About manabreak (twitter: @dManabreak)


Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 32
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28 Warmup
Ludum Dare 27
Ludum Dare 26

manabreak's Trophies

Amazing, polished game LD36
Awarded by Jordan
on August 30, 2016
you know about SILX #LD27
Awarded by alvivar
on August 29, 2013

manabreak's Archive

Phew! Done!

Posted by (twitter: @dManabreak)
Sunday, August 28th, 2016 11:19 am
Trickery of the Kings


Just got my compo entry Trickery of the Kings done! Could have got a lot more content into it – I even had another music track in the works – but I had so much other stuff going on this weekend that I just couldn’t spare the time.

Anyhoo, it was fun doing it, and I hope you have fun playing it. :) See you guys next time!

Finally some graphics!

Posted by (twitter: @dManabreak)
Sunday, August 28th, 2016 12:37 am

Yesterday was a bit lazy (or rather, busy) day for me, so I didn’t get that much done. Luckily this morning has been super productive!

View post on imgur.com

Test level ready!

Posted by (twitter: @dManabreak)
Friday, August 26th, 2016 11:30 pm

Just did a quick test level to try out physics, movement, and the collection mechanism.

View post on imgur.com

Forming an idea – Combining TWO themes

Posted by (twitter: @dManabreak)
Friday, August 26th, 2016 11:13 pm

I initially liked the “level changes while you play” theme quite a bit, and had a nice idea for it. At first I was a bit disappointed it wasn’t the final theme, but then I thought I could easily combine the two!

Basically, I’ll start working on a 2D platformer where the game world changes ever so slightly, and it’s placed inside an ancient building of some sort. Hopefully it unwinds like I have it in my mind. :)

I’m in once again!

Posted by (twitter: @dManabreak)
Monday, August 22nd, 2016 12:28 am

Going to participate the compo once more! As always, it’s a combo of LibGDX / Android Studio, Audacity, Psycle, GIMP, Inkscape and Blender, whatever of those I need to use. Also, this will be the first time I’m going to work on a Linux system instead of a Windows one. :)

Done with the music! Yay!

Posted by (twitter: @dManabreak)
Sunday, April 17th, 2016 3:20 am

Got my game’s music track done! Let me know what you think. :)

So far I’ve probably spent most of my time doing this track, sooo… lot’s of cathing up to do on the other parts.

Ten Hours Checkpoint

Posted by (twitter: @dManabreak)
Saturday, April 16th, 2016 9:11 am

Okay, started ten hours ago, let’s recap a bit…


Got some music goin’ on! It’s not ready yet, but there’s not much to do to finish it. That’ll be tomorrow. :)



Got surprisingly lot done today! There’s some sprites which still need some animation work, though, and that’ll take a lot of time tomorrow…

Level Design


The layout is pretty much done and some of the spawns are already placed. This will be the biggest thing left to polish tomorrow.


Basic input and shapeshifting code is done, yay! Also got a single AI type already working, and items can be collected. Tomorrow won’t have that much coding work to do, mainly just tuning and polishing, as well as implementing the “game over” conditions and bringing in the rest of the assets.

Overall, I’m happy about the progress I’ve had so far. Happy jamming, everyone!


Posted by (twitter: @dManabreak)
Saturday, April 16th, 2016 6:04 am

Working on the music track for my compo entry. Here’s a little sample of what’s going on. :)

Morning Coffee Doodlin’

Posted by (twitter: @dManabreak)
Friday, April 15th, 2016 11:36 pm

Here’s the “other half” of my main character. Guess what’s the other? :]


Woop! I’m back!

Posted by (twitter: @dManabreak)
Thursday, April 14th, 2016 2:12 am

Mandatory “I’m in!” post! Yay! As always, I’ll be doing solo compo with the following tools of trade:

  • LibGDX + Android Studio for coding
  • Psycle + Audacity for audio
  • GIMP + Blender + Inkscape for graphics

Many, many interesting themes in the final voting round. Let’s see what this weekends brings. :)

Lighting (and graphics in general) in Neon City Getaway

Posted by (twitter: @dManabreak)
Tuesday, December 22nd, 2015 11:59 am

Hey! Since I’ve got so much awesome feedback from you guys, I thought to write a little summary of the lighting I implemented in Neon City Getaway. I’ll go over the overarching stuff here, and if you’re interested on the actual implementation, take a look at the BitBucket repo (more specifically, the GameStage.java file). :)


The graphics in this game are as simple as possible, and it’s achieved with the combination of 2D and 3D graphics. The 2D graphics are quite roughly drawn sprites and there’s just six sprites overall – the car, four smoke particles and a skid mark sprite. The key here is randomization – for example, the smoke is achieved by spawning smoke particles with random size, transparency and rotation. Nothing too fancy!

The 3D graphics are rather “lame” as well. The textures are 48 pixels squared, and are pretty much just squares drawn in rows. The 3D models were done in Blender and the rather crude textures were mapped onto the cubes and planes, all sized the same.

Blender in action

Blender in action

The tricky part was to combine the 2D sprites and the 3D blocks. I already had a crude prototype working at this point where I was cruising around with my 2D car and didn’t want to touch that part of the code, so I had to figure out a way to bend the 3D stuff there as well. I ended up drawing the 2D stuff in its own pass and the 3D stuff in its own. The result “works”, but is tremendously limited: the 2D stuff is really drawn on top of the 3D stuff, making it look really off at times, especially if the camera was to be zoomed or rotated around. For this game, though, the limitation did not impose any problems.


To start off with the lighting, we have the unlit scene (the leftmost picture). This is a combination of two render passes: the first one renders the 3D scene (the road and the buildings) to a framebuffer, which is then rendered to a full screen quad. Next, the sprites (the car, smoke, skid marks) are rendered on top of the full screen quad. Obviously, this isn’t looking that nice, so onwards we go!

From left to right: Lighting off / Vertex lighting / Box2DLights / Combined lighting

From left to right: Lighting off / Vertex lighting / Box2DLights / Combined lighting


The second picture shows the 3D scene rendered with vertex lighting. There’s a single point light placed on top of the car, so it lits the area around the car. There are also two smaller points lights placed right at the bottom edge, with blue and red tints, to simulate a cop car. These are always at the bottom edge of the screen so you don’t actually ever see the cop car. :) This is almost the final result, but we are still missing shadows. Rendering shadow maps for a scene like this would be overkill since there really is just a single plane which receives shadows.

So, instead of full 3D lighting, I used Box2DLights. The third picture shows the scene rendered without the vertex lighting but with the Box2DLights enabled. As you can see, the buildings become dark as they’re “in the shadow”, as does the road that’s behind the building.

The rightmost picture depicts the final rendering result. This is the combination of the vertex-lit 3D scene with 2D sprites rendered on top of it, and the Box2DLights light map rendered on top of all that.


The lighting is done by cheating all the way, just like you would imagine. For instance, the skidmarks and smokes are occasionally drawn on top of the buildings since there’s no depth testing against the 3D scene when the sprites are drawn. However, it just fits in this kind of game where the player focuses on the next corner and the top edge of the screen instead of the particles. The shadows overlap buildings and so on… but it all works for this specific game. For example, the car could theoretically be drawn on top of the buildings, but that will never happen because the camera is placed right on top of the car. No building can make its roof reach “over” the car.

Is this the best way to do things?

Absolutely not. This is something I managed to manifest in 20 hours of jamming and compoing. It’s cheaty, it’s only suited for this game, and it all could be done in a better, more efficient way. :)

Neon City Getaway now on Android!

Posted by (twitter: @dManabreak)
Sunday, December 20th, 2015 1:05 am


I ported my LD34 entry “Neon City Getaway” for Android. It’s free, there’s no ads or IAPs, and all in all it’s the same game as the desktop version I released during the compo.

Here’s the Play store link, have fun!

Also, if I was to continue working on it, what would you like to see?

Nine hours of progress – Infinite drivin’ around!

Posted by (twitter: @dManabreak)
Saturday, December 12th, 2015 9:03 am

After nine-ish hours of work, I’ve got my infinite driving game up and running. It’s got a nice feel to it already, but it still lacks a lot. Welp, good progress anyway!


Definitely in!

Posted by (twitter: @dManabreak)
Saturday, December 5th, 2015 1:20 am

I’m most definitely in! Last time I skipped LD because I just couldn’t wrap my head around the theme. I hope this time it’ll be different!

As always, I’ll be doing my work using these awesome thingamabobs:

– Code: NetBeans + LibGDX
– Graphics: GIMP / Inkscape / Blender
– Audio: Psycle + Audacity
– Utilities: Tiled / Notepad++ / Git / ..?

I’ll be warming up my tools this weekend, making sure everything works perfectly. Last time I had some last-minute troubles with my fresh installation of OS and tools, causing some headache. Not this time!

Throwing in the towel :/ (Also, does anyone need some music?)

Posted by (twitter: @dManabreak)
Saturday, August 22nd, 2015 1:28 am

Despite being extremely hyped for this weekend, I must throw in the towel. I have come up with tens of interpretations of the theme, but I just can’t come up with an actual idea for a game. After four hours of thinking, mind mapping and prototyping on paper, I give up. No compo for me this time.

That said, I still have a weekend’s worth of hours to kill. Does anybody need help, especially with music? I’d be more than happy to team up with a motivated team. You can find some tracks I’ve made on my SoundCloud page. Just for brags: “Beyond Hope” was #8 in Audio category back in LD27. 😀

Ba-dum-tish! I’m in!

Posted by (twitter: @dManabreak)
Friday, August 21st, 2015 1:32 am

I’m in once again to participate in my sixth Ludum Dare so far!

As per usual, I’m doing the compo. If you’re interested, I’ll be blogging about my process at manabreak.eu. The first post is already up, in which I go through my set-up for the compo.

All in all, I’m pretty excited to do LD once again. Good luck to everyone, have a super fun weekend!

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