About omaha (twitter: @whilesoftware)


Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 24
Ludum Dare 23
MiniLD 33

omaha's Trophies

Awarded by pizzalicious
on September 2, 2012
RVA Game Jams Participant
Awarded by pizzalicious
on September 2, 2012

omaha's Archive

I’m in

Posted by (twitter: @whilesoftware)
Friday, December 9th, 2016 6:00 pm

in post

Great Themes! I’m in.

Posted by (twitter: @whilesoftware)
Thursday, April 14th, 2016 12:31 am

I have never been excited about so many themes before. This is going to be great.

I’m working with haxe flixel, photoshop, sublime text, and Logic.

Good luck everyone!


Posted by (twitter: @whilesoftware)
Friday, December 11th, 2015 10:10 pm

I’m in.

haxe flixel, Logic, Photoshop

Base code: https://github.com/whilesoftware/ld34

think the following are all mostly true:

  • More people will play your game if it’s playable in-browser
  • WebGL is a mess
  • Flash is on the way out

Are my assumptions correct/reasonable?

If yes, what do we do about it? Is there any common wisdom to keep in mind when building a game for the greater #LDJAM audience?

Have the site maintainers ever provided statistics regarding user agent strings, in-browser play counts vs. platform, etc?

My own limited data shows that Linux get the most downloads out-of-browser, followed by Mac, and finally Windows. This makes sense when you consider that Linux has never had a unity plugin, but I’m surprised that the recent removal of unity plugin support (affecting chrome on all platforms) hasn’t pushed more users towards the offline options.

Monster Garten

Posted by (twitter: @whilesoftware)
Thursday, August 27th, 2015 1:56 am


Ludum Dare! I love Ludum Dare. This game is called Monster Garten.

This time around, I ditched Unity in favor of haxe flixel. Flixel’s expressive ability in code is so refreshing. By eliminating the GUI from my workflow, I’m left to model relationships in the one place I feel most at home: my text editor. I’m a programmer at heart. I love approaching game development from such a code-driven perspective.

Play it here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=5229

monster goes home

Posted by (twitter: @whilesoftware)
Friday, August 21st, 2015 10:53 pm


mockup #1

Ludum Desk

Posted by (twitter: @whilesoftware)
Thursday, August 20th, 2015 6:15 pm


Cleaning up the desk, testing my workflows and toolchains. Just one more day of prep…

I’m in

Posted by (twitter: @whilesoftware)
Monday, August 17th, 2015 11:26 pm

My goal this time is to be a good host and get locals interested in game jams. I’m hosting my first event in Bozeman, MT. You can find us in the list of real-world gatherings or on facebook.

With whatever time I have left, I’m going to fly solo and take a break from Unity.

  • Haxe flixel
  • Photoshop
  • vim
  • Logic Pro X

Good luck everyone!

PSA – Unity webplayer builds on your entry page

Posted by (twitter: @whilesoftware)
Tuesday, April 21st, 2015 9:43 am


Make a game in Unity? Great! Let’s take a moment to set up your entry page to display it properly.

Step 1 – Adjust the content’s width and height

Your entry page will support a playable area up to 900×600. The page Unity generates defaults to 960×600, which will result in a scrollable area that hides part of your game. But we can fix that! Just edit the file’s embedded CSS and javascript in these three places:

  • div.content
  • div#unityPlayer
  • var config {width, height}

You don’t have to use 900×600, of course. Pick the appropriate aspect ratio:

  • 900×600 – 3:2
  • 896×560 – 16:10
  • 896×504 – 16:9
  • 750:600 – 5:4

Step 2 – Remove unnecessary text content from the body

Get rid of the <p> tags just above and just below the content div.

Step 3 – Set your CSS margins/paddings/borders to 0

Add these 3 lines to the CSS at the tope of your page, inside of body {}:

padding: 0px;
border: 0px;
margin: 0px;


Alternatively, you can grab a patch that will do all these steps for you here: 


And that’s it! Now take a break and play this weird game:


Let’s play – I’m in

Posted by (twitter: @whilesoftware)
Tuesday, March 31st, 2015 3:31 pm

I’m planning to work in Unity, but I’ve been spending a lot of time working with HaxeFlixel recently and I may have to go that route instead…

My goal this jam is to stop trying so damned hard

In recent years I’ve found myself spending entirely too much time concerning myself with “what if” situations rather than working. When I actually get to work I’m very productive, but I spend the majority of my time thinking about alternative solutions. I have to try break that cycle.

Let’s improvise

I participated in a graphics design workshop last month. We were taught the basics of shaders, and then given an hour to play around on http://shadertoy.com and encouraged to improvise. Instead of visualizing a desired outcome and trying to reverse-engineer the appropriate code, we used random inputs and scaled parameters until they produced something interesting. Only after finding that interesting thing were we encouraged to fine-tune our work.

The results were fantastic. I stopped second-guessing myself. I stopped trying to predict the outcome before committing to it. I embraced the unknown. Nothing felt risky because no outcome, good or bad, was going to be taken personally. I was free to play.

Welcome to my Snow Box!

Posted by (twitter: @whilesoftware)
Monday, December 8th, 2014 6:25 pm


I set out to build a twin-stick shooter that was playable with just a keyboard. And a snowman.




Check it out here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=5229

yep yep

Posted by (twitter: @whilesoftware)
Friday, December 5th, 2014 6:42 am

I’m in, working with Unity3d, Photoshop, MonoDevelop, Logic Pro X, and Blender. Additionally, I’m using trello and git to manage tasks and take snapshots of my progress for later analysis.

+1 Snowman

getting ready for LD30

Posted by (twitter: @whilesoftware)
Monday, August 18th, 2014 3:08 pm

I’m in, working with the usual toolset:

  • Unity
  • Photoshop
  • Logic Pro X
  • Blender

My boilerplate code consists of:

  • state manager
  • midi event broadcaster
  • particle system
  • generic object factory (preallocation and object re-use)
  • generic quadtree implementation
  • camera lerp helpers
  • camera layering helpers

These are always a work in progress. Recent versions can be found in my previous LD entries. Feel free to reach out if you’re interested in the latest copy of any of the above systems.

I’m in

Posted by (twitter: @whilesoftware)
Saturday, April 19th, 2014 3:15 pm


The April Ludum Dare events hold a special place in my heart. I’ve got the post-GDC enthusiasm coursing through my veins. All I can think is VIDEO GAMES.

Engine – Unity
Graphics – Photoshop
Music – Logic
Sound Effects – Logic
Modeling – Blender
Project Management – Trello

I want to stress the last item on this list. In the past I’ve always stuck to pen-and-paper todo lists. These work well, but I found myself spending far too much time staring at my list and pondering which item I would try to tackle next.

I find Trello’s scrum-like interface to be infinitely approachable, the perfect tool to keep track of all my ideas/tasks/progress. Most importantly, the act of dragging an item from “to do” into “in progress” has a magical effect. I’ve made the decision, time to execute.

Most definitely in

Posted by (twitter: @whilesoftware)
Friday, December 13th, 2013 6:25 pm

Unity, logic, gimp, blender.

22 hours to go

Posted by (twitter: @whilesoftware)
Saturday, August 24th, 2013 8:08 pm

I had a very hard time getting started on this project.  For hours on end I tortured myself trying to think of a clever use of the theme, but nothing would come.  Ultimately, I decided I had to do something and got to work on a racing game inspired by SkiFree.

I’ve spent entirely too much time trying to unravel strange physics bugs.  It’s time to wrap up the gameplay and start working on polish.

Screen Shot 2013-08-24 at 10.50.21 PM (2)

Many thanks to the authors of these two articles.  Without this guidance I probably wouldn’t have anything to show:

  • http://carpe.com.au/slawia/2009/08/unity-wheel-collider-introduction/
  • http://forum.unity3d.com/threads/50643-How-to-make-a-physically-real-stable-car-with-WheelColliders


[cache: storing page]