About philhassey (twitter: @philhassey)

I made that Galcon game. And I do the tech for Ludum Dare.


Ludum Dare 33
Ludum Dare 28
Ludum Dare 25
Ludum Dare 23
Ludum Dare 22
October Challenge 2011
Ludum Dare 20
Ludum Dare 19
October Challenge 2010
Ludum Dare 17
Ludum Dare 16

philhassey's Trophies

Spam Slayer Award
Awarded by Sos
on December 17, 2010
Steve Jobs' MaxiPad
Awarded by hdon
on April 24, 2010
The "Ludum Dare Entry on iPhone" Award
Awarded by PoV
on March 17, 2010
The "Ludum Dare Entry on Steam" Award
Awarded by PoV
on March 17, 2010
The "Ludum Dare Entry in the IGF" Award
Awarded by PoV
on January 27, 2010
Ludum Dare Donor Award
Awarded by PoV
on May 23, 2008

philhassey's Archive

Nobody Wants Kitty: Unedited Christmas Edition

Posted by (twitter: @philhassey)
Saturday, December 24th, 2011 11:01 am

Hey, y’all!

Go and check it out! Here’s the original entry.

Also, here’s my Christmas card to you!

Thanks again for joining in LD22!!! Have a great holiday!


Nobody Wants Kitty – the legendary game is here

Posted by (twitter: @philhassey)
Sunday, December 18th, 2011 9:05 pm

And I managed to get the game in under the line! Huzzah!

It’s a flash game, so you should totally check it out right now!!!!

And whenever you want to judge it, here’s the link.

Anyway, thanks everyone for joining in this Ludum Dare, it’s just plain awesome to see 700+ games get made in a single weekend! I hope you all had a total blast jamming and competing! I know I did :) I’m totally amazed out by the few screenies I’ve seen so far!


Nobody Wants Kitty – game working!

Posted by (twitter: @philhassey)
Saturday, December 17th, 2011 10:55 pm

Well, after a day of working at it, the game is now working! I’ve got the full experience from start to finish now. Todo tomorrow:

– title screen
– win screen
– in game timer, text hints
– music, sfx

I’m pretty happy with how it came out :)


Nobody Wants Kitty – phase I

Posted by (twitter: @philhassey)
Saturday, December 17th, 2011 4:55 pm

Hey, been working on this game since .. the start! It’s Nobody Wants Kitty about a lonely sad kitty who doesn’t have much going for her. She’s got to upgrade herself until someone will finally want her. You start out as a pathetic cat with rabies, mange, a missing eye, a missing ear, no whiskers, and no fur.

I’m using flashpunk and that’s been working pretty well. Using flash is nice because distribution is so super simple :)


I’M IN!!

Posted by (twitter: @philhassey)
Wednesday, December 14th, 2011 4:47 pm

Yo, I’m totally in this time! I’ll probably be jamming cause my toolchain is so clogged with my commercial stuff now, but ya never know.

Compo code base:
– python / pygame
– AS3, which I don’t know, but I’ve hacked a few crummy things together in it before
– dev under linux and port to windows

Jam code base:
– C++ / PHP if I use any web backend stuff
– or just PHP if I do a multiplayer web game
– dev under OS X and port to windows

– iPad with MultiTrack for recording audio clips and sound effects
– the gimp for graphics stuffs
– maybe modplug tracker for music
– sfxr if I need blips and beeps

Them’s the plans! I may do an iOS game if it’s the right theme. I think I might be leaning towards doing something with AS3, maybe I should spend friday learning it a bit in advance so I’m not scrambling to get my skills together.


Anathema Mines: Now In Beta!

Posted by (twitter: @philhassey)
Friday, December 9th, 2011 2:23 pm

Hey … my October Challenge game is making real progress!

Here’s the deal: I’m using Steam to distribute the beta, so you need a Steam key. I only have a limited number of those, so first come first serve. Get a beta key here. They only work for Windows right now, so if you’re a mac guy like me .. well, you’ll have to wait (or run it under VMWare or something. It works fine that way as well.)

I’m totally looking for any and all feedback you can provide, the game even includes a chat-window that probably won’t be in the final game but is in the beta so that you can chat with me / other players / or just complain about bugs / give suggestions. All the chat is logged so I can review it later :)

Thanks a ton! This October Challenge has been great (even if it’s lagging into December now ..) TBH I think this game will be done in maybe 2-3 months. But it’s been fun!


P.S. If anyone knows a musician who can do good “sneaking around in caves” type music, I’d love to hear about it. Post a link in the comments to their portfolio.

(I’ve already got an artist lined up to help me with adding a bit of sparkle to the logo / icons / menus / etc.)

The Anathema Mini-Map

Posted by (twitter: @philhassey)
Monday, November 28th, 2011 7:07 pm

Originally I had a pretty ugly colored-pixel-per-tile minimap. Some of my alpha testers protested, so I made it look a ton better.

The mini map only displays areas you have already seen. More or less.

I might try and get a beta going pretty soon here … hopefully that comes together!


Disco Dancin’ in the Anathema Mines

Posted by (twitter: @philhassey)
Tuesday, November 22nd, 2011 8:20 pm


It’s been a few weeks .. but I’ve been working away on my Anathema Mines (and also getting my crazy Chickon game released!) Here’s a screenie for ya:


So, yeah, for the real levels I might just have to be a bit more miserly with my laser placement so things don’t start to look silly 😉


Ludum Dare Gift Exchange, looking for an organizer

Posted by (twitter: @philhassey)
Wednesday, November 2nd, 2011 9:01 am


Last year we did a world-wide gift exchange which was a ton of fun! I’d love to do it again, but I really don’t have time to organize it this year. If there is someone who wants to head this up, please get ahold of me!

Here’s a few things we learned from last year:

– Participating costs about $50 .. Spend about $25 on gift(s) and $25 on shipping.

– Gift must be sent out by the end of November, we try to have most gifts go over seas, so they often take 3-4 weeks to arrive at their destination.


Anathema Mines: gameplay video footage

Posted by (twitter: @philhassey)
Tuesday, November 1st, 2011 9:32 am


Here’s my gameplay demo video. I’m attempting to “monetize” the game as of Oct 31st, so I’ll report back on how well that goes.

It’s been a great month working on this. The game is coming along super-well, I imagine it’ll actually be released publicly in about a month now.


More shadows, levels, and editor tweaks

Posted by (twitter: @philhassey)
Thursday, October 27th, 2011 12:03 am

So .. some fun stuff here!

I’ve added a level selector to my editor so I can start working on multiple levels in my game:

I’ve added zoom in / out into my editor so I can get the big picture of my layouts:

And I’ve added shadows to my characters so it looks nicer:

Not entirely sure if I’ll make the Oct.31 deadline, but I’m making quite a bit of progress. I’ll keep plodding along and see where I’m at in a few days!


Anathema Mines – now with animated characters

Posted by (twitter: @philhassey)
Saturday, October 22nd, 2011 7:18 pm

So .. I’ve done a ton to the game in the last day or so. Got all the in game features working nicely and stuff. The most notable visual change is the addition of characters. Check out these lil’ guys! These are the same guys I used in the original “Dynamite” I made for pyweek like a million years ago. They work pretty well scaled down and tiny. Next up, I gotta add a basic save/load interface for my level editor and then start churning out levels and all that!

Oh, and I grabbed all the sound effects from Dynamite and Escape from Anathema Mines and added them into this game. Makes it feel a bit more lively! I’ve also added “data cartridges” that display text messages when picked up, I guess that’s the cheap way to give a game some vague story-line.


UPDATE: Using my cool-sauce edge generation script, with just a few minutes of graphics work I can get a totally different look to my game. This is going to be super helpful to giving my low-budget game the appearance that it has art in it (maybe).

Weird and squiggly:

Fractalicious Puzzle Shaped:


I think with varying the user flashlight color and varying the floor texture I can probably get some really different feeling settings for the game to take place :)


Level editor thing

Posted by (twitter: @philhassey)
Tuesday, October 18th, 2011 8:36 pm

So, here’s my level editor thing. Right now I’m trying to figure out how to set up the level entrances / exits / pathways throughout the level. Sort of some kind of cryptic code system. I’m not sure how complicated I want it to be. Depends on if I will have the level editing open to the general public or not.

That said, I think I want it to be editable by normal people. So I think I’ll probably pass on using those weird codes. But at least now I have those cool hex icons for no reason.


Technology .. explosions!!

Posted by (twitter: @philhassey)
Saturday, October 15th, 2011 2:42 pm

Some new goodies today. Well, the explosions I’ve had for a while, but I just added in the technology that you have to destroy in order to defeat the evil over-lords or whatever. The technology is RED that’s how you know it’s EVIL technology.


More lighting stuff

Posted by (twitter: @philhassey)
Friday, October 14th, 2011 11:02 am

I re-did my lighting systems in the game so now I can have various colored lights and I can add ambient light to corners of the caves. Here’s a screenie:

I’m pretty happy with the aesthetic. I’ll have to work on my sprites (the blue circle, etc) to make ’em better. The gameplay is pretty close to being what I want, so I think I’ll be starting on making actual levels pretty soon.


October Challenge, take 2

Posted by (twitter: @philhassey)
Thursday, October 13th, 2011 4:19 pm

So, last year I tried the challenge and I guess I won, sort of, but sort of not, because I never really finished the game.

I’m doing another attempt at the game except going overhead instead of isometric and using the aesthetic of an old LD game I made “Escape from Anathema Mines” instead of the one I was doing ..

Anyway, here’s a screenshot. I’m doing brute-force ray casting here and it works great. It’s really nice to be targeting the desktop using C, so I can do stuff like that. (The older LD version was in python so I had to code it smart, and if I were targeting mobile I’d have to be more optimized.) Anyway, my goal is to have this game selling on the Mac App Store before the end of the month for a few bucks.


P.S. I coded up some crazy tile generator to get all the wall contours :) Yay for python!

[cache: storing page]