About mrspeaker (twitter: @mrspeaker)

web nerd. game dev


Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25

mrspeaker's Trophies

The Indie Impression Award
Awarded by MrBlade
on September 17, 2013
Hacker Newser
Awarded by udo
on August 29, 2013

mrspeaker's Archive

Stable Orbit: Kerbal Can’t Program

Posted by (twitter: @mrspeaker)
Monday, April 24th, 2017 9:39 am

I didn’t think I had any time this weekend, so didn’t even do an “I’m in!” post… but yesterday I realized I was free (enough) and could give it a shot. I made a very small gravity-based game: Stable Orbit (source)

The goal is to… get some stability in your life.

I had fun making this – especially making the tunes/sfx which I spent far too much of my time-budget on. I feel like for the limited time I spent on it I ended up with something that was pretty “finished”: which is not bad for an LD!

* Ableton Live
* Aesprite
* Pixelmator
* Matter.js (physics lib)

GüBer Taxi

Posted by (twitter: @mrspeaker)
Monday, August 25th, 2014 2:55 pm

GüBer Taxi: the game
EPIC THEME TUNE from GüBer Taxi.

“Hey Taxi! Level 1 Please”-inspired effort from me this LD. Roam the galaxy collecting fares and, well, that’s it.

Kinda got my “vision” of right – though I’ve decided I’m working on my programmer art before the next LD. Every day. I spend the last 15 minutes of the comp desperately creating levels (abusing the “polyline” feature of Tiled level editor!), I haven’t actually played them all – so I hope there’s no crazy impossible landings.

I had some grander ideas for more depth of game play, but overall pretty happy with the result!

Now, just waiting for LD 31!

Theme voting… done!

Posted by (twitter: @mrspeaker)
Wednesday, August 20th, 2014 7:28 am

Phew, another LD, another tough undertaking of theme voting…


…w00t, ’tis LD time again!!!!

My “My First Ludum Dare” Tips

Posted by (twitter: @mrspeaker)
Sunday, August 17th, 2014 6:24 pm

LD 30! I’m in for the 5th fun-filled time! As preparation (and for nostalgia sake) I went back through my past entries and looked at what I was happy/unhappy with: and I remembered the excitement and terror of my first ever Ludum Dare.


I decided to write up a few (like, three) tips for people who find themselves this week in that same position… good luck!

Metal Meter Madness

Posted by (twitter: @mrspeaker)
Sunday, April 27th, 2014 6:58 pm

metal meter madness

We are at a point in time that is further from the next Ludum Dare as can be.

Here we goooo!

Posted by (twitter: @mrspeaker)
Thursday, December 12th, 2013 4:13 am

Here’s my final round votes.


Lets make some gammeeez! I’ll be on a 20-hour flight most of the weekend – but I’m assured there’s AC power on board, and there’s a stopover close to submission time. Let the good times roll!

Indie Impressed!

Posted by (twitter: @mrspeaker)
Monday, September 16th, 2013 1:31 pm

How cool is this?! I checked my analytics this morning and noticed I got a huuuge bump in traffic. Digging further I noticed that my weird fractal-time LD27 entry, Time Flies Straight, was featured on Indie Impressions!


Time Flies Straight - to Indie Impressions


Nearly 4000 views. That’s so cool! To be honest, I was kinda hoping the traffic bump was because of my JS13K game entry, Glowbougs – from last weekend… but still, I am now POSITIVE I’ve achieved my most recent game dev goal: Make a game that people spend more time (collectively) playing, than I spent coding. Next stop, indie-game-dev superstardom!

Time Flies Straight. Kinda.

Posted by (twitter: @mrspeaker)
Thursday, August 29th, 2013 4:38 am

A non-usual mind-warping game starring Carl Sagan.


I’ve done a few Ludum Dareses now, and I have one rule in my brain for getting a game done in time: Don’t try and do something you haven’t done before. You waste far too much time troubleshooting and learning, and not enough time polishing and tweaking. But alas, when the theme was announced I knew I had to break this rule. I knew I had to figure out how to write a raycaster.

The reason was simple: Before the comp I complained about the theme “10 seconds” on IRC. I posited that it too-heavily implied a core mechanic – and avoiding this implication would only lead to novelty or quirky entries. Determined to come up with something different I formulated a plan; a plan that involved fractals, and crazy colourful graphics, and Carl Sagan. A plan that would eventually become Time Flies Straight: a novelty, quirky entry. Ah well.

The post-mortem

The game ended up pretty close to what I had in my head, which I’m really happy about. I had hoped to add some bad guys to stalk you through the labyrinth, And I planned for the little green guys and the related “happiness” and “wellbeing” level to actually mean something – but I had to scale things way back, having wasted so much time trying to do something I hadn’t done before: write a raycaster.

I had written the actually “ray raycasting” part for my last LD game and I thought the rendering part would be easy, especially thanks to this article which I was following closely. Alas, it took me much of Saturday to get a satisfactory texture mapping algorithm working.

After this hiccup, things went much more smoothly. The crazy wobbly time effect was nice and I had made some cool sounds to accompany it. The sounds were supposed to be chopped up and the various arpeggio speeds would relate to your depth into the maze – but, thanks to the time I lost on Saturday – it ended up as a straight looping mp3. Still, the randomness of it is kind of nice… suddenly, for no reason, things start speeding up and lends a strange air of expectation.


I had to work right up to the deadline – and was exhausted by the end. It was a bad time to be trying to do “level design”, especially when I was working with a massive 2D array directly in my text editor. The sea of integers pulsating and wobbling in my brain – made worse from having to playtest the results. It was an odd few hours.

Overall, I’m really happy with the result. I actually made a game that I had in my head – a game that has a “feeling” to it. I’m not going to work on it anymore after the comp… I think it’s just a nice experience more than a game. Now I can’t wait for LD28!


Posted by (twitter: @mrspeaker)
Wednesday, August 21st, 2013 4:00 am


This so much more fun than my “judge-each-game-on-its-merits” campaign.

Xmas is here!

Posted by (twitter: @mrspeaker)
Monday, August 19th, 2013 5:50 am

LD27 already? That’s a chunk of tasty news! I’m in, and feelin’ almost prepared. My previous effort turned out perdy good, so I’m hoping my preparededness isn’t a liability.

The code I wrote for LD25 & LD26 I’ve squished together into Ω500: a small JavaScript library that’s actually taking a bit of shape. I’ve even made some documentation and a handful of snippets and demos. I still wouldn’t recommend anyone using it, but I feel like now I’ll be spending a lot less time on the engine and more time on game design.

Famous last words.

A live-streamer improved my entry… live!

Posted by (twitter: @mrspeaker)
Wednesday, May 1st, 2013 12:22 pm


Ludum Darer JellyCakes has been live streaming his playing-and-rating efforts of entries in Ludum Dare 26. He’s an excellent reviewer: testing each game very thoroughly and fairly. And he’s hilarious. After giving my entry a good run through its paces he concluded with a crazy live mashup: LMFAO vs My game’s laser gun!. Might not fit the theme of “minimalism”, but dang… it’s awesome!

gimme ZMORE! Game Over.

Posted by (twitter: @mrspeaker)
Monday, April 29th, 2013 7:02 am


Here’s my entry for Ludum Dare #26, on the theme Minimalism.

It’s written in pure JavaScript and a “library” I cobbled together a few days before the competition. I also snuck in jQuery for doing the ajax requests when loading level data.

The sounds (my favourite part of the game) were made in Ableton live with various VST plugins. The tiles were actually made in Blender. Blender! And edited with Pixelmator.

The result was… alright. I was really looking for a nice puzzler, but ended up running out of time. Was good fun though.

“School Of Thought” is go!

Posted by (twitter: @mrspeaker)
Saturday, April 27th, 2013 6:17 am


I -1’d minimalism: but only because it’s been a LD subject before. I quite fancy the theme, myself. I’m using it to create “School of thought” – a platformer… After getting into a heated argument with you about the merits of your minimalist paintings, the evil surrealist master has kidnapped your girlfriend and locked her away deep in the bowels of his lair: “The School of Thought”.

Art style is far from “there” – but i think it’ll work – you have to “paint in” the levels (starts pure white). It’s a bit circle-y at the moment but I’ll move to cross-hatched modernism when I get the controls feeling better.


Tools are ready! Enough.

Posted by (twitter: @mrspeaker)
Thursday, April 25th, 2013 11:58 am



Woo! Tools are ready-ish… I ended up adding more than I intended to (engine writing: the best bit of game dev!) to my simple JavaScript/Canvas library: spritesheet loading and animating, screens, particles, raycasting, couple of “juicy” effects. I’m good to go!


Ludum Dare tips I gotch from watching Notch

Posted by (twitter: @mrspeaker)
Thursday, April 25th, 2013 4:47 am


Here is an article I wrote a while ago about stuff I learned about doing Ludum Dare from watching Notch’s efforts in Ludum Dare #21. I revisited it today in preparation of the big event tomrorrow!

In like Flynn!

Posted by (twitter: @mrspeaker)
Tuesday, April 23rd, 2013 2:20 am

Flynn of Flynn’s Arcade, of course. After the fun of LD25 I’m playing again!


Will be usin’:

Unless the theme is potatoes: then I’ll be making a command line text adventure game.

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