About savethejets1 (twitter: @savethejets)


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
October Challenge 2012
Ludum Dare 24

savethejets1's Trophies

Best Adventure Game - LD 37
Awarded by LDA
on January 3, 2017
Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on December 1, 2015

savethejets1's Archive

Guess what? I’m in!

Posted by (twitter: @savethejets)
Friday, April 15th, 2016 3:47 pm

I’m in! this will be my 12th time in a row!

Going to use

  • Unity
  • Pixen
  • Logic x

I look forwards to playing everyones games!

Super Chop Post compo

Posted by (twitter: @savethejets)
Wednesday, August 26th, 2015 10:43 am

I help run the local Ludum Dare meetup here in Calgary, which means that sometimes I don’t get as much time to work on my entries as I want.

Alas this LD ended and there were some things I couldn’t quite get into my entry.

So I put a little work in yesterday, and finished a Post Compo version of Super Chop

It’s up on itch.io CLICK HERE

If you like it, send me a note on twitter @savethejets


Here’s the compo page too

I’m in

Posted by (twitter: @savethejets)
Friday, April 17th, 2015 6:52 pm

In for this Ludum Dare.

It’ll be my 8th Time taking part!

Going to be using this https://bitbucket.org/codeherdstudios/genengine

Good Luck Everyone!

Super Engine Blast Soundtrack

Posted by (twitter: @savethejets)
Saturday, December 27th, 2014 9:51 am

Thought it might be fun to release the songs we used in Super Engine Blast


All songs were created in Logic X. I mainly used the Retro Synth on FM mode. It’s good for creating genesis sounding synths.

As far as post processing went, I was somewhat stretched for time so I just grabbed a set of effects I use for SNES sounding songs and went with that. You could say the soundtrack is what it’s like if Genesis and SNES had a baby. 😀

If you’re curious, I start with applying a compression of 3 : 5 : 1 with a bit rate limiter set to 16 bits. You can fiddle with the overdrive a bit to get something you like. For SNES music they were comprised of samples of instruments that were designed to loop, however the amount of memory that these samples could take up was insanely small compared to what you can do nowadays. So in an attempt to fit the sounds into memory I’ve read that composers would ofter chop off the high and low parts of the wave sample.

So the next thing you can do to get that SNES sound is to apply a high + low cut filter and chop off some of the more fuller parts of the sound.

You will definitely notice a difference.

The song won’t sound as rich, and it will sound more like an old video game console.

Finally the last filter I use is the Reverb. SNES had a pretty unique reverb that they used and I’m not sure I capture it quite well but if you set up a really really short delay filter you can somewhat mimic the reverb that was in the SNES sound chip.

Anyways I hope that helps anyone out there who is doing music and a bit curious about this sort of stuff..


Super Engine Blast

Posted by (twitter: @savethejets)
Wednesday, December 17th, 2014 11:54 am


 Try Super Engine Blast HERE

Calgary Ludum Dare 30 Meetup

Posted by (twitter: @savethejets)
Thursday, August 28th, 2014 5:47 pm

So this last Ludum Dare I organized a meetup for Calgary Devs. We started at Waves Coffee house on the Friday, and then moved to a room at the University for the Saturday, and finally a Google+ meetup on the Sunday.

All in all we had a great turn out with 11 people showing up, and around 8 games worked on. ( we had a few not end up finishing, but hey, no one every said this was easy :D)

Here are some of the games to come out of our LD event.





Space Merchant



Alien Boogie Down



Connie’s World : There’s an APP for that?



And finally, my entry…

A : Attack from Red Planet




Give them a try!

I’m in!

Posted by (twitter: @savethejets)
Friday, August 22nd, 2014 11:02 am

This will be my 7th in row Ludum Dare!








I’m also organizing a meetup event for Game Devs in Calgary, AB Canada.

Feel free to drop by if you’re in town!!! and especially if you’re taking part in LD48!! 😀 

Ludum Dare 30

Friday, Aug 22, 2014, 7:00 PM

No location yet.

11 Devs Attending

It’s Ludum Dare time again.http://www.ludumdare.com/compo/We’re just finalizing the booking for the University Room but I thought it was time to update this description…The plan typically goes like this:Friday 7 PM – WAVES Coffee House :1019 17th Ave SW (map)We all meetup on the Friday around when the theme is announced. People can find tea…

Check out this Meetup →





Good luck to everyone!


Posted by (twitter: @savethejets)
Tuesday, April 29th, 2014 11:02 pm


Drip is a game about bringing life back to the surface of a dead planet.

Underground lies a world of music and you must capture that music and bring it to the surface. Slowly the songs will grow as you bring back more and more water until finally the surface becomes habitable again.

2014-04-29 23_44_34

Drip is a collaboration with the wonderful music of Paul Orton.

Our goal with Drip was to try and explore the aspect of dynamic music in games. You’ll notice that each time you touch a box the game adds a track to the song that is playing, and also that the water that is dripping interacts with the songs. Overall we tried to make everything in the caves interact somehow to add to the music that is playing.


Anyways hope you enjoy.


Also Oh the Chaos!

2014-04-29 23_42_29



I’m in

Posted by (twitter: @savethejets)
Thursday, April 24th, 2014 9:33 pm

I’m in!

This will be my ?th Ludum Dare… so many I can’t remember… 6th I think.

Not sure what I’ll be using


– Cocos2d-html5


– Unity

– Pixen

– Tiled

– Acorn

– Heroku

We’ve also organized a local meetup so I’ll be sure to post some pictures from that


Also Hi Mike!

I’m in!

Posted by (twitter: @savethejets)
Thursday, December 12th, 2013 10:18 pm

This will be my 5th Ludum Dare!

Getting together with a bunch of local people too. Should be exciting!

October Challenge : well sort of…

Posted by (twitter: @savethejets)
Tuesday, October 22nd, 2013 11:39 pm

So, I’ve been working on a game for over a year now. Not sure if that really counts for October Challenge but I’m finally done!

Here’s the website!


Mechy Mech Mech Mechanics

Posted by (twitter: @savethejets)
Tuesday, September 10th, 2013 11:01 pm

It was Saturday. I had just spent a whole bunch of hours getting basic things set up and working on some art.

I had come up with a basic concept for the main mechanic in my game the day earlier and at this point had some basic code for playing around in a level with it.

The main mechanic I had at that point was a platformer where you had 10 seconds to live but there were door/portal things that would switch the direction of gravity 90 degrees. It was fun to play around with in my test level. But a thought crossed my mind: How am I going to increase the level of challenge through the 10 or so levels I had planned? I mean I could throw in spikes or something, but what else? After a level or two of that might get old. How would I come up with more puzzles and keep the player hooked by having something  fresh every few levels?

The main mechanic needed some tweaking.

I’ve read/heard that if you can’t come up with at least 5 good puzzles that use a mechanic then you should ditch that mechanic.

I had run into this situation; I couldn’t think of any good puzzles beyond one or two. I knew that I needed to change.

Luckily I had been messing around with the concept of the game being on an alien world, and I had come up with a few plant looking sprites. Here’s the concept art that the game was spawn from:Mock-up

See those purple door like things? They were the door/portal thingy mechanic.

Anyways Luckily I had drawn the green thing next to the purple thing, because I had a brain wave. Why not have the character sprout from the green things and the green things could give the player different elemental properties!!

Immediately I came up with a bunch of different things I could do with that idea. You could have fire or water breathing or … the list went on.

I knew this was a better mechanic.

In the end I’m glad I ditched the other mechanic because the game turned out pretty good. I’m really happy with it at least.

If you haven’t given it a try here’s the link


Xhon on the Ouya!

Posted by (twitter: @savethejets)
Friday, August 30th, 2013 7:35 am

I’ve spent the past few days trying to get a port of my Ludlum dare game going on the Ouya. Well last night I was able to get things up and running!


I just need to figure out controller support now, but things are looking good. It will be super wicked to be able to play my game sitting on the couch!

If anybody has experience with cocos2d-x JavaScript bindings on the ouya I’d love to chat… Send me a message on twitter @codeherdstudios

 Play the web version here



Gameplay video!

Posted by (twitter: @savethejets)
Tuesday, August 27th, 2013 7:32 pm

What a crazy jam!

Posted by (twitter: @savethejets)
Monday, August 26th, 2013 9:46 pm

Well another Ludum Dare in the bag! Hope everyone had a good one!

My ludum dare started off pretty hectically, as I organized a local meet up for other developers in Calgary and had to sort that out before things got started.

I spent most of Friday chatting with some awesome folks, (sorry for distracting 😀 )


We had a pretty solid turn out; and from the looks of it everyone successfully made a game!

I’m pretty happy for everyone that took part! (It also sounds like most people are interested in joining again in December, which is great news!)

My entry:

If I had to sum it up it is like pikmin meets VVVVVV.

Anyways enough yappin’ here’s the link.





I’m in!

Posted by (twitter: @savethejets)
Monday, August 19th, 2013 9:30 pm

I’m in! This will be my 4th Ludum Dare.

Also I organized a meetup in Calgary so I’ll have to get everyone to post about it on here too. So far 10 people are planning on showing up 😀

Pretty Excited!

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