About rantt (twitter: @rantt_)


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Celery Samurai Timelapse Video

Posted by (twitter: @rantt_)
Tuesday, April 21st, 2015 10:39 pm

This is the timelapse video of me developing ‘Celery Samurai’ over 48hrs for Ludum Dare 32: Unconventional Weapon.

You can play/rate ‘Celery Samurai’ here:  http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=41103

I’m In, third times a charm

Posted by (twitter: @rantt_)
Wednesday, April 15th, 2015 7:18 pm

Well, at least I hope it is…lol.  Always seem to get nervous/excited around this time.  Can’t wait to make another game, and to play all the great games being made :)

Same tools as before, mostly.  Although, I got a Aseprite recently and really like it so I might not do everything from my iPad this time around.

coding: vim and Phaser.js for my framework
graphics:  SpriteSomething, Aseprite, and maybe Tiled
sfx:  sfxr/bfxr
music: PixiTracker

Happy LD32, good luck everyone :)


When Snowmen Attack – Postmortem

Posted by (twitter: @rantt_)
Thursday, December 18th, 2014 8:14 pm

This is the postmortem for my LD31 entry “When Snowmen Attack”.

Play it here

When Snowmen Attack

I’m pretty happy with how my game turned out. This was my second ludum dare and I wanted to make sure I improved in the areas that didn’t go so well the first time around.

What Went Right

Time management

I took the first night to figure out what I was going to do and then started Saturday morning. I spent Saturday getting the majority of the mechanics working and spent Sunday finalizing the mechanics, cleaning up my sprites and writing the music. I was able to finish the game in the 48hrs (although just barely).


I spent a lot more time on my graphics (probably more than I should have), and it’s one of the things that people seamed to like. I also used placeholder art (which I hadn’t done before) during development so I could get the mechanics working earlier and give me more time to spend tweaking my sprites later. This helped me decide which actions I was going to use so I didn’t draw out any art I wouldn’t need.

Player Character from LD30

Player Character from LD31


Not overly complicated but it played well, and in most of the feedback people said they enjoyed it. I think I did pretty good at introducing new enemies and having the difficulty ramp up at a decent pace.


I liked watching ones that other people had posted last year and really wanted to do one this time around. I think it came out alright, although I made a lot of mistakes. Next time I’d probably cut more of the boring stuff out and put up more messages for what I’m doing so it’s not so confusing. Also, I did almost all of my sprite work on my iPad using SpriteSomething, so there are a lot of periods where my screen just sits there until I import the sprites in. So lots to improve on for next time, but I’m still glad I did it.

What Went Wrong


Yeah, I know I put this in what went right as well…lol. I’m still learning so I made some mistakes like not keeping my pixel ratio consistent among all my sprites, this was probably the biggest complaint about my art.

Too Short

Another complaint was that the game wasn’t very long. I did most of my play testing on Sunday and I didn’t want to add waves I hadn’t balanced so I kept the game to only 10 waves.


I think I did a better job on this in my last ludum dare. I’m not completely happy with the music. I feel I rushed it and I think it shows, reviews were kind of mixed some people liked it some didn’t.

For Next Time

I’d like to stream my development next time. I really wanted to this time but I was afraid it would be distracting and in the end opted to not take on that additional stress.

Think I might join a team and do a jam entry .  I’ve only ever designed games on my own, so working as part of a team would be cool.

Thanks Guys!

Thanks to everyone who commented/rated my game, your feedback has been really helpful.  I’m working on implementing your suggestions in my post comp version which I hope to post soon.  See you all again next time :)

When Snowmen Attack Timelapse Video

Posted by (twitter: @rantt_)
Thursday, December 11th, 2014 12:35 pm

This is the timelapse of me developing ‘When Snowmen Attack’ over 48hrs for LD31.  I didn’t do a timelapse for LD30 and really wish I had, so I really wanted to do one this time.   I did most of my art and all the music on my ipad so it’s kinda boring in places, mostly just me coding.  Anyway, this is my first timelapse I made a some newbie mistakes.

You can play/rate ‘When Snowmen Attack’ at : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=41103


I’m in for the 2nd time!

Posted by (twitter: @rantt_)
Monday, December 1st, 2014 6:16 am

Just as nervous/excited as I was for the first one…lol.  I’m pretty much going to use the same tools I did last time.

coding: vim/tmux and Phaser.js for my framework
graphics:  SpriteSomething and Pixen
sfx:  sfxr/bfxr
music: PixiTracker

I learned a lot the first time around, although I wished I had done a timelapse or live stream, so I might do that this time around.

Good luck all :)

PRISM – post mortem

Posted by (twitter: @rantt_)
Wednesday, August 27th, 2014 8:20 pm

So I survived my first Ludum Dare.  I got my game finished in 48 hours and dropped unconscious immediately after…lol.  Actually this was a fantastic experience but I’ll get back to that.  In the end I developed a dimension hopping platformer called PRISM.




  • Development
    • vim/tmux – for coding
    • chrome/developer tools – debugging/testing
    • tiled – for tilemaps
    • phaser.js – awesome framework
  • Graphics
    • SpriteSomething – sprites
    • Pixen – sprites
    • Pixelmator – title image
  • Sound
    • bfxr – sound fx
    • PixiTracker – music

What Went Right


I feel like I did a pretty decent job predicting the scope of the work I needed to do. I was watching the #LD48 tweets before the jam and there was one that really stuck with me from @beeglebug:

1.  Think of an idea
2.  Think of a smaller one
3.  Reduce the scope
4.  Reduce it some more
5.  Finish it!

Anyway, totally did the trick for me. I shotgunned a bunch of ideas and picked one. Then I came up with as many concepts for that idea as I could. I picked from those lists the things I thought we possible for me to do in that time frame and ran with it.


I hadn’t even planned on using this, I intended to do most of my sprite work in Pixen. As it turned out, I spent a lot more time than I wanted to out of the house and I ended up doing the majority of my sprites from my iphone/ipad.

The music

It worked out better than I thought it would. I wrote it rather quickly and was worried it would be more of an annoying distraction than add to the game. In the end I was pleased with how it turned out so I left it in.

What Went Wrong

Bugs, like the player rendering before the tilemap, made him appear behind the scenery rather than infront in certain places, and my collision detection and controls could have been tighter. Definitely needed more play testing.

The yellow level was too easy. I originally wanted to make the teleport work as long as you were unobstructed, and fire off like a beam. If the beam hit something you’d materialize early. In the end I didn’t have time so I made it so you could teleport directly to the mouse pointer.

The green level, was suppose to have zombies which you’d be able to shoot with a new ability in that world. Again, low on time I opted to put spikes as the moving element for that level. I left the zombie sprite in the assets directory anyway…didn’t have the heart to take him out…sniff.


Also, I wish I did a timelapse, seeing everyone elses looks so cool. I kinda wish I had done one too, it’s neat watching a game take shape out of nothing.

In Conclusion

I absolutely loved this experience. It was exciting and tense, and I had a great sense of accomplishment by the end of it. Hearing the feedback and playing other peoples games has been really great. I learned a lot from developing my game, but I think I probably learned even more playing games by the other developers. Picked up a bunch to new tools and techniques and can’t wait to try them out. It’s a great community and was fun to be a part of it, hopefully this will be the first of many ludum dares.

First Timer

Posted by (twitter: @rantt_)
Friday, August 22nd, 2014 6:23 am

Hey guys, this will be my first LD and I’m super excited to be participating.  I’ve never built a game this quickly before so looking forward to the challenge.

I’ll be coding in javascript using the Phaser.js framework, Pixen for graphics and bfxr and Pixitracker for sound and music.

Good luck all :)

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