About Ronin748 (twitter: @Roninkoi)

Hobbyist game dev and graphics programming enthusiast.


Ludum Dare 37
Ludum Dare 36
Ludum Dare 34
Ludum Dare 32
October Challenge 2014
Ludum Dare 29

Ronin748's Trophies

The "You Sold A Game" Award
Awarded by Tosic
on November 8, 2014

Ronin748's Archive

Tech Raid progress

Posted by (twitter: @Roninkoi)
Sunday, August 28th, 2016 10:08 am

I’m making a game called Tech Raid using my own engine written in C++ and OpenGL. It’s set in an ancient alien spaceship and your task is to loot the place. I guess I was kind of inspired by Gravity Falls. Have a screenshot of the current state of the game:


Revenge of the Ducks finished!

Posted by (twitter: @Roninkoi)
Monday, December 14th, 2015 3:35 pm


At one point it seemed that there was no way that I was going to make it using Dart and WebGL, but here we are! It’s my first 3D game, and LD really gives me the motivation to finish what I start. I was able to use both themes, and my thought process was the following: growing -> growing up -> growing old. You only have the right and left arrow keys. I went completely silly this time. You should always remember to feed the ducks when you go to the park or you’ll regret it.

Play it here

I might also upload a timelapse of the creative process behind this masterpiece.

Not sure if going to make it, but trying

Posted by (twitter: @Roninkoi)
Saturday, December 12th, 2015 5:59 pm


Trying to do WebGL and Dart again, and it has turned out to be a bigger task than expected. Everything has to be done from scratch, but nevertheless WebGL is a really powerful tool. I now got the rendering working after a long and tedious battle involving stuff like depth buffers, and I can finally render simple shapes (such as cubes in this test, using placeholder textures from a previous project). This is my first time making a 3D game, so I’m really not sure if I’m going to submit it. There isn’t even a game yet.

Maybe in, made a game for this other jam

Posted by (twitter: @Roninkoi)
Tuesday, August 18th, 2015 4:29 am


Over the summer I participated in the A Game By Its Cover game jam, which just ended yesterday. I made a game called Eternal Eski based on a fake cartridge I found on famicase.com, and it’s about building spaceships and controlling them by typing various commands into the ship’s computer. As a result of this I’m currently quite tired, but if I find the theme interesting I’m likely going to do LD too.  I’ve been doing a lot of Dart + WebGL stuff for AGBIC, so I think I’m probably going to step away from C++ for a while. Raw WebGL is certainly a challenge, but if I prepare sufficiently it should be fine.

I will be using:

– Intellij IDEA

– Photoshop

– sfxr

– Dart + WebGL

Oh, and here is a link to my AGBIC game if you want try it out.

Daunting Disorientation is apparently my second LD entry

Posted by (twitter: @Roninkoi)
Tuesday, April 21st, 2015 3:13 pm

Daunting Disorientation 4

So I made this thing: Play here

I was looking at the top themes list last friday trying to think of interesting game mechanics, but my mind was completely blank. It was really late at that point so my brain was running on gossamer strands of wakefulness. I thought of getting a bit of shut-eye before the purgatory coding hell would begin, and a decent idea that would fit both of the top themes came to me in a dream. The next day I looked at the theme and went for it.

Day 1 was quite tough as I had to spend pretty much the entirety of my waking hours hammering away at engine code. I had thought of trying out Emscripten, but quickly decided to stick with the tools I already knew. I drew a few sprites and tested the core mechanics, but I wasn’t sure if it was going to work at all. I even made a design document to try to gather my thoughts. Most of the art was made on day 2, but there was still a massive amount of work to be done on the code (why is C++ so verbose?!). I also did some cool PCG things. At one point it even seemed like I was going to make it to the compo, but I wanted to keep polishing it. It didn’t even have any sounds. I fixed that on day 3 and spent nearly half of the day getting the game to sound the way I wanted. After finishing the code I could relax because I knew I would finish no matter what. Tweaked the AI and balanced the gameplay (and apparently did a shoddy job at that).

LD32 was stressing and exhausting, but I’m glad I did it. I could never finish something like this without any proper motivation and ideas. That’s what Ludum Dare is for me.

Herbert passed the $1 mark and I’m in!

Posted by (twitter: @Roninkoi)
Thursday, November 6th, 2014 10:50 am

2014-10-31 01_59_16-Greenshot

So it appears my October Challenge game “Herbert Crawler” has already made a couple of dollars. I suppose I’m a proper indie dev now? No? Well, it looks like I will be making more gubbins in a few weeks with LD31 just around the corner.

I will probably be using:

– C++

– OpenGL and/or SDL 2

– Visual Studio 2013

– Photoshop CC

– sfxr

You can get said game here:

2014-11-06 19_47_27-Embed Herbert Crawler Post LD Edition - itch.io

Herbert Crawler finished for October Challenge

Posted by (twitter: @Roninkoi)
Wednesday, October 1st, 2014 1:18 am


I’m planning on getting my LD29 game “Herbert Crawler” finished for this October Challenge and posting it on Itch.io. I was going to release the Post LD Edition before LD30 but I just couldn’t get the levels done. I have been working on it in my free time for a while now so there’s a plethora of new features. You could almost call it a game now!

New gubbins:

– More maps
– Mushrooms
– Potions
– Spikes
– Chests
– Fullscreen
– Saving
– New weapons & armour
– New tile textures
– Music by Kevin MacLeod

Play the pre-release version here


The game will be posted here when it’s finished:

2014-10-03 18_45_46-Embed Herbert Crawler Post LD Edition - itch.io


Herbert Crawler – An unfinished first entry

Posted by (twitter: @Roninkoi)
Saturday, May 10th, 2014 10:53 am


Due to the lack of time and several other factors, my first attempt at making a game for Ludum Dare was left rather unfinished. In Finland the competition starts at 3:00 am and I lost a few hours because of that. The first day was just making the engine and some of the core mechanics. I ordered a new Wacom tablet just before LD and drew most of the art on the second day. The animations were also coded that day. I couldn’t spend the third day just making the game. When I got home I made a test level and coded the AI for the skeletons. I made the sounds and last finishing touches at around 1:00 am and got only four hours of sleep.


I didn’t use the time as effectively as I could have. I also had trouble finding inspiration and ended up making a pretty generic dungeon crawler. With C++ it took a long time to get the mechanics coded. The competition is also a lot tougher physically than I thought and I underestimated the time needed to make a game like this with my inexperience. I think it’s best to keep the concept of the game simple and get the ruddy thing finished rather than trying to aim too high.

The game can be played here:


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