress =D



Posted by
Saturday, December 6th, 2014 4:36 pm

So, this theme is literally my least favorite theme of the final round, but here’s a quick little screenshot of what our team’s got going for now.

The premise is that you’re a powerful wind wizard who is very old, and studying wind magic has paid its price upon your body.  You are almost completely blind.  However, you have a magic lens with which you can see the world.  On this momentous day, you decide to take a faraway journey to a young wizard rumored to be able to restore your sight.  Unfortunately, the forests between your two towers are perilous and filled with monsters.  No sooner do you step outside, when all of a sudden, you trip and your magic lens shatters!  You are only able to recover a single shard of the lens, and the forest monsters have carried away the rest!  Find your way to the young wizard while collecting pieces of your magic lens.

(Outside of the field of vision allowed by your lens, you’ll only be able to see certain things, as depicted in the picture)



We’re In For The Jam!

Posted by
Friday, December 5th, 2014 5:48 pm



  • Me (Linear)
  • Aurel (Aurelinator)
  • Michael (from reddit)


Together we’re Dying Ember Productions.



  • Unity Pro
  • Lightwave 11.6
  • Reason 6
  • GIMP
  • Photoshop CC
  • Pixexix
  • Digital Camera (for gathering base textures)
  • SpeedTree (maybe)

Wish us luck.

And pray to ThemeGod that the theme isn’t something abominable…

Must… finish… one of these.

Posted by
Saturday, April 19th, 2014 2:18 pm

Alright, count me in for the Jam.  I know it’s dangerous to go alone, but whatever.

I just have one question… I’ve scoured the rules, and I’m still unsure: if I’m entering the Jam, is previous content allowed?  I’m not talking code, but entire art assets I’ve previously made.  For instance, if I know I’m allowed to sit down and model and animate an entire human beforehand, I’ll do that.  If not, I wouldn’t risk doing it during the 72 hours, since it would cost me a lot of time.

In any case, I’ve picked my poison:

Unity Pro, Gimp, Reason 6, Lightwave 9.

Best of luck to everyone!

^ disregard picture

Withdrawing =/

Posted by
Sunday, August 25th, 2013 4:13 pm

Ran into every possible setback (Comcast had to come reinstall internet/lay a cable in my front yard, costing me hours;  people kept dragging me out to some party happening outside; Ran into a few nasty bugs that crashed Unity and took hours of debugging).  I have the intro, and the ending, all of the music, all of the game elements, AI pathing, player health, death, traps, moving platforms, and a whole assortment of things, but it’s all so hacked together that it’s unsalvageable, and I’d have less than 2 hours to actually make the levels from all of these (somewhat buggy) things.

So screw it.  Entering the Jam would buy me maybe 3 hours more anyway, since Mondays are for jobs.

I’ll enter again next time with better basecode (honestly, half this crap should have been base code).

Best of luck to everyone else though!



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