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Ludum Dare 31

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I’m in

Posted by
Thursday, December 10th, 2015 11:23 am

This time I’ll finish! I said the same thing for the past 3 of them but this time its the one.

Using Unity, Paint.Net and Reaper.

I’m in

Posted by
Friday, August 21st, 2015 8:45 am

Lets hope I finish my damn game this time!

Using Unity, Blender, Paint.net and REAPER.

Yet another I’m in post

Posted by
Friday, April 17th, 2015 10:35 am

Time for another Ludum Dare!

Haven’t done any programming in a while, so now’s the time to relearn everything.

Going to be using:

Unity 5 – Because it works.
Blender – (If I make a 3D game)
Paint.net – Simple and works well.
Reaper – Love this DAW (Very well priced too).

I think I’m going to have to buy lots of energy drinks and junk food too!

A Post-Mortem thing

Posted by
Wednesday, December 10th, 2014 11:12 am

Hey peoples. Thought I’d do a quick self review of my game, Super Pong Quest.

Title Screen

Link is here

So the game was the result of very little planning, and terrible time management. It’s still the closest thing to a ‘finished’ game I’ve made in the past year, which is kinda disappointing if you consider that I made this in 2 days.

Like pretty much everyone else, I wasn’t a fan of the theme. In fact, this was the one I was least wanting to get. But oh well. I think the main problem with the theme was that instead of it being a ‘concept’, it was more of a ‘limitation’, and you really had to think ‘does this count as one screen?’. If you wanted to be nitpicky, my game doesn’t fit the theme at all, as it takes place in two screens(views)! :O

I actually started off with just making a pong clone that had powerups and special abilities, but I found that to be a bit boring, so I decided to take it into 3D, which went okay.

The gameplay in my game is pretty terrible in my opinion. The pong clone has a fair few physics issues(such as the ball sticking to the top or bottom of the screen) and having so many mesh colliders makes this game fairly tough to run on less powerful systems.

The picking up/throwing mechanic was really slapped together in about an hour. Originally I had it running off of a lerp that followed a raycast, which was a terrible idea as whenever the object wasn’t centered, you could still pick up other items at the same time, it was terribly buggy, and objects could also just get stuck in midair. I eventually revised it to a more usable system. But it could have definitely used some rotation controls.

The graphics were simple at best. I’ve never actually 3D modeled before, so that was a fun experience. Blender seems to have a lot of stuff that isn’t really needed for 3D modeling, like that built in game engine and other stuff, so seeing the interface gave me a minor heart attack. All of the objects in the game are very primative, with none of the objects having over 150 polygons.

I didn’t manage to learn how to texture objects in time, so I had to use coloured materials in Unity to get close enough visuals. You can really see it in the keyboard and the bed, as they are both just plain colours.

The sound in my game ended up surprisingly good. For the object collision sounds, I used my phone’s recording app to get some pen drops for the smaller objects and also some wallet drops for the larger ones. I then checked them into Audacity and removed some of the noise using the built in tool.

In Unity I made a quick script which put the sounds into an array and played them at random. It worked well. For the pong sounds, I used the ‘twang’ generator in audacity.

Overall, I think I learnt a lot in this LD, and it’s definitely inspired me not to be so terrible at 3D modelling. I may end up fixing up some stuff and adding some objectives, and generally fleshing out the game more for a post LD release if there’s any interest.

Things I’ve learnt in this LD

Posted by
Sunday, December 7th, 2014 11:52 pm


When people try to download your game from there, Chrome blocks the download due to it being “malware”.

A PSA from your friendly neighborhood terrible-game maker.


Posted by
Sunday, December 7th, 2014 12:42 pm

I need sleep, therefore my game is DONE! There’s still loads of bugs, and I could retexture everything, but it’s 3 in the morning and I’m tired.

So I present to you…


(My splash screen is super fancy)

Oh and here’s a game link :


Hope you guys find my game not awful!

Update 3: Collecters Edition

Posted by
Sunday, December 7th, 2014 12:59 am

Mainly adding ‘art’ and objects in the room to throw around.

Half life 18 2014-12-07 15-54-13-01

Even made some parody game boxes:
Half life 18 2014-12-07 15-55-26-10

And just in time for Christmas:
Half life 18 2014-12-07 15-55-47-09

Progress Update the 2nd!

Posted by
Saturday, December 6th, 2014 6:02 am

I think I might actually finish my game on time this time!

Started modelling the room, and Pong is pretty much done, just have to make the AI beatable. Might add Space Invaders a bit later if I have the time.

Test Testicles 2014-12-06 20-58-49-29 Test Testicles 2014-12-06 20-58-59-63

Progress is happening!

Posted by
Friday, December 5th, 2014 10:43 pm

So in a little under 4 hours I’ve managed to make this:

Test1 2014-12-06 13-41-25-67

Currently super basic, and you can probably guess which game I’m putting on my ‘screen’.

I’m In!

Posted by
Saturday, November 29th, 2014 1:01 am

Lets hope I actually finish my game this time.

Going to be using Unity and Paint.net
Music will be done in reaper

4 Hours Left

Posted by
Sunday, August 24th, 2014 3:38 pm

And I have no chance of getting my game done before the deadline. My main problems were just a pure lack of ideas for the theme, and also physics problems. I don’t really know if I’ll post an exe or not as all I have is this:

Not much.

I’m missing my main gameplay element, and the game regularly likes to completely destroy the physics all the time.

I guess this is goodbye until the next Dare, or if I decide to merge this into the Jam section.

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