About pianoman373


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32

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pianoman373's Archive

Last minute “I’m In”

Posted by
Friday, April 21st, 2017 7:20 pm

I’m gonna be going in solo this time.

Tools of choice:

Unity 5.6




Otomata and LMMS for whatever bit of music I can afford to make at the last minute.

Tiled (if I go 2D)

ASTRI fully released with a web build.

Posted by
Tuesday, December 13th, 2016 1:12 pm


Well I didn’t post when we finished, but we submitted our game ASTRI just in time for the Jam. Things were literally being added in the last few minutes. There’s so much we weren’t able to add due to time, so hopefully we can make a post-jam version sometime.

But now the game has a webGL build after a lot of work. Am I the only one who misses the unity browser plugin? WebGL takes a lot of work and renders differently than normal builds.

Play our game here

Modeling is coming along…

Posted by
Sunday, December 11th, 2016 5:29 am

Screenshot at 2016-12-11 04:27:37

Is Unity on Linux stable enough to use?

Posted by
Saturday, December 10th, 2016 2:07 pm

I’m thinking of switching over to unity, but I’m not sure if the Linux version is stable enough. Is anyone here using the Linux version of Unity for their project?


Posted by
Saturday, December 10th, 2016 4:23 am
Off to a late start, but I think we finally figured out our idea. Not really much of anything yet though.

We’re In!

Posted by
Friday, December 9th, 2016 1:51 pm

We’re totally in for Ludum Dare 37! This is our first time working as a team for the jam but some of us have already participated in the compo before. Alright here’s the rundown:

  • pianoman373 – Programming.
  • ParkerMc – Programming.
  • PieGuy314 – Programming.
  • Angelgal246 – Art.
  • Kalman90Grape – Music.
  • CircuitLord – Sound effects.

We will be using Java and my own game engine I’ve been working on since Ludum Dare 35.
You can get the source code for our engine here: https://github.com/pianoman373/Point-Engine

For tools I’m not sure what exactly everyone else will be using, but I’m pretty sure it’s gonna be along the lines of:

  • Eclipse Neon
  • Atom
  • GIMP (Krita or paint.net maybe?)
  • Blender
  • LMMS
  • Audacity

Oh yeah and ParkerMc is gonna be doing a stream over at: https://www.twitch.tv/parkermc01

Have fun everyone!

progress report 1

Posted by
Saturday, April 16th, 2016 1:56 pm

I have a block system set up for the player, still placeholder art, and no dragging animations yet.

2016-04-16 13-49-03

(the mouse is offset a bit due to some bug in obs)

I’m in for the Compo

Posted by
Thursday, April 14th, 2016 11:14 am

What the title says.


Well, this is gonna be my 4th LD  Compo so far. My first two were made from scratch using Java and OpenGL, and did not go so well. Last time I used Unity to make my entry Torque, which I think turned out really well and ranked 64th place in fun!

Now This time I will be using the beta Unity version on Linux…. I know, I know, you never want to use beta releases in a LD, but I think it should turn out fine. I was able to put my last entry into the workspace and it all worked fine with no crashing. Plus I have everything ready to go on windows too in case it doesn’t work out.


Also, I’ll be using LMMS to make music this time. Now, all my past games have had no music, only the last one had sound at all. So lately I’ve been tinkering with LMMS and am completely overwhelmed by it and have only made one song (more of a tune). But anyways I do have the capability to make music now, and if I somehow come up with a song in the middle of it all, I’ll be fine.

Yeah….. don’t hold your breath on it though.


Anyways here is what I’ll be using:

Linux (Ubuntu 14.04),

Windows 10 (In the event that things go horribly wrong with Linux unity),







Torque Post-Compo Update

Posted by
Saturday, December 19th, 2015 7:42 pm


Hey everyone Just wanna say that i’ve finally updated my game Torque, sorta.

I was only able to get out two new levels in this update, since all feedback has been talking about how there should be more levels. Doing this post-compo update taught me one thing: That I could never turn this into a full game like I was putting into consideration.

Yes I think this turned into a very great game for me, but the puzzle levels are just so hard to create. I might be able to do another post-compo update with some more sounds, polishing, etc. And maybe get back to figuring out an efficient way to design levels. But no promises. I’m also thinking of porting it to andriod, which i’m finding shouldn’t be all that tough.


Anyways, if you haven’t already tried my game try it Here.


And thanks to everyone for the great feedback.

Torque and Unity

Posted by
Monday, December 14th, 2015 12:25 pm



Well I’m pretty satisfied with my compo entry this time. This was my 3rd ludum dare, the last two being in java. But this year I used unity and blender to make my first 3D ludum dare. Although I did have some problems with prefabs resetting each game object and me having to put all the settings back in them…..  But anyways I’ll definitely use unity from now on.


Try my game Torque here

Torque now on all platforms

Posted by
Sunday, December 13th, 2015 11:24 pm


My game “Torque” is now available to play on all platforms and from the Ludum Dare website.

Torque Now Live

Posted by
Sunday, December 13th, 2015 7:22 pm



My game torque is now live. No in-browser build yet though. I’m trying to figure out how to use dropbox to host a unity game.

I’m In

Posted by
Thursday, December 10th, 2015 9:50 pm

This is my third ludum dare now. Gonna be using unity for the first time instead of java and OpenGL.



Unity 5.3




probably BFXR and Musagi if I have the time.

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