About Pat AfterMoon


Ludum Dare 36
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 30

Pat AfterMoon's Trophies

Pat AfterMoon's Archive

BEBEIGHT submitted! (3D puzzle platformer)

Posted by
Sunday, August 28th, 2016 8:40 pm

My game doesn’t have procedurally generated levels this time and I’ve discover how much it may need time and inspiration to create a decent level design.

Posted by
Sunday, August 28th, 2016 8:38 am

I spend too much time with the menu and my hieroglyph texture, working on game-play and level design will be hard till the dead line :/



1st draft of “Ancient Tomb Explorer Bot”

Posted by
Saturday, August 27th, 2016 8:05 pm

So, the idea is a mix of puzzle and roll a ball. You are an archeologist who want to explore an ancient Egyptian tomb with a remote spherical robot. The successive rooms will be filled by traps and mechanism made of ancient technology.

LD36 first draft

LD36 first draft

1st draft can be tested online:
WebGL, well tested with Firefox x64 and Edge.
(please let a comment with platform and browser information in case of success or trouble)

I’m in for the fifth time

Posted by
Friday, August 26th, 2016 3:28 am

Hi from France, I’m in for my fifth Ludum Dare.

Ludumdare 36 - previous entries thumbnail

I plan to use:
– My SurfaceBook
– Unity 3D 5.4 WebGL
– C# with Visual Studio community 2015
– Blender 3D
– Inkscape with the help of 2dgameartguru.com
– Bfxr + Audacity

Happy weekend to all 😉

Unfinished MiniLD66, but…

Posted by
Monday, April 4th, 2016 6:59 pm

OK, in theory a week is longer than a weekend, but when you have 3 children, a wife, a job and a social life, it’s easier to focus on Ludum Dare for a weekend than maintaining a good productivity during an entire week.

So, my MiniLD66 is unfinished, but like always with Ludum Dare, it was not a waste of time. I’ve learned a lot again. I’ve used the Pro Builder plugin for Unity3D to create models, the “Marvelous Techniques Shaders” plugin and the Unity built-in animation system.
My mini RTS is not playable yet, but it may be a good start for a longer run project…

And HO! I’m probably in for the LD35 Compo!
Unity3D, Visual Studio 2015, Pro Builder, Inkscape, Audacity, Bfxr

“Bug Plus Plus” submitted

Posted by
Sunday, December 13th, 2015 10:24 pm

My Growing Bug, controlled with a left and a right button was submitted for the compo.

For the first time I’ve finished a game with sounds (a few) and even a menu!LD34_02

A Growing bug, a left button, a right button…

Posted by
Saturday, December 12th, 2015 6:29 am

LD34 first draft

1st draft…

I’m in for the fourth time

Posted by
Friday, December 11th, 2015 1:54 pm

Hi from France, I’m in for my fourth Ludum Dare.

previous Ludum dare

I’ll use:
– Unity 3D 5.3 + WebGL as main target
– C# + Visual Studio community 2015
– Blender 3D + Inkscape
– Bfxr + Audacity

Happy weekend to all 😉

“Angry Face” submitted!

Posted by
Sunday, August 23rd, 2015 9:19 pm

My 3rd compo is ended :)

This time, no yellow happy face, but a sort of black angry pac-man with teeth ?

I’ve spent more time than expected with the movements of the player during the first day. And the procedural generation of the level has hurts my previsions during the second day. Like always, I’ve learned a lot during this event, it was the first time I’ve coded an endless runner. But after a look at your entries and a few votes I need to sleep, it’s 4am here in France!


Test build before starting the 2nd day

Posted by
Sunday, August 23rd, 2015 2:43 am

I’ve got hard time with physics and main character movement, I will need to read the Unity3D documentation someday 😀


My son can finish the test level with 77 health point, can you beat him 😉

Post Mortem of a missed entry

Posted by
Sunday, May 10th, 2015 10:25 am

My compo entry was unfinished, and my 4 “unconventional weapons” were not implemented. But all is not bad, and like always with this type of challenge, participating is already a win.
At start, I was not very inspired by the theme. But my main goal was to create something in 2D and use what I’ve learn with the excellent tutorials from Chris Hildenbrand of 2D game Art for Programmers.
While looking at the Unity standard Assets 2D package, I’ve thought that a 2D platformer game could a good idea. My taste for smileys and robots has defined the protagonists of the game. The idea about weapons came from a vision of poor smileys in slavery, kept by oppressive robots and forced to do ungrateful tasks. Of course, they need a rebellion, and they could use only what they have for weapons, bakery ingredients, in the case of our hero:
– Honey pot : could stick robots in place.
– Floor bag : could blind robots.
– Oil bottle : should make robots slip.
– Pot of water : should shortcut robots if they stay enough time on it.
With all these ideas in mind, I’ve started to work on the main character.

What went good:

  • I was very happy to draw and animate the main character. With my skills, the result was hard to obtain, but very cheerful.
  • The projectile launch, animation and bursting was again hard to obtain, but very near what I’ve initially expected.


What went wrong:

  • The TIME ! Tired by a week of software engineering at my day job, I enjoyed so much the art part of my weekend game that I have forgotten the coding part.
    Like someone said in a comment about my entry, you have to “Kill your Darlings”. So start by doing the core part of the game, and then, prettify it if you can.
  • The robot were only added a couple of hours before the end of the compo!
  • There is no sound, nor music.
  • No menu, no goal, no score, no levels …etc.


The conclusion depend of your mood. For a Ludum Dare Compo entry, I clearly missed the goal. But for a busy worker, married and father of 3 children who don’t have the time he wants for his personal projects, It’s a victory.
I’m now sure I can enjoy the art part of my projects, and with the good resources, I know that I can obtain decent graphics for my needs. I’m also convinced that with my limited artistic skills, it is easier to obtain decent graphic artworks with vector tools than with bitmap, particularly if I follow the Chris Hildenbrand lessons.
2015-05-10 test
PS: sorry for my bad English, like for artworks, I try to improve myself 😉

Happy Face vs Bad Robots was submitted, but in a state far from my wish.

Happily I’m very proud of the characters graphics (from a programmer point of view) and want to thanks Chris Hildenbrand for his great tutorials:  2D GAME ART for programmers.


Drawing and animating, as a programmer :D

Posted by
Saturday, April 18th, 2015 8:06 pm

I’ve got some hard time with animation transitions, but step by step, it starts to work.


Here is a little demo in HTML5 (OK with FireFox and Chrome, but got some troubles with IE).

Tomorrow I’ll start working on projectile throw and bad robots.

Idea: Done, Implementation: In progress

Posted by
Saturday, April 18th, 2015 4:54 am

Alright, like for the last Compo, it took time before being inspired, but I’m on tracks (and not so late according to my timezone):

  • Unity 2D
  • WebGL
  • Side scrolling platformer
  • Bad robots with conventional weapons (tonfa, gun, shotgun, machine gun …)
  • Good guy, Happy Face 😀 with crafted grenades (blinding, gluing, confusing, slippery, farting …)
  • Sprites planned with Inkscape according to Chris Hildenbrand tutorials


I’m in for the second time!

Posted by
Thursday, April 16th, 2015 4:21 am

My LD#30 entry for Connected Pylons has not yet reached Kongregate and the Android Play Store, but it is on track and I’m ready for a new compo!

  • Engine = Unity 5 targeting WebGL + Visual Studio C# + UnityVS
  • Graphics = Gimp + Inkscape + Blender3D
  • Sound = Bfxr + Audacity
  • and probably, Music = Abundant Music

Connected Pylons – compo post mortem

Posted by
Sunday, September 7th, 2014 6:35 am

Here is a post mortem for my LD#30 Compo entry: Connected Pylons

It was my first Ludum Dare contribution. Here in France, the start time was Saturday 3am, so Wednesday, I decided to go to bed early for being in fine fettle. After wake up, I’ve looked at the theme and… damned no inspiration! I took my breakfast, no inspiration. I went for a walk in the woods near my home, no inspiration. I searched “connected worlds” with Google and Google image, no inspiration.

Finally, I gave up. At last I decided to use my time for fun and create an old school Pengo clone.

And then, inspiration come, it was 4h after wake up!

At first, I created an empty project with Unity3D and put some cubes and spheres to visualize the concept.


The green player will have to push cubes to create a connection between an enlighten pylon and a dark one, and then the newly enlighten pylon will connect the player to the next world (level). If I have enough time, I’ll implement bad red guys.

It tooks me the first day to create the base code for the player and the cubes management on a square by square basis.

I took 30 minutes to implement smooth movement before going to bed.

The second day was dedicated to the creation of a few levels, the transition between levels (I’m very proud of it) and some testing. My initial goal was to generate the levels procedurally. But I’ve renounced to it because I wasn’t sure to obtain something satisfying before the end of the weekend. So there were a few manually created level patterns, and only the bad guys are added procedurally in an increasing quantity. At midnight, the game was near finished, but without the bad guys.

I’ve spend the last 3 hours to add the bad guys (deadline was Sunday 3am in France). My goal was to implement a simple predictive AI: the “Goufy” follows the left wall, the “Regular” follows the right wall.
The players can crush them with blocks or change their paths by modifying the labyrinth.

At last, 30 minutes before the deadline, all was OK except there was no sound. I’ve spent the time left to create a few sound with SFXR.

The project was uploaded 5 minutes before the end of the time!

Finally I was happy with my game, I can even play it myself and take some fun. When some kind comments have started to fill my entry page I was even more happy and motivated to go further.

After the hard start with lack of inspiration, all went good during this weekend. I’m used to Unity3D, but I have learned a lot again. The webplayer was of great value, it has allowed me to easy share and get comments on the intermediate states of my game with the LD community on IRC channel.

At last I’ve found the only feature I really miss by reading comments on my entry page. The GF of  a commentator has played the game for several hours, up to the level 46, where she was stuck. I have missed to save the current level in PlayerPrefs, so players have to restart from level 1 each time they come back to play. I’ve added load/save features a few days later, and like I was not sure about LD compo rules, I have hosted this final release on a separate page. And yes, the level 46 is beatable, you just have to not being discouraged, being quick, and finish the level before all bad guys spawn!


Thanks Ludum Dare to hosting this event :)
The next step for me will probably be on Kongregate and Google Play Store…


[cache: storing page]