About Jonathan Whiting (twitter: @whitingjp)

I am Jonathan Whiting, a games developer, keen climber and part time geek.


Ludum Dare 37
Ludum Dare 34
Ludum Dare 33
Ludum Dare 29
Ludum Dare 26
Ludum Dare 25
Ludum Dare 23
Ludum Dare 22
MiniLD #29
Ludum Dare 21
Ludum Dare 19
Ludum Dare 18
Ludum Dare 17

Jonathan Whiting's Trophies

The Bill Rizer "Rendezvous with the Sikorsky" Award
Awarded by pekuja
on September 5, 2010
The Cute Distraction Award
Awarded by GBGames
on August 21, 2010

Jonathan Whiting's Archive

The Space Race

Posted by (twitter: @whitingjp)
Sunday, December 13th, 2015 4:28 am

Well hello o/

I started yesterday with a reluctant “why not make a two button space trading game, maybe with a gardening element?”, to which the obvious answer was “because that is desperately ambitious, please don’t do it!”

I seem to be doing it anyway :-/


It’s actually been going pretty well, but I still have so much to do today. Have to keep moving, can’t crash yet!

piracy is a crime

Catching some air.

Posted by (twitter: @whitingjp)
Saturday, April 26th, 2014 5:44 am

I swear the 10 mins I just spent pacing around my garden with a cup of tea are the most productive I’ve had so far. If you’re feeling angsty about some design problems I highly recommend getting outside for a bit.

I’ve got a bunch more tech-y stuff done (which is why I’m starting to swing round to thinking about design). Pixel-by-pixel carve-able landmass and the possibility of jumping around a bit.

Carving and airtime.

Getting a wiggle on.

Posted by (twitter: @whitingjp)
Saturday, April 26th, 2014 2:01 am

Okay, slept badly last night, probably not helped by checking the theme when I drifted out of sleep at 4am. All that laying in bed not sleeping wasn’t entirely fruitless though, because I do have an idea now. Have a look at my janky mockup:


Have a watch of my WIP worm wiggling:

Worm Wiggling

In like a biscuit tin.

Posted by (twitter: @whitingjp)
Thursday, April 24th, 2014 7:32 am

My.. hmm, 10th time stepping up to the plate. Exciting! Especially as I’d managed to miss the last couple. This should be good :-)

Code: C
Platforms: Windows, Linux and OSX (hopefully)
Library: A hand-rolled lightweight opengl thing ‘whitgl
Art: Gimp
Audio: FLStudio, Audacity, sfxr
Gravity: 9.78 m/sĀ²

No rest for the wicked.

Posted by (twitter: @whitingjp)
Sunday, December 16th, 2012 9:56 am

Okay, I’m getting pretty deep into that Sunday-oh-crap-this-isn’t-really-a-game-yet-and-why-am-I-working-on-a-story-instead-of-code-ARRGGH point just now.

Having said that, feeling pretty pleased with this:

No rest for the wicked.

She turned me into a newt! …. I got better.

Posted by (twitter: @whitingjp)
Saturday, December 15th, 2012 1:22 pm

So things are going a lot better than they were before. Been managing some pretty solid work towards… something. Not entirely sure what it’s going to end up being like if I’m honest, but it’s starting to become fun to mess around in at least.

See latest build here http://jonathanwhiting.com/ld/25/build04.swf

Newts! Magic! Mystery!

Slowly slowly getting somewhere.

Posted by (twitter: @whitingjp)
Saturday, December 15th, 2012 9:43 am

All sorts of other (mostly exciting) bits of life have been getting in the way of my concentration a bit today. Feeling a little more sleepy/distracted than I’d really like to be.

Anyway, have been making some progress regardless. Check out this WIP build

Grim times ahead?

Posted by (twitter: @whitingjp)
Saturday, December 15th, 2012 1:07 am

So, woke up at 5am this morning, anxious to see what the theme was (I don’t recall getting this excited about Christmas); and it’s.. well it’s an interesting one. Looking forward to seeing what people do with it.

I have an idea that seems alright, but might be challenging in the deadline. It does at very least mean more AI work than I’m usually comfortable committing to in a single weekend.

Getting the ball rolling with some art though, not unhappy with what I have so far:

Spritesheet in progress.

Another LD another IN post.

Posted by (twitter: @whitingjp)
Friday, December 14th, 2012 1:24 pm

Hello guys and girls. I missed the last LD, so I’m super excited that I get to be a part of this one. Had a bit of a case of the lurgy today, but thankfully it appears to be largely gone tonight.

Apparently this will by 8th time, been doing this a while, but it doesn’t get much easier.

My tools:

Language: as3
Framework: My hand-rolled basecode. It’s not big, or especially clever, but I like it.
Graphics: GIMP
Music: FL Studio
Sound: as3sfxr

Best of luck everyone, have a blast!

Grinding the gears.

Posted by (twitter: @whitingjp)
Saturday, April 21st, 2012 10:58 pm

Well, I don’t seem to have been good about blogging as usual this LD. I have been getting stuck into my game though; just about to start my second day, yesterday went great!

Game screenshot

I’m making a game where the entire world is just 9×9 tiles, but it everything shifts underneath you. It makes more sense when you see it happening (early build). It’s perhaps a little zelda like, with monsters, puzzles, and even bosses.

Blob boss

Looking forward to jumping back in. Have a good day y’all!


Posted by (twitter: @whitingjp)
Friday, April 20th, 2012 5:40 am

Yet another IN post..

This will be my, what, 7th Ludum Dare; so I guess I’m a bit of a veteran.

Well, I’ll be using:

Language: as3
Framework: Probably my hand-rolled basecode, but maybe Pixelizer or FlashPunk
Graphics: GIMP and Pyxel Edit
Music: FL Studio
Sound: as3sfxr and Audacity

I aim to livestream what I can at http://www.twitch.tv/whitingjp

Really looking forward to getting started (:

Sliding Doors

Posted by (twitter: @whitingjp)
Sunday, December 18th, 2011 2:25 am

It’s been a long old slog to get here, but I’m finally getting stuck into the level design.

A hint that should have been pretty obvious: Rooms that the player can move means loooads of bug potential.

Anyway, just finished my first actual level (once you find the big orb you’re done). So that’s cool. Time to crank out some more.

Had a chance to improve the look a bit last night too, auto-tiling is amazing:

Auto tiling

Posted by (twitter: @whitingjp)
Saturday, December 17th, 2011 2:04 pm

Spent the best part of today working on a single game mechanic. Proved a little more complicated to implement than I’d expected it to, but it was at least a pretty fun challenge.

It’s all hanging together now. See this teaser build to get a feel for what I’m trying to do.

Now I just need to do, well, everything else. Loads to go, but at least the big unknown is done.


Oh and yes, bonus food + desk photo. Had home made chilli for lunch šŸ˜€

Food photo

First mistake…

Posted by (twitter: @whitingjp)
Saturday, December 17th, 2011 6:25 am

Okay, a fairly mixed start to this weekend for me.

Woke up early and excited, checked the theme (“Yeah, that’ll do”), came up with an idea and got cracking. All good.

I’m using FlashPunk, which is unusual for me; normally I use my own base code, but the features of FlashPunk drew me in. This was perhaps not a wise decision, I’ve wasted a whole bunch of my morning on problems that weren’t *that* bad, but weren’t familiar to me. The advantage of working on the same codebase again and again is you learn it’s quirks and solutions. I’m definitely not at that point with FlashPunk yet!

Ah well, I’m making progress anyway.

First screenshot.

Need to get cracking on my core mechanics ASAP, and hope that FlashPunk’s features can win me back some of the time I’ve lost.

Back to work!

Yet Another I’m In Post

Posted by (twitter: @whitingjp)
Friday, December 16th, 2011 3:38 pm

Hey there. I’m really happy it’s swung round to Ludum Dare time again. Love this stuff.

I’m going to be doing flash game stuff, either with FlashPunk, or else my custom base code thing. FlashPunk is probably better, but I’ve spent a lot more time with my home rolled basecode, so I’ll just have to see what I feel like tomorrow.

I seem to have done a fair handful of these now. In fact, this will by my 6th. They don’t get any less exciting, roll on the theme :)

The Final Push

Posted by (twitter: @whitingjp)
Sunday, August 21st, 2011 9:40 am

So yeah, we’re pretty far into the competition now. Fortunately I’m pretty far into my entry too. I have a game!


The major surprise difficulty that I’ve been dealing with today is level design. Yeah, yeah, I know, most people struggle with level design. Typically though I love it, so it was strange to have it feeling like such a chore today. I think the downside to my somewhat unusual interaction between the player and the Antagonist is I’ve been having to solve completely alien (to me) level design problems. Ah well, I think I’m pretty much finished on that front now, which is a relief.

I’ve also sunk several hours into making a ‘nice’ ending for the game. Don’t really regret spending so long, with a theme like Escape the game end is intrinsically important. I can only hope the ending I settled on feels okay.


There’s still a fair few hours left, but I’ve an equally long to-do list, so I need to keep the pressure on for the moment. Real 90% complete, only 90% left to do stuff. Fortunately most of the rest isn’t *strictly* necessary, so at least I’m not feeling panicked.

I probably won’t manage another update before the end, so before I go I’d just like to wish everyone best of luck with their entries. Get it done! šŸ˜€

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