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The Murder Room submitted!

Posted by (twitter: @Fagertveit)
Sunday, December 11th, 2016 5:22 pm

Finally got the game submitted to the Compo! It’s been an awesome round, I’m a bit unimpressed on my asset creation, but compared to the last compo I attended, the game is much more fun to play, so I see that as a win. Will write a post-mortem on this and think about how next compo can be handled in better ways. Until then I’m looking forward to test and rate when it goes live!

The game can be played on my entry page: The Murder Room

Get Psyched!

Got the first playable alpha up!

Posted by (twitter: @Fagertveit)
Saturday, December 10th, 2016 6:52 pm

Things are going smoothly at the Östersund office, Rolle and Emil is going head ways with the basic mechanics, and we’re pretty much getting into the graphics parts of things soon.

I just got the game to a state where it’s somewhat playable and ready for a alpha release to the public, so I pushed it up to my gitpages for everyone to try out. If you’re interested, check it out on: LD37: The Murder Pit – Alpha 1

WIP late night first day

6h Update

Posted by (twitter: @Fagertveit)
Saturday, December 10th, 2016 9:45 am

So we’re 6h into the jam, we had to squeeze a pizza into that time, and a visit to the grocery store to get some energy rich goodies. But now we’re in full speed again. I will do an status update for myself, and my buddies Emil and Roland, me and Emil will share some screens, but Roland will pass this time around as he want’s some more meat on the game before sharing.

Glenn update:

I’ve started to get basic movement down for player (keyboard and mouse controls for now) and a simple seek AI for the enemy. I also have the projectiles from the player, and they collide with the enemy. Up next is to get some health logic on both enemy and player, as well as projectiles from the enemies. After this I will work some on spawn logic for the enemies and after that I’ll do a basic graphics pass so that the game is ready for next level. Here’s a screenshot of the very early game:


Emil update:

“Amazing stuffs… Noo, don’t write anything” says Emil, well, he got a murky shadow mist thingamajig going on, of Dooooom!


Roland update:

“Life sucks, uhhh, I don’t know, this is hell” Says Roland. Hehe, he seems to enjoy himself at least!

That’s all for the 6h report, hopefully we’ll have some perdier shots to share next time around, and more nfo from the guys! Hope you’re having a good jam thus far! Cheerioz!

Getting started

Posted by (twitter: @Fagertveit)
Saturday, December 10th, 2016 4:55 am


Getting started @Workplays (Östersund, Sweden). I thought it’s a good time to go over the list of tools that I will use for the Jam:


Language: JavaScript, WebGL, Typescript

Editor: Atom.io, Cmder (for git and npm stuffs)


Hardware: Wacom companion 2

Software: Photoshop, Graphicsgale


Hardware: AKAI LPK25 Midi keyboard

Software: Ableton 9 Suite (Might use some sound generators here)

We’re still trying to get the concepts in place for our games, but it’s going in a steady pace, the coffee is flowing and code is being written. Here’s some shoots from the office, I’m the long beard guy, Emil is next in the hair level and Roland is the last on the right looking sharp with his notebook.

Glenn & Emil Emil & Roland

The game will probably be a top-down action shooter, retrostyle, so I’m of to put in the game mechanic and make it run smoothly, yesterday I implemented the gamepad API into my game engine, so I’m going to use that as a main controller, but with support for key/mouse control as well.

Catch ya on the flipside! And good luck out there!

Setting things up for t’morrow

Posted by (twitter: @Fagertveit)
Friday, December 9th, 2016 12:26 pm


LD37 isn’t starting until 03.00AM Saturday here in Sweden, so me and my buddies are putting down some time to get prepared for t’morrow at the locale we’ll be spending the weekend in.

I’ve been working a couple of weeks on the game engine that I will use for this jam, so hopefully it’ll be light on bugs and have the features I need for the challenge at hand.

Last LD I attended was 22, so it’s almost 5 years to the date since my last jam.

Not much more to rant about right now, so I’ll continue my gamepad implementation, hopefully I’ll be a bit better at updating the blog during the jam.


Finished and Submitted!

Posted by (twitter: @Fagertveit)
Sunday, December 18th, 2011 5:41 pm

Just submitted my entry to the compo challenge! Was a rough time the last hours, and I had to cut out some features to get it done in time. Still, I’m pretty happy with the result being my first timer and all! I managed to squeeze in a lot of pixels and some sound as well! The game needs something more to get it’s fun factor up, but I can’t change that now, it’s a game nevertheless! :) Anyway, here’s a screen shot of the title screen to round off this edition of LD48 for my part!


Starting to feel the stress.

Posted by (twitter: @Fagertveit)
Sunday, December 18th, 2011 8:46 am

Not much dev time left till the finish line, and it feels like I have a #¤&!-load more to do! I’m starting to get confident about the in-game now though, the graphics are pretty much finished, and almost all the features are implemented, now I need to fix gfx for the title-screen, the shop and the difficulty setting screen, and a nice little game over label. I’m going away to dinner now and after that I’ll try to plan up the finish sprint as good as I can, still haven’t got any sound in the game, something I need to put time on. Anyway, here’s a screen of the in-game as it looks now!

Day 1 screenshot!

Posted by (twitter: @Fagertveit)
Saturday, December 17th, 2011 7:13 pm

So now we’re more than halfway into the comp, things are going as planed here. I would like to finish the ingame gfx t’day but I think it’s time to take a nap and get back to it t’morrow, got a good feeling with this game, it starts to feel pretty nice and it’s a little bit fun already. I need to balance it up better when I got the gfx finished, but I think I’m on to something here. Anyway, here’s the Day 1 screenshot!

Core mechanics finished!

Posted by (twitter: @Fagertveit)
Saturday, December 17th, 2011 2:51 pm

The game is progressing pretty good! I got the core mechanics finished, and there aren’t that much more features code wise that should be added. So now I have started pushin’ them pixels, and I  thought it would be a good move to post a update now when I’ve finished the first sprite for the game! It’s a shotgun shell that will be a button type of thing in the game, you will be able to choose between the shotgun and the grenades to snuff off them Mi-Go’s!

And yepp, going for the oldschool style with x4 scaled graphics! I rather enjoy that, and it won’t put to much work on my shoulders!

Getting there.

Posted by (twitter: @Fagertveit)
Saturday, December 17th, 2011 12:12 pm

Time for a quick dev update, I’ve gotten my stomach filled and my laundry washed, but that had nothing to do with the game right?

Well for the game I have finished the board randomizer that will randomly position the Mi-go’s, Men (= More treasure but don’t have to be killed to finished the level) and the Dawg! so that each time you play all the elements are at different positions, it can’t get more basic than that when it comes to game mechanics right? Anyway, here’s a shoot, not much to look at right now, I will finish the game code t’day so that I have all day t’morrow to fix with graphics and audio! And hopefully I’ll get some hours for that t’day as well.

Now it’s time to get the shotgun and grenade features working! Cheerioz folks!

Game idea nailed down!

Posted by (twitter: @Fagertveit)
Saturday, December 17th, 2011 8:09 am

Finally I think I have the basic game idea thought out, the setting will be Lovecraftian as told by my last post, and it’s based on one of my absolute favorite stories, “The Whisperer in Darkness” where a eremite scholar is defending himself from creatures beyond the stars with the help of his dogs and rifle.

The game will be based on the Battleship game mechanic, you’ll try shooting down the blasphemous creatures by luck choosing tiles from a gameboard. At the same time you must keep from shooting your dogs, at all time you’ll have one dog on the game board, where he is is a mystery, so it all comes down to luck. If you kill your dog you’ll have to put out another from your kennel and continue finding the Mi-Goos, on some tiles there will be treasures or artifacts from the aliens that you can trade in for money between game sessions, with the money you’ll be able to purchase new dogs and ammo.

To make the game a little bit less static you will also have a limited supply of grenades, these buggers will clear more tiles with one shoot but you’ll have a greater chance to hit your dog as well. When you’ve cleared a certain amount of tiles a Mi-Go will catch your dog, so you’ll have to send out a new one, I don’t really know the amount of rounds to use on this one, but it’s all about final balancing!

Anyway, the plan now is to get the mechanic and basic states of the game fixed in code, after that I can put time on gfx and sound and start to polish the game for final release! Pretty straight forward :) So no sketches and notes to show right now, but it will come!

This was easier than I thought!

Posted by (twitter: @Fagertveit)
Friday, December 16th, 2011 7:42 pm

Great theme to do a quick game with! Here’s the finished result!

hehe just joking! Anyway, the initial class is setup and ready to go! Now I just need to figure out what to do with this theme, It must include a lot of madness, maybe mind tentacles from beyond! Something Lovecraftian perhaps? Anyway, I will take my time to ponder on the initial idea and go full out when I get something off of it! Good luck fellow competitors!

Mandatory workspace shoot!

Posted by (twitter: @Fagertveit)
Friday, December 16th, 2011 6:25 pm

less than an hour left for the theme announcement, getting really psyched and thought I should share my workspace with ye folks as it seems to be somewhat a tradition by lookin’ at the posts! Lot’s of dust badgers floatin’ around, does wonders with ones inspiration! And look on the Eee, there’s a little kitten there! I will of course add a little kitten easter egg somewhere in the game! I freekin’ love kittens!!! <3 Anyways, here’s my workspace:

First timer

Posted by (twitter: @Fagertveit)
Friday, December 16th, 2011 8:39 am

This will be the first time I participate so I’m probably gonna take it easy, I will be using my own codebase that is publicly available on Google Code

Graphics will be done in GraphicsGale and sound with BFXR and coding with Eclipse. The game will be a HTML5/JavaScript game and I will try to keep away from using any AJAX calls so that I can zip the thing for local usage! :)

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