About LukeZaz (twitter: @Zazanxors)


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
MiniLD #53
Ludum Dare 29

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LukeZaz's Archive

I’m in!

Posted by (twitter: @Zazanxors)
Friday, August 21st, 2015 8:01 pm

This’ll be my fifth Ludum Dare and I can’t wait to get going. Gonna be using the same as I usually do (Unity 5, Paint.NET, beepbox), with the exception of using Visual Studio for code and Chiptone for sound effects. In the event that I make a platformer, I’ll also likely be using some Unity platformer code I wrote a while back to make things easier.

Best of luck to everyone!

Want me to play your entry?

Posted by (twitter: @Zazanxors)
Tuesday, April 21st, 2015 6:27 pm

Because I’m going to be streaming today and tomorrow, and the more games to play, the better!

If you’d like me to play your game, feel free to send me a link over on twitter or reply to this post with a comment. If you send it via Twitter, I’ll also let you know when I start streaming it.

Todays stream is actually live right now, so if you’d like to watch or submit more directly, come drop by!

ERR is complete!

Posted by (twitter: @Zazanxors)
Tuesday, April 21st, 2015 1:21 pm

Evil robots, glitches, etc etc

Just barely got everything important in before submission, but it’s done!

Play it here!

“Survive as long as you can against a constant stream of evil robots out to get you, utilizing various glitches and exploits along the way to defeat your opponents. Robots spawn faster over time, and there’s no healing.”

Dawn of the Final Day: 8 Hours Remain

Posted by (twitter: @Zazanxors)
Monday, April 20th, 2015 12:51 pm

Technically seven and a quarter hours, but you know, whatever.

Fighting robots and riding conveyors

Got an absolute ton done yesterday, which left me extremely tired, but it was worth it. As you can see, I’ve completed the HUD, there’s now pushable boxes, robots spawn out of doors, conveyor belts exist, and you have three abilities. Teleport – the second ability in the list – is somewhat unfinished, so it isn’t portrayed in the gif, but in short it teleports you randomly up to 4 tiles away.

Still have plenty to get done today, though. I originally planned for three enemies, and I’ve already cut the big one as I know I won’t have time, but it’s looking like I may have to cut the other unfinished one too. On the board for today is the following, ordered by priority:

  1. SFX
  2. Music
  3. Pause & start screens – functionality and content will be similar to my last game, as I don’t have time for better
  4. Minimum polish (walls don’t look like walls, killing enemies is not made obvious, level could be better, etc)

After that, if I still have time, I’m going to complete some extras:

  • Movement animations
  • 2nd enemy
  • New spawnpoint for the first enemy type only
  • More effects
  • Final enemy, if I have tons of time

Lets do this.

Day 1 complete

Posted by (twitter: @Zazanxors)
Sunday, April 19th, 2015 12:44 am

Day 1 Progress

Probably not going to be done in time for the Compo, but I’ve still gotten a decent amount done today.

The gist of it all is that you use game errors / glitches to kill robots who are for trying to kill you for some unknown reason. I’m planning to make 2 attacks and one extra ability. I’ve intended to focus more on graphics this time around, as I’ve been inspired by the keynote to try. So far I feel like I’m doing better, having drawn a character I don’t consider eye-cancer, but animation is still ahead and I feel it’s going to be tough to tackle.

Anyways, what’s done so far:

  • Player can move and has basic sprites in place
  • Simplest attack available implemented (albeit roughly)
  • Basic level created
  • 1/3 planned enemies completed
  • ‘Error Log’ added
  • 3 tiles added, with 4 variations each

Going to try and finish up gameplay tomorrow, with some audio work if I have time.

Late, but I’m here

Posted by (twitter: @Zazanxors)
Friday, April 17th, 2015 7:25 pm

So yeah, I’ll be participating again. This’ll be my fourth Ludum Dare, and I’ll be using most of what I usually use, with a few additions: Unity, SharpDevelop NEW!, Paint.NET, Audacity, GIMP 2 NEW!, BFXR and Beepbox.

I aim to not make a platformer this time around, but despite that, I’m going to once again link some C# scripts I wrote for Unity to help with making them: UnityPlatformerUtils

It includes a script that automatically creates Box Colliders for tiles, sized as efficiently as possible, a script for automatically adjusting the sprite of tiles to match neighboring ones, and a simple library with only a few methods that is mostly there to provide functionality to other scripts.

Good luck, and have fun!

Existential Post-mortem

Posted by (twitter: @Zazanxors)
Tuesday, December 30th, 2014 12:20 am

So this was my third Ludum Dare, and I have to say I had a blast. Making Existential has been a load of fun. I learned a bunch and ate a lot of pizza in the process.

I’m not going to summarize each day in this postmortem however, as I’ve already done that in both of my progress posts for the respective days.



I’m happy with this overall. Originally I expected higher ratings, but in hindsight I understand why I got what I did (except for Audio – I’m getting way too high a score for that) – I had taken a project that was a little bit big for Ludum Dare and this resulted in me having to focus almost entirely on gameplay only. Almost no polish was able to be done, and as a result my ratings suffer. Besides that, I wasn’t able to make the theme have that large of an effect on the player, and so it was difficult to notice.

What went good

  • Unity 4.6 UI system. I love it so much.
  • Eating, getting sleep, etc
  • Gameplay. Seeing as I focused mostly on this, I think I actually did it pretty decently.
  • SharpDevelop. Magicolo suggested it as an alternative to MonoDevelop and it’s a huuuge improvement.

What went bad

  • Graphics. Since I focused on gameplay so much, I didn’t have much time to improve them.
  • Audio. Same reason as above – no time.
  • Project Scope. It wasn’t terrible, and I was able to do it, but as I’ve said it’s because of this I wasn’t able to polish the game.

So what now?

I’m planning on finishing up the game, hopefully by the end of the week. I plan for it to be my first ‘real’ project as a game developer, and am planning to release it for free on itch.io, GameJolt and Kongregate. I also plan to in the process improve the scripts I’ve made for making platformers.

Anyways, that’s all. Have a good day, and see you next Ludum Dare (oh hey that rhymed).

Existential is ready and out!

Posted by (twitter: @Zazanxors)
Monday, December 8th, 2014 7:59 pm


(Game quality considerably higher than GIF)

(Game quality considerably higher than GIF)

Finally. Seventy-two hours of work, and this is the product. I’m very happy with myself, to say the least.

As I expected, I was able to really really polish the game for release today. I made the enemy difficulty scale as they were spawned, and added experience as an extra incentive to kill them instead of running past. Also implemented elite enemies and added scattered stone blocks using Perlin Noise.

Anyway, I’m not going to write a wall of text this time. Play the game here.

End of hour 54 – Getting fun now

Posted by (twitter: @Zazanxors)
Monday, December 8th, 2014 1:54 am

So, I switched to the Jam. Didn’t feel the game was good enough with what it had, and I hadn’t finished animating in time for the Compo deadline. Now the end result will be way better, way more polished and just generally better.


Got a ton done today – everything I told myself I would and more:

  1. Entirety of UI is now completed (Unity 4.6 UI system is the best thing ever)
  2. Player redrawn and animated completely
  3. Player now has four stats
  4. Chests now provide permanent stat bonuses upon being opened
  5. Overhauled player & enemy movement – way less buggy
  6. Map now has a slight elevation modifier to each line, so it’s less boring
  7. Sounds added! Music and more from BeepBox and BFXR.

Also, the Unity 4.6 UI system is freaking amazing. No, I don’t care that I already said that.

I originally wanted the map to have better random generation and wanted to instead add Perlin Noise to it, but that caused weird problems if you turned around, so I had to downgrade it to simply having it being randomized within a specific range. Still less boring, so it’s good enough.

As for the player movement, I finally fixed a jumping bug that had been plaguing me since I added player movement. Occasionally, the game would never realize the player left the ground, and he’d be able to jump infinitely. Adding one variable change upon jumping fixed that, and I also ended up actually using Unity’s ForceMode2D system which made movement way smoother and more responsive.

The main thing I’ve gotta address for tomorrow is enemy difficulty scaling. As it stands, you can get infinitely powerful in every stat except speed, so if you played right you’d become essentially immortal. I plan to make the enemies rise in difficulty with each successive spawning of them, and plan to make killing them reward you with experience, which will provide a less frequent but more powerful permanent bonus similar to what opening chests does now. This will add incentive to killing enemies: Kill them and grow stronger; If you don’t, they’ll get stronger faster than you. Other than this, all that’s left is general polish.

Anyways, Unity 4.6 has a great UI system, and good luck!

Progress Update – Day 2

Posted by (twitter: @Zazanxors)
Sunday, December 7th, 2014 12:52 am

So far, so good! I’m making another platformer this time around, and I’ve decided to introduce the theme as a game mechanic in it.


If it doesn’t demonstrate the main mechanic well enough, the idea is that what’s on the screen is what exists – once it’s not in sight, it gets deleted.

Made a lot of progress today. Only had bare-bones tiles in yesterday, which is why I didn’t make a post then, but here’s what’s done so far:

  1. Basic map generation – Every vertical line of tiles is generated separately, with a chance for an enemy and/or a chest to spawn on that line.
  2. Player half-done – You can attack, move around and jump. Gameplay-wise, all that’s left is more stats for your character.
  3. Fully-functional enemies – Spawned in randomly, they leap at you periodically dealing contact damage. Basic stuff so you have something to fight.

Tomorrow, I plan to add player stats to the game such as attack power, speed, etc. Opening chests will give a random permanent buff to a random attribute. I also intend to make the UI during then. If I have extra time, I’ll also be improving the player art (and animating the player), draw a background and make the map randomly adjust the height of a line.

As for the UI, I’d like to dedicate a paragraph to this: Unity’s new UI system in 4.6 is awesome. Seriously. It was a breeze to create the health bar shown, and I learned how to do it in less than half an hour. Incredible improvement. Expect a way better interface than absurdly basic one I had last time.

I’m in (+Chronolapse problems and entry ratings)

Posted by (twitter: @Zazanxors)
Thursday, December 4th, 2014 4:31 pm

Woah Ludum Dare great fun videogames stream development tools tools workflow timelapse snowman potato etc etc.

Let’s get to the point.

I’ll probably be joining the compo, and will switch to the jam if I need more time. Tools:

  • C# – Language. Obviously superior.
  • Unity3D – Game Engine. Due to the awesome folks over at Unity giving away ~1,000 free codes for a month of Pro, this just gets even better.
  • MonoDevelop – IDE. Unity’s one weakness. I can’t afford the Visual Studio plugin, so I’m stuck with this.
  • Paint.NET – 2D Graphics. Besides the fact that it’s awesome and free, I have the most experience with this.
  • BFXR & Freesound – SFX.
  • BeepBox – Music.
  • Open Broadcasting Software – Streaming [Twitch]

As for a timelapse, I’ll be using Chronolapse, assuming it works. It keeps telling me it doesn’t have write permission, even though I’ve given full permissions to everything for the target folder, and ran Chronolapse as administrator. If anyone has a solution, please comment!

Hoping to do better than last time. Ratings weren’t good, and I procrastinated posting them, so here:

Someone told me my music was good. I still don't believe they were right.

Someone told me my music was good. I still don’t believe they were right.

Learned a ton about Unity platformers though, which led me to fix the super annoying “I’m stuck on this tile wtf” bug and optimize collisions at the same time. It even got me to start a Github project to make Unity assets intended for creating platformer games, which I’ll be using if I create a platformer this time around.

Anyways,  theme dare post wordpress vote potatosalad hope ludum snowman and good luck!

Interstice is completed!

Posted by (twitter: @Zazanxors)
Sunday, August 24th, 2014 7:08 pm

When Red Blocks Attack

Posted by (twitter: @Zazanxors)
Saturday, August 23rd, 2014 10:38 pm
...in all-dirt caves.

…in all-dirt caves.

Lots of progress today. In short:

  1. Player is done, and is no longer a blue block
  2. Enemies now spawn regularly from an evil purple portal
  3. There is now a background
  4. Falling off the level is now impossible
  5. 90% of the SFX is completed and integrated

Not terribly much left to do yet. I also don’t even care if I do great – I’d just be happy successfully submitting something decent to the compo!

It’s a Platformer!

Posted by (twitter: @Zazanxors)
Friday, August 22nd, 2014 9:30 pm
Blocks! Jumping! Jumping blocks!

Blocks! Jumping! Jumping blocks!

So thanks to the code I posted, I was able to get done in 2 hours what would’ve probably taken me four. Got basic game mechanics in, most of the art is done and I prepared some SFX with BFXR to top it off.

Superb progress in comparison to the last time I participated, where I only barely managed to get an idea and set up an ultra-basic template for it. Can’t wait for tomorrow!

Some scripts I made to make things easier

Posted by (twitter: @Zazanxors)
Friday, August 22nd, 2014 8:26 pm

Straight to the point, these are some scripts I wrote in C# for Unity 2D stuff that I’ll be using – feel free to use them any way you want.


This script is ment to make creating platformer scenes a bit easier. Assign it to the tile you are using and then give it six sprites for said tile – it will detect nearby tiles and automatically select the appropriate sprite to use, then rotate as needed so that you can place tiles and leave it to the rest.


Pretty self-explanatory, this is a simple script to act as a sort of 2D CharacterController for the player. Comes with a debugging option. Requires a trigger collider to detect whether or not the player is on the ground.


Also rather self-explanatory. Simple script that doubles as very basic A.I. and physics handler for enemies. Physics is nigh-identical to player physics. Also includes debugging option and also needs a trigger collider.


Decent health script I wrote for whatever needs it. EnemyLogic will need this to deal damage properly to the player properly. Includes logic for invulnerability periods after getting hit. Debugging on this will only display health in the console.

So I made a game to warm up.

Posted by (twitter: @Zazanxors)
Thursday, August 21st, 2014 9:52 pm

It’s a game where you kill enemies by activating traps instead of shooting guns. You can find it here: http://games.nj-tv.net/envirohazard/

I made this out of inspiration from this post, however I went over six hours since I didn’t want to post anything until I had a way to win – by the end of the originally planned six hours I’d completed everything but the traps, but I’m glad I kept going.

Theme I picked was You Can’t Fight Back, and my best guess is 7 hours 15 minutes total, not including breaks, dinner, sleep, etc. I’d would’ve gotten it done in one day, but I procrastinated.


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