About CodeNMore (twitter: @CodeNMore)

I like making games, I am always learning new things and sharing them on YouTube, including a game making series and electronics series! http://www.youtube.com/codenmore follow me on Twitter and Twitch for updates on videos and livestreams! twitch.com/codenmore and twitter.com/codenmore


Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 32 Warmup
Ludum Dare 31
MiniLd #54
Ludum Dare 30
Ludum Dare 29

CodeNMore's Trophies

The Most Forgetful Timelapser
Awarded by Lack
on December 8, 2014

CodeNMore's Archive


Posted by (twitter: @CodeNMore)
Monday, August 22nd, 2016 8:11 am

Just going to make the good ol’ “Maybe I’m In” post…I have loads of work the weekend of Ludum Dare, so I may just join the jam instead of the compo (which would be a first!) and not live stream anything. Good luck to all!


Posted by (twitter: @CodeNMore)
Friday, April 8th, 2016 7:33 pm

I’m in once again, however I will unfortunately be unable to stream any of my game development this time around due to a strange work schedule that weekend. That also means I will have minimal time to create a game, but I should be able to pull off something again! Since I will not be streaming I will be doing a timelapse as well as constant twitter updates @CodeNMore!

I’ll be using my regular tools, likely Java with Eclipse, Paint.NET, BFXR, and who knows what else. Maybe I’ll switch on over to Love2D and try that out for a change and learning experience!

I’ve Written Too Many Titles

Posted by (twitter: @CodeNMore)
Sunday, December 6th, 2015 12:24 pm

Last Ludum Dare was a good success for myself, probably my most fun and best LD yet, as I actually was able to create a fun game that was simple, and actually completed (for the most part). It got some great reviews, and I enjoyed making a more simple, casual game for the compo. I plan on using my methods like I did last Ludum Dare, focusing on tiny details and creating a simple-to-implement game mechanic. Anyways, this time:

  • Language: Java (Maybe I’ll use JavaScript this time around?!?)
  • Library: LibGDX (Or PIXI.js if I use JavaScript, unless I don’t need graphics!)
  • IDE: Eclipse (or Sublime if JavaScript)
  • Art: Paint.Net
  • Sounds: BFXR
  • Music: TBD; or an autotracker in the worst case!

I will, as always, be streaming at www.twitch.tv/codenmore – last year’s stream was my most successful stream yet, and it was tons of fun!

A Saucer, some Cows, and some Soldiers

Posted by (twitter: @CodeNMore)
Monday, August 31st, 2015 11:01 am

My game Saucer turned out to be my best Ludum Dare game thus far, and for a couple of reasons:

  • I stuck to my goal of keeping things simple
  • I stuck to my goal of not trying too many new things

Trying completely new things in past LD’s had me learn a ton, but produced some not-so-good games along the way, and it feels really nice to finally present a polished game for this LD. It was also shocking that I finished 2 hours before the end of the compo, which has never happened!  For all that joined me at my live stream, thank you all so much and the game would not be what it is without you!

33942-shot0-1440375205.png-eq-900-500 Check out SAUCER and PLAY IT here!

I also have a full TIMELAPSE of the development process HERE!

Best LD Yet!

Posted by (twitter: @CodeNMore)
Sunday, August 23rd, 2015 7:35 pm

This was by FAR by best LD yet. I had little problems (surprisingly!), my art was actually decent (surprisingly!), the sound effects are proper, the music is kind-of-sort-of-decent (surprisingly!), and it is a working game with full gameplay! It has a ‘story’ mode of 7 days, where you must abduct all cows and humans on Earth before daytime, and I even had enough time to add a console that supports cheat commands (surprisingly!) so you can have as much fun abducting cows as you wish to!  Play it here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=33942


Abducting TONS of Cows

Posted by (twitter: @CodeNMore)
Saturday, August 22nd, 2015 8:19 pm

So, day one ended, and this is what I have completed in about 12 hours of working time – so far I am much more on track than previous LD’s.  I have a decent idea, my art skills are not that bad this time around!!!!!!!!!!!!!!! And not too many problems yet! Now, just abducting some humans and cows for fun.



Posted by (twitter: @CodeNMore)
Saturday, August 22nd, 2015 12:07 pm

Well, little humans can now be lifted by my UFO :)Untitled

Much In!

Posted by (twitter: @CodeNMore)
Thursday, August 6th, 2015 1:06 pm

As of now my schedule is allowing me to join this LD, however that could change last-minute.  This post is mostly for myself, as I need to reflect on my prior experiences: I’ve been reflecting on my prior LDs, and have come up with a few things that always go ‘bad’ during my LD time:

  • I always try too hard to get a good idea, and once I settle on an idea it is always too much to complete, so I have to try to think simpler this time around
  • Most LDs I have used either new tools, coding styles, try completely new things, etc., and while I learn a TON doing that, I really need to focus on making a complete, simple game this time around, instead of a partially incomplete game!

So, that is what I have to focus on this LD.  Also, my projected tools:

  • Almost 100% likely Java (either no libraries or LibGDX)
  • IDE: Eclipse and/or Sublime Text
  • Graphics: Paint.net
  • Sound: BFXR
  • Music: If I get to it, LMMS

Finally, I will (if my schedule stays clear) be live-streaming at twitch.tv/codenmore !

Reversely In!

Posted by (twitter: @CodeNMore)
Thursday, April 2nd, 2015 3:29 pm

Well, I’m in, but I’m approaching everything a bit differently…every single game I have created lacked music, good sound effects, and they never had the greatest art, so here is my plan:

  • Create a music soundtrack first
  • Create some general sound effects (if I have obtained an idea)
  • Begin the art and really map out the idea
  • Program and put it all together

I am doing everything I have done in the past, but in a reverse order!  Even if my game is not fun, hopefully it’ll look like my best game!  I’ll be using:

No matter what happens, I always have fun!

Block Brigade!

Posted by (twitter: @CodeNMore)
Monday, December 8th, 2014 3:22 pm

Well, I wasted the first 15 hours of the Ludum Dare with an attempt at one game idea, but it quickly showed to be 1) a bad idea and 2) a huge bug I encountered prevented me from wanting to continue – I would wasted lots of time on the simplest bug ever!  After being fed up with this, I switched from Java into Dartlang.  I just started playing around with Dartlang a few weeks ago, and never made anything with it.  I thought “why not take a much simpler idea and just learn some Dartlang while trying to make it?”  And that is what I did.  I learned a LOT about the Dart language, but in the end the game wasn’t that good.

PARTICLE EFFECTS I’ve always heard many game programmers say “I LOVE making particle emitters,” so I thought I’d finally make one.  I’m now in LOVE with particle emitters – even the super basic one I made for this game!  They’re awesome!


Long story short: I’m not proud of the game I made, but I learned a lot about a new language (Dart) during the past 48 hours!  I know the game isn’t terrific, but I learned.

If you want to, you can check out Block Brigade and play it HERE!

Huge Bug…

Posted by (twitter: @CodeNMore)
Saturday, December 6th, 2014 10:38 am

After a pretty sweet idea for a platformer, a huge bug in the game (that could definitely be fixed if I spent TIME on it, which I don’t have) prevented me from continuing it.  I will continue a new game/idea (I still have to come up with) in the Dart language.  I hope I can get this done…UGH!

Ideas are a Bust!

Posted by (twitter: @CodeNMore)
Saturday, December 6th, 2014 6:51 am

I usually have a stable idea at least 3 hours into the compo, but this time I just have a huge list of ideas with nothing I really want to do.  After sleeping over it I think I generated a fairly decent idea, though!  So the first 3 hours I spent getting base code down and A PARTICLE ENGINE!  I’ve never done particle engines before, and now I see why people say they are so fun :) LETS GET WORKIGN!


Posted by (twitter: @CodeNMore)
Wednesday, December 3rd, 2014 6:13 am

Well, I don’t have the whole weekend to do the Compo, but I’ll try to get as much as I can done.  I may have to resort to entering the Jam if I don’t have enough time.  Here is what I’ll use:

  • Language: I’ll choose once I know the theme (either Dart, Java, or Lua)
  • Library: I may not use one, but if I use Java: maybe LibGDX, if I use Lua: definitely Love2D, if I use Dart: none
  • Art: Paint.net
  • Audio: BFXR / Audacity
  • I’ll be livestreaming on hitbox.tv/codenmore !  Come watch!

I hope I’ll have enough time!  Have a good game jam everyone!

Post Mortem for “Spaceway Transportation”

Posted by (twitter: @CodeNMore)
Wednesday, August 27th, 2014 7:23 am

Spaceway Transportation Incorporated is a transportation company devoted to transporting aliens safely and happily from planet to planet.   But, as a Spaceway pilot, you must be aware of flying objects and enemy ships that don’t want you near their planets. 

Play it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=33942

Timelapse/gameplay video: https://www.youtube.com/watch?v=iSkU-nWH2B4

Spaceway Transportation has gotten some feedback already – saying it was too difficult.  What’s wrong with super difficult games?!?  I can understand the level generation system at times can glitch and spawn an almost impossible object, of course, but the game is supposed to be difficult!  Anyways, to the post-mortem now.


I completed the game and *almost* everything I wanted to.  I even had time to implement an unplanned endless mode.  For writing a random interval-based level generation system in 48 hours, it turned out good (despite some impossible random things that happen once in a while).

The control system is great, and my OOP skills have grown very much.  More importantly, it is FUN (to me, at the very least)!


The theme.  Really the only way for this game to fit the theme is if you play the Campaign mode and follow the story, so I wish I could have implemented the theme a bit more, but it still works.

GRAYSCALE – some people seem to like the grayscale graphics, but I don’t really like them.  I couldn’t change them, though, because I settled on a grayscale software-rendering engine, written during the 48-hours.  Either way, the graphics still look kind of neat (for my art skills, of course).


A lot could have been done better in this game.  The theme could have been implemented a bit more, and I wish I had time to REALLY tweak the level generation system.

Final Note:

I finished a game, it is fun, difficult, and looks pretty good!  Play it now!

Play it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=33942

Timelapse/gameplay video: https://www.youtube.com/watch?v=iSkU-nWH2B4

Another 48 Hours Completed!

Posted by (twitter: @CodeNMore)
Sunday, August 24th, 2014 6:32 pm

I programmed from 10AM – 9PM straight today.  It was worth it.  The game turned out very good, despite my decision of having grayscale graphics.  It surprisingly still looks pretty good, though!  The GUI looks pretty neat too, and the campaign and endless modes are working perfectly.  Wow, that was a long weekend.  Check out the game: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=33942 works on the browser and on desktop, for any OS!  It was a great learning experience, once again!

First 24

Posted by (twitter: @CodeNMore)
Saturday, August 23rd, 2014 8:29 pm

The first 24 hours of LD has come to an end, and my progress is right where it should be.  The random side-scrolling level generation (that I designed myself in under a few hours) is working amazingly!  The basic enemy system is in, now I really need to work on the “story-line” aspect of the game – and REALLY focus on the art.  Hopefully things stay smooth for the rest of the compo, but you never know.

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