About Markavian (twitter: @Markavian)


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Minimum requirements for a game

Posted by (twitter: @Markavian)
Saturday, August 23rd, 2014 4:19 pm

About ready to start coding…

Posted by (twitter: @Markavian)
Saturday, August 23rd, 2014 2:20 pm


Art assets for cards

Posted by (twitter: @Markavian)
Saturday, August 23rd, 2014 12:40 pm

You’ll just have to use your imagination for the sci-fi painted pictures in the centers…

Connect the worlds, rule the universe

Posted by (twitter: @Markavian)
Saturday, August 23rd, 2014 7:46 am

I’ve finished my first draft of the rule book:


This is my game design; programming and asset creation will begin in earnest shortly after lunch. If you get a chance, have a read :)

My idea for Connected Worlds

Posted by (twitter: @Markavian)
Saturday, August 23rd, 2014 5:26 am

Excuse the typos, mobile phone auto-correct… I can into English honest.

My minimalist setup

Posted by (twitter: @Markavian)
Friday, August 22nd, 2014 2:05 pm

Ludum Dare Snacks

Posted by (twitter: @Markavian)
Friday, August 22nd, 2014 11:56 am


Pre-Ludum Prep – Ported all my private SVN repos to Github

Posted by (twitter: @Markavian)
Thursday, August 21st, 2014 4:44 pm

I thought this was philanthropic enough to warrant publicity, (oh the humanity):

Extracts from my twitter feed – https://twitter.com/Markavian

“My LD code was already released for the compos, but now I’m porting it all to github…”


Will update the git repos with readme shortly to link out to playable versions, in the mean time, you can check out my previous entries from my profile page:


Happy dare-ing…

Edit: https://github.com/Markavian/ldtemplate – my LD template was already in github, this’ll be the starting point ~(code and placer assets) for LD30.


Back once again…

Posted by (twitter: @Markavian)
Thursday, August 21st, 2014 2:24 pm

I liked totally flopped on LD28, I was requisitioned to Edinburgh for super-hero duties for LD29, and finally I’m back, ready and willing for LD30.

And here my declaration of intent:

  • I intend to make a game this weekend in 48 hours, from scratch, including all code, graphics, and sounds
  • I will be using:
    • Paint Shop Pro, and Adobe Flash CS5  for graphics
    • OpenFL + Haxe – for cross platform development
    • Audacity – to process whatever sounds I can cobble together
    • Flash Develop – as a development environment

That about covers it. I thought about giving Unity ago, but hell, I’ve got a template now, and I’d rather churn out ideas with my own limitations then mess around with new tools. Call me old fashioned. 😀

Good luck everyone!


You Only Get One LD28, and I failed… Post-Mortem

Posted by (twitter: @Markavian)
Tuesday, December 17th, 2013 1:12 pm

Argh, this is my 6th Ludum, and the first one I’ve failed at. What do I class as failiure? Simple: not releasing a game within 48 hours.

Its like 2 days later, and here I am weeping into my soft squidgy programmer hands looking back at what went on.

But enough of my ;_;, lets start off on a brighter note:


  • http://mkv25.net/ludum/ld28/preview/ – I managed to upload -something-
  • I made a reasonable stab at the artwork and animations. Paint Shop Pro helped me out as usually with basic pixel editing and painting.
  • I got walking, interactions, and an ingame menu working, these were neat features, and could have been strung together to make quite a nice game.
  • The music is kind of neat, I played around in Otomata to make a few sequences
  • Audacity was simple to use, and I was able to cut, fade, and loop my music track with relative ease


  • Lack of a clear idea – this is the first Ludum I haven’t felt 100% confident in an idea from the get go. My ideas spiraled into a multi-biome exploration of the concept of “One moment in time” from monkeys with sticks, lighting striking, apples falling, and so on. Its a bit of a lame excuse to pin this on… maybe excuse isn’t the word… I think its a damn clear reason that without conviction in my own idea, I didn’t have the drive to actually make it work. What was it I wanted? I wasn’t really sure.
  • Going for a long walk on a Sunday. Yep. That eat up most the day. Its December as well, pretty cold here, I was tired when I got home. Why did I do that? Maybe if I had a better idea I would have stayed home and coded.
  • Building a game engine from scratch, again. I actually quite enjoy this part of the challenge – not being too prescriptive with framework before I begin, and really crafting something unique for the challenge… but in this case I had no structure to drop content and ideas into, and feature creep kept on creeping along… requiring me to implement more and more basic features that I might have got if I’d used an existing framework, like HaxePunk on my LD26 Minamalism project. In fact, there were a lot of similarities between the two (side scrolling, interactive stories), and it might have been healthy to strip that project back and build up from there.

Anyhow, thanks for reading. Have a little look if you’re interested, maybe you’ll get a sense for what it could have been.


I’m glad I got this off my chest. <3 I can move on now…


A day later…

Posted by (twitter: @Markavian)
Sunday, December 15th, 2013 12:55 am

Really poor day yesterday, so many distractions just within these 4 walls.

Added character animations, walking, talking, items in an inventory, a menu system… all the right elements, but they’re blocking me from working on the story of the game.


At least the girl says hi to you.

Progress Update

Posted by (twitter: @Markavian)
Saturday, December 14th, 2013 10:59 am

You only get one… working on a story driven game.


Obligatory Workspace Photo

Posted by (twitter: @Markavian)
Friday, December 13th, 2013 11:57 am

Time for some food before whittling away the hours this evening waiting for the theme announcement. Here’s my workspace :)

Twitter: https://twitter.com/Markavian/status/411569644160684032

LD Project Template for Haxe OpenFL

Posted by (twitter: @Markavian)
Thursday, December 12th, 2013 8:12 pm

Hey guys, I suppose this is my declaration of intent.

I spent this evening doing up some tidy up work to make my usual project structure into a template, which I’ve made available through github:

The “sample app” can be seen here, which is very much a basic configuration of my core libraries:

The idea being I can check this out, and with minimum effort, start the “game design” process without fussing around with tools.

My framework is very lightweight, it features a Screen Controller, which drive individual Screens, an Event Bus, and an Index for statically referencing models and views. The other libaries are UI helpers to wrap native OpenFL Sprite, Text, and Bitmap objects, and make them a bit easier to configure and move around.

I enjoy coding as much as possible from scratch, treating Ludum Dare events as much a coding challenge as a gaming challenge. As much as anything, this project template is more about project management within the constraints of the 48 hour weekend then about actual coding style or best practice.

For the event I’ll be using:
– My Ludum Dare Project Template
– Haxe + OpenFL
– FlashDevelop IDE
– Paint Shop Pro 7
– Audacity + whatever sounds / music programs I can grab

Look forward to seeing you guys over the weekend, happy gamedev’in all!

A Medival Story… Complete

Posted by (twitter: @Markavian)
Sunday, August 25th, 2013 5:55 pm

I swear, I’m about to have a heart attack. I finished coding / testing 20 minutes ago, but then had the pleasure of hacking together the release + web page out of my previous entries at a frantic pace.
There’s no sound, but all the basic art and gameplay envisaged from my original design made it into the final game, so I’m really pleased with that. This felt more like a 24 comp then a 48, since I got about 2 hours done yesterday inbetween travelling between events and catching up with the Starbound crew (my heroes *fawn)… so today was a mad hackathon of ideas.

Anyhow, here’s the game:

Here’s some screenies:

Intro Screen

Intro Screen

Character Picker

Character Picker

Gameplay Options

Gameplay Options

End Game Story

End Game Story

In theory, this should work well on mobile, but I’m not doing that tonight. :X :) Enjoy!

An idea in pictures

Posted by (twitter: @Markavian)
Saturday, August 24th, 2013 5:58 pm

Twitter has been my friend, been much easier to post there while rolling off ideas during the past few hours.

I spent most the day at Insomnia playing Starbound, totally no regrets there, so have only really started putting concrete ideas together in the past few hours.

Anyhow, these three screens should show what I’ve got:

Character Select ^

Encounters, Decisions ^

The story yet to be told ^

Keeping a grey background at the moment so I can break things up into assets, make the bits transparent, and hopefully later drop a background texture in.

So the idea is a medieval story, told in 10 seconds. The player has that time to pick their choices through the game. That means they’ve gotta be quick. At the end they can review their decisions and it’ll read off as a story. That is. What will make it interesting, I hope, is the the trade off between decisions and stories. I guess the game will be a form of top-trumps; choices will have different success or fail conditions based on how much Land, Gold, or Followers you have. So heading off against a preist, for example, might depend on how many followers you both have. From the player’s perspective, it should be dead simple to play, but several attempts will be needed to tease out the mechanics of the game and learn what the most effective choices are at any given point.

That’s the plan, I think. Sleep again.

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