About Rothens (twitter: @Rothens)


Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 28

Rothens's Trophies

Rothens's Archive

Some progress

Posted by (twitter: @Rothens)
Saturday, April 16th, 2016 5:37 am

I’ve tossed my other ideas in the garbage, since I have really small amount of time for this LD. I never made a game in javascript, but so far it works well, the command parser is kinda good. But it took more time than I thought, so maybe I won’t finish at all. We will see. :)

View post on imgur.com

We are in :)

Posted by (twitter: @Rothens)
Monday, April 13th, 2015 12:48 am

ArenaFighterZ is in again. There’s so many of us, that maybe we’ll make two teams. Or maybe we won’t finish anything (just the menu, like we did in LD29 xD), but it’ll be a big fun, gathering together, and hacking through the days πŸ˜€

As for me I’d like to use LibGDX, so we could easily develop for Android too. For GFX we’ll use GIMP, Inkscape and some pixelart tools. For SFX I prefer sfxr, but we’ll have around 2 midi controllers, two guitars, and maybe other instruments as well πŸ˜€

If other tools (e.g. map editor) are in need, we’ll try to develop them on the go :)

I’m already really hyped about this jam πŸ˜€ Loved the votable themes so far πŸ˜‰

Progress so far

Posted by (twitter: @Rothens)
Sunday, December 7th, 2014 11:34 am

So I’ve finished the framework, and justΒ started to implement AI behaviours.

The idea is that you start with a single pixel on a 1024×768 “screen”. Then you have to collect the purple pixels, while avoid the red ones. Doing so will level up your character, and you’ll become a 2 pixel object, then a 3 pixel object, etc..

The purple pixels are moving randomly, the red ones will chase you, if you get too close to them. The player leaves a fading trail (without that the game looks a bit laggy..), that makes the level 1 player look like some kind of snake. You have two bar, a red one, that shows the xp level, and a white one, that shows the “saturation” level (you are a colored pixel after all..). If you collide with red pixels, you’ll lose saturation. If you’ve lost all saturation, you die (or maybe you’ll level down…).

Now I’ll make some new pixels and bigger objects, and then maybe I’ll make a zoom out effect after 4 levels or so (so you’ll see more area around you as you level up)

Oh, and have a nice compo/jam for you guys. ^^

Level 1 char

This is a level 7 char

This is a level 7 char

This was my first thought after I saw the theme.

This was my first thought after I saw the theme.

I’m in

Posted by (twitter: @Rothens)
Friday, August 22nd, 2014 4:44 am

Hi pals!
This time I’ll participate alone, because I’m away from the others. Last time was an epic failure, half of the team were away, and it was hard to keep up with Skype. So I won’t risk failure again, and I’ll participate in the jam alone. :)
I’ll use Java as usual, maybe with libgdx, but that’ll depend on the theme.
For gfx, I’ll use GIMP.
For the music, I’ll use milkytracker.
Good luck for everyone <3

We’re in :)

Posted by (twitter: @Rothens)
Saturday, April 19th, 2014 8:13 am

I’m proud to announce, that ArenaFighterz will participate in this jam too.
We learnt from our first jam, and this time we won’t spend our time on rolling out our own game engine πŸ˜€

So here’s the deal:

  • Language: Java
  • Framework: LibGDX
  • Music: MilkyTracker && SunVox
  • Graphics: GIMP || Photoshop || Illustrator

4,5 hours left

Posted by (twitter: @Rothens)
Monday, December 16th, 2013 2:41 pm

Oh.. the end is near. Almost every game aspect is now in place, only the content remains.. πŸ˜€ (You know, maps, and things like that :P)

The game takes place in a desert. So we need something like a.. mmm.. SANDSTORM! So we’ve implemented a particle system in the game. We also put a small emitter in the foot of the protagonist, as she walks. The music is in place now, we have very awesome tunes. We also have sounds (they are sometimes a bit buggy, but still enjoyable).


When the character gets dehydrated, you’ll start to hallucinate. The surroundings will start to wobble, and maybe you’ll have strange illusions. I’d like to write more, but I think that’d be more productive to make content instead of writing a wall of text.snapshot13

Stay tuned! :)

Oh, and here is Melkon’s post about our map editor!


Posted by (twitter: @Rothens)
Sunday, December 15th, 2013 4:48 am

So almost 1,5 day have gone since the beginning. We had a very rough start (we wanted everybody’s opinion about the game’s idea), so we only started after several hours. The roles were quickly decided, Shannen makes the art, zsomkovacs makes the render related things (bars, menus, etc..), Melkon makes the mapeditor, Hexal’s job is the implementation of the sound system to play the music that HavocS makes for us. And after all, I make the ingame things (entities, physics).

We make the game in Java, and the editor in C++, but the whole rendering engine is written from scratch (that means, everything will run on CPU :D)

I will update this post, when I have more idea what to talk about, and maybe we’ll upload a pre-release soon =)

Oh, and here is a screenshot (made after 14 hours since the theme announcement):

You only get one

We are in

Posted by (twitter: @Rothens)
Friday, December 13th, 2013 3:19 am

We are in for a jam :) I’m not really sure about the number of the teammates, that’ll revealed tomorrow xD

We’ll develop in Java πŸ˜€

Hey guys! I’m in :)

Posted by (twitter: @Rothens)
Sunday, August 18th, 2013 5:06 am

This will be my first time entering the compo, I’ll try to do my best =)
I think I will use Java, GIMP and MilkyTracker, but MT could change based on the theme. :)

[cache: storing page]