About Mironix (twitter: @PolishRAD)

I'm a wannabe game developer, more about my work on linkedin: http://www.linkedin.com/in/maciejlichon


Ludum Dare 27

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Mironix's Archive

The King’s Spin 0.2 Alpha patch notes

Posted by (twitter: @PolishRAD)
Thursday, September 5th, 2013 9:20 am

Hello Guys, this is a bit of news that have been added to The King’s Spin. May the goblin wrath begin.

Patchnotes and Download is located here:


Voting page is located here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17178

PolishRAD – The King’s Spin video introduction

Posted by (twitter: @PolishRAD)
Thursday, August 29th, 2013 3:06 pm
Wallpaper of our team

Wallpaper of our team by michax

Here it is! Thank you for keeping up our passion for this game!



voting page:  http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17178

PolishRAD Post ludum dare bugfixes for the king’s spin

Posted by (twitter: @PolishRAD)
Wednesday, August 28th, 2013 2:09 pm



Original LD release: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17178

V 0.2 alpha

Windows: https://docs.google.com/file/d/0B-H5lq1kSggrQTd1eDBUN1pDTmc/edit?usp=sharing

Linux: https://docs.google.com/file/d/0B-H5lq1kSggrLWhuMTUxN3RjdEk/edit?usp=sharing

WebPlayer: https://dl.dropboxusercontent.com/u/9938325/PostWebPlayer/PostWebPlayer.html

– shooting works, altho it awaits animations and a true projectile. ( DEATH TO THE GOBLINS!)
– goblins have sound and animation again
– added fall dmg settings and execution
– moved death control to a designated class that holds HP
– added swing and shoot sounds
– added walking sounds
– added running sound
– added jump sounds
– added jumpdmg sounds
– added pickups sounds
– randomized death sounds
– enabled the running mechanic
– improved jumping mechanic further.
– audio randomizer and manager still needs further testing, it loads audio, gets the messages, but the playback does not occur.
– audio configuration is fully text based. Gives us alot of flexibility.
– audio randomizer follow the children audio chain if child owns an audio randomizer.
– if you kill goblins in the wrong direction it crashes the game.
– we have a beta map editor from Skalniak
– we’ve found a fix for the web player, soon we’ll roll out the fix. MAC users unite!

Known Issues:
– Movement still feels weird
– No controller support
– No controls mappings
– Credits button does not work
– You cannot swing sword

v 0.1 alpha

Windows: https://dl.dropboxusercontent.com/u/9938325/PostLD.zip

Linux: https://dl.dropboxusercontent.com/u/9938325/PostLDLinux.zip


  • Jumping
  • annoyance with the any key presses on win/loose
  • display timer with time left
  • kill sound for main character
  • added crosshair
  • death sounds and looks cooler + blocking controls and timer hud.

Known issues:

  • Unity web player does not work with keyboard input, does not play scripted sounds. Any help here will be great.
  • You cannot shoot
  • You cannot swing sword
  • Movement feels weird
  • No controller support
  • menu sliders do not work
  • credits button does not work

PolishRAD post Ludum Dare Statement by Mironix

Posted by (twitter: @PolishRAD)
Tuesday, August 27th, 2013 5:17 pm


The game for windows: https://dl.dropboxusercontent.com/u/9938325/WindowsLD.rar

Rating page: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17178

Post Ludum Dare Bugfixes: http://www.ludumdare.com/compo/2013/08/28/polishrad-post-ludum-dare-bugfixes-for-the-kings-spin/

This was an excellent journey – me and my team mates had alot of fun, we’ve came up with an exciting concept, but there was just not enough time. The game is playable it’s just scram from goblins  for 10s and you win, the initial design is much complicated and will be presented when we’ll finish with it – the most important part is we have the full game flow, amazing menu system made by spencer, great AI, a lot of mechanics and reusable high code standard c# scripts. This was my first ludum dare game and i was granted a team of 11 people working on it, additionally a lot of people helped with giving wrights to their music. Everyone was dedicated to the project above any of my expectations. Basically i have learned unity on this ludum dare as well as my friend michax. Also personally i have never even thought i could handle leading such a big team of people, thankfully my SCRUM fork – everything is a sub project and should have a self determined leader worked splendidly and everyone was communicating with everyone, if there’s problems or questions look for me. The teamwork was made extremely cool thanks to the use of http://trello.com . There are some improvements that i should make, basically we need something better then dropbox to share files, something web based where a team can share files with eachother with ease and for media files can preview it, noone outside the team should not have access to it.

A small preview how a trello looks post ludum dare

A small preview how a trello looks post ludum dare

Also lack of jenkins, reviewboard and sonar made a hit on me :) i’ve got used that when you set it up app gets tested and deployed on the page, I shall prepare one for the next event. this event was more of a learn unity and see how well the team work will go. And believe me when i say it all went just… i don’t know if there is a word in any human language to describe it. Amazing is just not enough. Also git is always a way to go – praise bitbucket for making it free for small teams. Here’s a little video preview how our work looked filewise.

Spencer was already introduced into unity, but he prefered the 2D side of things, I knew giving him the menu design was a very good thing. Xyouneed provided us a splendid background and credit images, he’s currently working on a game over and you win backgrounds. Mr aMdivided voiced it over, giving it the soul that i had planned with it. We’ve used Ando’s song to give it a cherry on the top.

There was a main character in production during the dare by lut, it’s a splendid character, fitting the flow of the game and it’s style, it is included in the version that wasn’t published on LD. You can see how the main character will look on the intro ‘cutscene’.

My job was to lead the team and guide it to get the highest possible result, create the scene flow of the game, create a 3rd person controller for the player and a map loader(more details after the weekends on that). I’ve made a player not based on physx character controller nor any scripts from the market etc., i had a concept to make an easily extendable mechanics system that is good, but needs another layer of abstraction. There are still some glitches in player movement that i need to understand, but that’s basicly several hours with an debugger. Don’t worry he will jump and those weapons in his hands will be at use(poor goblins :>) but not only to slaughter, they will also do something extremely good for the realm of the game, and will not be in the hands of our friend at the beginning.

As for the map loader – there was too many things to do (basically i took too much on myself as I always tend to do and it’s too much of fun) code wise it’s ready to go – but i wanted to allow users to edit the maps and still have it in unity assets. You can find a sneak preview of the map editor in our post LD gallery. I won’t say more.

As for scene managing in unity, i weren’t skilled enough or there is not a tool to link between scenes in form of a graph. In the standard version of unity we weren’t able to use async operations, but that will change, i like this engine too much and c# is enoughly close to c++, that i will prototype things in it. This part took way too long, even the best file organization could not help in rush.

Basically i’ve built a splendid code base to make this a game good with the things that were produced at this ludum dare, also those assets will be at use in next games. A Lot of team members want to participate in the post ludum dare stage of the game, and i shall deliver them as many hours of work that not sleeping will grant me. This ludum dare gave me a new bigger and stronger heart to coding and gamedev.

Michax did the goblins models and animations + AI that allows them to hunt our player, with the sounds from ben and shawn it went just marvelous. We even have a song that will play after the goblins escape: https://soundcloud.com/endride/only-one-of-us-will-make-it .  On this part everything went splendid and inspired some things to upcoming Michax game that is almost ready to go. He’s a perfectionist so await something really cool.

As for the sound team. I had endless hours laughing just listening to the voice acting and voice overs that were not included in this release. But let me tell you that our inmate goblins and king have a lot more to say, and it’s plainly hilarious. Unfortunately i love protagonist so princess + our character will never speak a sentence. All the sounds and voice acting are top notch, mastered and prepared specifically for our design.It was just not enough time, the project grew and grew during the ludum dare, same goes for the size of the team. Here they are:


3d artists:

2d artists:

Voice Actors:

Sound Engineer – they gave the living soul out of them. Went thru every sound and made it sound as they wanted it to be in the game.


In game video will be here soon.

PolishRAD post Dare Gallery

Posted by (twitter: @PolishRAD)
Tuesday, August 27th, 2013 7:31 am

PolishRAD is jamming again!

Posted by (twitter: @PolishRAD)
Wednesday, August 21st, 2013 8:36 am



We are happy to announce that we are joining this marvelous event.We will be creating a game with Unity3d powered by blender, 3dsmax and maya with a touch od zbrush and some audio software. The event will be live streamed at:


This dare team is build of:

Team Leader: Mironix


3d artists:

2d artists:

Voice Actors:

Sound Engineer


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