About pi_pi3 (twitter: @pi_pi314)


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 33 Warmup
Ludum Dare 32
Ludum Dare 32 Warmup
MiniLD #56
Ludum Dare 30

pi_pi3's Trophies

pi_pi3's Archive

We’re in!

Posted by (twitter: @pi_pi314)
Friday, April 21st, 2017 12:20 pm

For the first time, I’ll be taking part in Ludum Dare not alone, but in a team. Me and my long-time friend, Abaddon, Behemkot or whatever name he’s going by now, will be joining Ludum Dare 38 as “Drifting in Yellow”.

Our tools will be:

  • LÖVE
  • GIMP
  • Blender
  • bfxr (it’s better than sfxr)
  • … that’s it?
  • It’s not a lot.
  • No pizza or coffee for me this time.
  • Just lots of water and healthy food.

Have fun jamming!

I think, therefore I am (in)

Posted by (twitter: @pi_pi314)
Saturday, December 3rd, 2016 10:51 am

I’ve been doing this thing for 2 or 3 years now. Every time I had a different experience, I’ve had successes and failures, but every single time I was making a game from a low-level (except for the first time). I almost always used plain OpenGL. But this time will be different. This time I’ll take it easy and slow. This time I’m doing Lua and Löve2D. No hassle with the engine, I’ll just make a fun game.

If you’ve been following me, you might be thinking: ‘That’s not you. You don’t make games. You don’t use scripting languages. You don’t use premade engines.’ Just a month ago you’d be right. But lately I’ve been shifting my preferences and I think I might’ve finally gotten rid of my ‘not-made-here syndrom’. I still don’t like OOP as much as procedural, but now I’ve finally realized it doesn’t matter what paradigm you follow. There’s good code and bad code, no matter what paradigm or language you use. But even now, I still hate JavaScript.

Here are my poisons of choice:

  • Lua
  • Löve2D
  • Vim
  • Gimp
  • Maybe Tiled. Let’s hope I won’t be making a cheesy tiled-platformer or cheesy tiled-topdown.
  • bfxr
  • CSound (if I get to make music)

AGE of OORGH is up!

Posted by (twitter: @pi_pi314)
Sunday, August 28th, 2016 6:39 pm

It’s been sometimes uphill and sometimes downhill (mostly uphill though), but now it’s finished. AGE of OORGHT is here! I wrote and extensive premature post-mortem (aka pre-post-portem aka regular-mortem) on the submission page, so if you like reading stuff written by game devs, go here and read it. If instead you just want to play the game, go here and play it, however I highly recommend you to read the whole thing before posting comments or giving feedback.


Oorgh performing his 3rd favourite activity – dancing

IN for another amazing LD

Posted by (twitter: @pi_pi314)
Friday, August 26th, 2016 3:02 pm

I’ve been participating in Ludum Dare for 2 years now. This will be my 7th game jam, 6th Ludum Dare and 5th LD compo. My tools have changed throughout the 2 years. My framework of choice for my first LD was GameMaker: Studio. It’s an amazing framework, but I quickly wanted a more powerful tool. Next came Java with LWJGL 2.x. It felt really good, but I had many issues coding the base (i.e. built-in engine). So afterwards I created my own little graphics framework. It wasn’t that good, but I used it for 3 compo’s. This year I started learning C out of a completely unrelated reason. However, I found it to be really convenient and I fell in love with the imperative-procedural, weakly/statically typed language. Now I’ve decided to complete this Ludum Dare in pure C99/C11 with my little physics/graphics framework I’ve started developing 3 weeks ago. It’s very basic, but seems usable so far. It has some sprite support and simple, fake (made up, but good/funny looking, quirky) physics (I call it fysics, because it’s fake physics, get it? hahha.)

tl;dr: I’m a masochist and I switched from Java to Assembly C to make games.

Now here’s the thing I’ll be doing really differently this time. As suggested by @mgtgames, I’ll be doing some sort of video content. I definitely won’t be streaming, but I might make a timelapse or something. (Suggestions to specific content?)

tl;dr: I’ll be doing YouTube’ses for the first time.

So, here are my current tools of choice:

Lang: C/glsl 3.3 core

Compiler: gcc

Editor: Vim. It’s amazing.

Version control: git with gitlab

Libs: SDL2, OpenGL, GLEW

Graphics: gimp

Font: One of the fonts by the amazing @somepx

Sound: bfxr

Music: I’m too stupid to make decent music so I’ll just look for a good random music generator or don’t use music at all

OS: ArchLinux (I already told you I’m a masochist, don’t ask again)

Coffee: Coffee. Lots of coffee. Even more than you think. In fact, all of the coffee

Pizza: Precisely 2 pizza’s.

It’s 10pm in here, so I’ll be going to sleep soon, so I’m as alive as possible tomorrow. While I sleep, have a look at fysics. Please ignore the bugs. They’re not bugs, it’s a feature. It’s supposed to be like that.

A demo of the fysics engine

A demo of the fysics engine

I am in for the 5th time and on my 18th bday

Posted by (twitter: @pi_pi314)
Friday, April 15th, 2016 8:20 am

I am in for the Ludum Dare 35, which will be my 4th LD Compo, 5th LD event and 6th game jam. It also happens to end on my 18th birthday (18th of April), so it might be my best bday yet. This will also be a special LD for me for a different, more personal reason.

I will be using the following tools, as usual:

  • Eclipse IDE
  • My own OpenGL 3.3 based framework
  • paint.NET
  • Coffee
  • PulseBoy
  • BFXR
  • ScreenToGif
  • Possibly one of @somepx‘s fonts
  • More coffee
  • Lots of internet
  • Yet more coffee
  • Pizza
  • Still not enough coffee? Coffee.

I hope you all have a wonderful time and I believe you will all create tremendous games. Good luck and have fun.

I am in

Posted by (twitter: @pi_pi314)
Sunday, November 29th, 2015 4:21 am

I hereby declare that I, pi_pi3, am in for LD 34. I’ll be using my own engine, a.k.a. Apocalypse Engine, written in Java, based on OpenGL 3.3. It’s still wip, but it’s usable for 2D projects. As for my tools:

You can follow my progress right here: @pi_pi314
You can also check out my previous projects here and here


Posted by (twitter: @pi_pi314)
Thursday, August 20th, 2015 5:22 am

Due to the trouble I had last time exporting my game to Linux and OSX, I made a test to see if it works now. I do not have a Linux or OSX, so I would like to ask you to test it for me if you do. Here it is

Source code question

Posted by (twitter: @pi_pi314)
Thursday, August 20th, 2015 4:15 am

If I use my own engine (still WIP) in the compo, do I have to upload its source?


Posted by (twitter: @pi_pi314)
Monday, August 17th, 2015 9:44 am

LD #33 is coming. This saturday (or friday if you live in the US) you will start coding your 48-hour game. Maybe you’re a pro, maybe you’re an amateur, or maybe you have absolutely no experience at game making. However, each and every compo competitor will have to code. That’s why I made two polls. Check them out and let us see how many use C++, C#, my personal favorite, Java and many others, as well as what engines we will be using.




I’m in

Posted by (twitter: @pi_pi314)
Friday, August 7th, 2015 9:01 am

This is going to be my 3rd LD and 2nd Compo (first was jam). I’m hoping to improve my overall score (hoping for at least 3.0 this time). I’ll be using:

– My own LWJGL-based WIP engine. It already works partially and can be used for a 3d or 2d game

– Paint.NET for graphics and Blender for models if there is a need for that

– BFXR for sounds


First step to Post-Compo remake of LD #-6192

Posted by (twitter: @pi_pi314)
Sunday, April 26th, 2015 4:44 am

You might have played Ludum Dare #-6192 before. If not, play it here. Anyway, if you have played it, you probably noticed the glitches. So I decided to make a full remake of it in a completely new engine. The rendering part is pretty much finished now. On the gif you can see 16384 64×64 squares in random positions and random rotation in 720p at 50-55 fps. Each square has a 16×16 texture. Now I can get to the new collision detection and hopefully I’ll finish the remake ’til next weekend. If you’re interested in the engine, I might make it OpenSource and put it on GitHub once it has some more features.


Ludum Dare #-6192 Post mortem

Posted by (twitter: @pi_pi314)
Tuesday, April 21st, 2015 12:43 pm

My second LD didn’t go as well as expected, yet I consider it a success. I improved my skills a lot, got some experience and I work a lot faster than I used to. During the LD I realised the engine I wrote at the start was crap. Cause I never liked engines like LibGDX or JME, I decided to write my own engine. I’m hoping to finish it until the next LD and use it then. Now for the what-went-well & what-went-wrong:

What went well:

– Finished core mechanics to a playable degree

– Textures don’t look like sh… Shoes. I totatlly meant to say shoes.

– Vector based collision detection instead of my usual collision boxes (first time doing that)

– Rather good planing

– Great motivation, even when I was struggling

– Very little bugs in the first 12 hours…

What went wront:

– … A lot of bugs in the other 27 hours of work

– Spent too much time procrastinating and pretending I’m workin (e.g drawing those bloodstains for 5 minutes; playing around with bfxr)

– No reaction from enemies on hit except for a sound and damage

– Only one skill (“cheat”) enabled

– Not a lot of options for creating skills

I think I covered all there is to say. Make sure to check out Ludum Dare #-6192.

First LD Compo finished

Posted by (twitter: @pi_pi314)
Sunday, April 19th, 2015 7:29 pm

My first LD Compo game is finished. Kind of. It has loads of bugs, the engine is crap (selfmade on the first day, will do better next time). I thought I underscoped, but it turned out I overscoped. And I was procrastinating a bit too much.

The game is about a game dev in Ancient Rome fighting sand monsters. For more infos, go here: Ludum Dare #-6192



Posted by (twitter: @pi_pi314)
Saturday, April 18th, 2015 4:10 am

After about 4 hours of work I’ve finished the basics of the engine. It draws images and plays sound. Also input and entities. The background is most likely a placeholder. I’ve had very little bugs so far, none of them was hard. I hope the rest of coding will be as succesful as it was so far. Have fun everyone and may your code be bug-free.


I’m in + Setup showcase

Posted by (twitter: @pi_pi314)
Friday, April 17th, 2015 1:09 pm

A bit late, but better late than not at all. This is going to be my second LD, the first being #30. I scored 2.38 with my jam entry back then. This time I’m participating at the compo. I’ll be using:

– Eclipse

– LWJGL; Json lib 2.4; slick-util; PNGDecoder by Mathiasmann and maybe jinput

– Paint.NET

– BFXR (and Audacity maybe)

– Either Abundant Music or SoundHelix

And now for the setup showcase (do you even to these pre-comp?)


It includes:

– 3 monitors (2x 1280×1024; 1440×900)

– Creative SoundBlaster Alpha

– Amazon Basics Keyboard

– Sharkoon FireGlider

– XBox 360 Controller

– 3 bottles of water; 1 bottle of orange juice; Pringles rip-off; chips (or crisps if you’re from UK); a 50% pizza discount at Domino’s

– An alpaka wallpaper

GL HF everyone and may the Force be with you.

MiniLD #56 – I’m in

Posted by (twitter: @pi_pi314)
Wednesday, January 28th, 2015 7:02 am


I knew I want to participate in this MiniLD for a couple weeks now, but I wasn’t sure if I’ll have any time for it, so I worked a bit on a game I’d submit if it would’ve been finished by this weekend. I’ve overhauled the whole project twice and a week ago I abandoned it, cause it s*#!ed. But last weekend I started learning lwjgl, and now I’m working on a voxel based 3d engine. No, it won’t be a Minecraft clone. It’ll be a fully customizable, editable and moddable dungeon crawler. I just finished the level loader, which loads a 3d level from a single png file. I’m using Eclipse, the engine is lwjgl based, VBOs for rendering and paint.NET for graphics. My goal for this MiniLD is to make collision work properly, create a customizable monster class (and customizable boss fights possibly).

Dungeon 0.3 Dungeon 0.3

I’ll change the textures later, so they fit -Use only 4 colors

If you’re interested in this project, make sure to check my LD #30 submission and vote on this one, once it’s submitted.


Update[20:33; 28.01.2015] – I probably won’t have time to finish the thing, but I’ll do my best.

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