About soy_yuma (twitter: @soy_yuma)

I am a physicist from Alicante, Spain. When my PhD thesis lets me breathe I spend my time designing and programming unfinished games.


Ludum Dare 29
Ludum Dare 28
Ludum Dare 25
Ludum Dare 23
Ludum Dare 22

soy_yuma's Trophies

Brilliant Game! - Beneath the Surface: LD29
Awarded by shubshub
on April 29, 2014

soy_yuma's Archive

YAY! (for crappy graphics)

Posted by (twitter: @soy_yuma)
Saturday, April 26th, 2014 3:01 pm

Time for a brief graphical update!



Good news is that collisions are (more often than not) working.

Bad news is that, given the time it is, the whole idea of improving my graphics skills will be deferred to next Ludum Dare :-(

Initial levels!

Posted by (twitter: @soy_yuma)
Saturday, April 26th, 2014 3:58 am

UFFF; took longer than I expected, but I finished the graphical aspect of polar tile maps:



I hope I’ll still have time to finish the game in time :-/


Posted by (twitter: @soy_yuma)
Friday, April 25th, 2014 6:34 pm

I’m in!

(I almost forgot to publicly announce it)

My Goals:

  1. Have fun
  2. Learn lots of new handy stuff
  3. Keep the good score on Innovation + Overall of 28th LD (<100)
  4. Improve my Graphics + Fun scores (<300?)

My strategy:

  1. Do not rush with theme ideas: at 3am UK time I’ll go to sleep; I’ll decide on the following morning.
  2. Sleep an average of 8 hours per day.

My tools:

  1. Core: Flash Develop + Flixel
  2. Graphics: Paint .NET + GIMP
  3. Audio: Audacity + Sunvox
  4. PR: Twitter

Good luck and HAVE FUN!

You only get one COLOUR – Postmortem

Posted by (twitter: @soy_yuma)
Wednesday, December 18th, 2013 4:04 pm

You Only Get One Colour is a minimalistic puzzle-platformer that tells you one story. The story of a boy who’s born with the inability to see more than one colour at a time. If you hadn’t played it yet (shame on you) you can find it following this link:

PLAY: You Only Get One COLOUR

You Only Get One COLOUR!

The tools

I ended up creating the game using AS3/FlashPunk/FlashDevelop as my programming language/game engine/programming IDE.

I used Gimp for the graphics, Sunvox for the music, and Audacity for the sound effects (yep, all SFXs are made with my voice).

The source code and assets were commited to a GitHub repository and I used Trello for a small scrum planning.

What went right?

I think I’ve improved since my last (and first) solo Ludum Dare in some aspects. For starters I’ve slept 4/8/8 hours between Friday, Saturday and Sunday. That may sound like a waste of time and definitely something to talk about in what went wrong, but it’s not. Sleeping is important for two reasons:

  1. If you’re tired you think BAD.
  2. If you go to sleep thinking in a problem, you may catch a creativity spark that lights the path to success.

I had my idea while I was trying to get some sleep in the whole excitement of Ludum Dare. This is something I heard seasoned LDers advise, but could believe it. Now I know it’s something good.

I performed very well at planning. Although I got a bit distracted (see next section) I had a plan from the very beginning to finish the game on time. I kept a list of things to do with priorities using Trello. Sure, I spent some time creating the tasks and sorting them from higher to lower priority, but the thing paid off. I got stuck some times, but the plan persisted and pointed me always in the right direction.

Player asset: before and after

Player asset: Initial/final design

Finally, I think I made a good workflow. I’ve heard the word workflow many time, but it was just recently that I understood what it actually meant. For me, workflow is the process between someone creating an asset (music piece or texture) and your game using it. You want to make that process as fast and agile as possible. You don’t want to manually add all your textures into a texture map. You don’t want to manually encode your WAV files into MP3s or OGGs. You don’t want to manually pack all the files required to publish the game.

Since a while back, I keep creating my texture maps using ImageMagick. I even wrote a post about it. I also use Bash in Windows to make some scripts for the encoding of the audio assets from WAV to its appropriate format (usually OGG). That allows me focusing on creating the assets, not preparing them for production. Ah! And the levels are created using GIMP. I can visualise the level while creating it. This helped me minimise the level errors (although the difficulty still sucks).

What went wrong?

The game suffers from some terrible diseases. The most important one I think it’s that I didn’t think of the audience, especially when I was playtesting. I was unaware of how a good player I was becoming, so I kept making levels that were a challenge to me. I was so worried about making levels too easy that I didn’t realise I was loosing my audience. I was making a game for me. That’s fine if that’s what you want, but it wasn’t what I wanted. I wanted people to enjoy the game. Instead I can almost certainly say that no one, besides me, has seen the end of the game (:<)

Next time I NEED time to polish level design.

Another thing that I did wrong was distractions. It’s not that I was doing other things apart from Ludum Dare, but I was spending time in the wrong tasks. I tried to learn how to use tile maps in FlashPunk and I ended up creating my own lite version of tile maps from scratch… Not recommended if you’re participating in a tight schedule competition. I also spent lots of time doing things that ended up in the trash bin. For example, those special brushes that were a pain to create and code.

Next time I NEED to focus on the game and avoid risky routes.

Levels are authored with GIMP

Levels are authored with GIMP

Finally, I think besides good intentions one needs skill to do something cool. I’m terrible at graphics and audio. I’m a poor artists. That’s something that I can improve practising. I can train doing graphic and audio challenges before the competition gets started. After all, you must train all you can before Ludum Dare!

Conclusions (tl;dr)

Things to keep doing:

  1. Sleep well! You need your brain at 100%.
  2. Prioritise and focus on the most important task. Keep track of things to do and update that list often.
  3. Optimise your workflow so everything is made automagickally.

Things to do next time:

  1. Think of your audience and drive your decisions based on them!
  2. Avoid risks focusing on your plan.
  3. Train all year your skills. You don’t want to spend time thinking how to make a 1px brush with Gimp.

As with all advices, take mine with caution. I don’t know the ultimate truth about competitions and I’m ALWAYS learning. I do hope that you enjoyed the reading and the game :-)

Bonus track: You can see my pain in this (time+face)lapse!

I’m definitely in!

Posted by (twitter: @soy_yuma)
Friday, December 13th, 2013 12:36 pm

Yep guys, it’s happening again! This time I’m all alone but as excited as ever!

This time around the drill is:

Good luck everyone and see you at the finish line! :-)

WE’RE IN! (this business together)

Posted by (twitter: @soy_yuma)
Friday, December 14th, 2012 7:01 pm

Sismicos team from Spain is IN for the Jam!

Introducing Jose “I-Dont-Believe-You” Cámara, youngest brother and expert programmer:

Suspicious Programmer

Suspicious Programmer

Introducing David “5-More-Minutes-Please” Cámara, fine artist and forum troll:

Sleepy Artist

Sleepy Artist


Introducing myself, Alejandro “Grumpy-Errand-Boy” Cámara, helping with the programming, graphics, tea, coffe, and food:

Grumpy Errand Boy

Grumpy Errand Boy


Working in our hidden headquarters with the latest technology:


We aim for the WIN!

  • Programming: Java with our custom engine build on top of the excellent libGDX.
  • Graphics: Gimp, Photoshop Elements, or whatever.
  • Sound: Still no idea… SunVox if we find time…

Good luck to all!

The end is nigh… yet for us is come!

Posted by (twitter: @soy_yuma)
Monday, April 23rd, 2012 4:05 pm

Hey everyone!

How are you faring at your last hours? Did you all come out unscathed?

We are David and Alex (soy_yuma) and we manage to finish our first-jam game which can be played and rated HERE!

Quarks vs Leptons!

How it went

Our team didn’t start exactly well: half the programmers -and that’s out of 2!- were unavailable due to sickness -yeah, go figure- and at some point in the beginning we came close to a food poisoning case, but somehow we did survive, and I daresay the outcome isn’t bad at all for us considering we’re greener than our muons! (inside joke, please play the game!)

Being my first jam, and not a coder myself, I might’ve pushed too far my poor brother, who had to do all coding job himself, but I kept getting too many ideas for gameplay, story and everything, and it was frustrating to push them aside. Moreover, at the end we never skipped the sleep because we both had to work today (thus we’ve lost like 30 totally useful hours) so the game has strived from the original idea a lot. But I guess this is what it is about!

Anyways, it is done, and it is up. Please try it and laugh a bit if you will, either at the physics nerdism (with quarks and leptons all along, please review Quarks and Leptons for more info) or the queer noises, and forgive us for the music, for it was randomly generated.

What went right

The outcome is quite nice, and we are particularly happy with:

  • The team logo. We laughed a lot about setting up the apish voices.
  • The lore. I was content with how we managed to agree with the idea of quarks and leptons so easily, without quarrels (please note that both of us are physicists), and it all fitted somehow. Curiously enough, it also fits the previous theme (alone) like a glove!
  • How it all fitted together. Surprisingly enough, after the first 24h the game was already better than we expected, but once we put the music and sounds and more guns, well, we couldn’t believe it was our work!
  • The sounds. Really, it was a mood raiser to use the ipad to record a few sounds and then tune them with Audacity. Totally recommended!

What went wrong

The features that didn’t finally fit in the game due to time issues are the following:

  • Start with only a quark of your choice, grab the rest as you progress, and add guns as you go (up to two at the same time). Get hit and lose one randomly -> in-game: have all 6 from the start with all their “guns”
  • Obstacles in the level -> in-game: only bottom and top obstacles, all of them with the same form
  • Special combos: each of the 15 two-quark combos would have an special attack. For example, the spiral-frontal gun and the drill one could combine into a giga-drill-breaker for uber-epicness -> in-game: no specials :(
  • Ending: you would finally reach the electron after defeating quite an army, and the end cutscene would pop, which I’m not going to spoil -> in-game: sad To Be Continued screen

What we would change

Finally, what we’d change if we ported back to three days ago:

  • Get more programmers: one was definitely not enough for a group of two. We came to too many ideas and too little time to set them up. Also, whenever it came to discussing the coding would get paused.
  • Invest more time in the set up prior to LD: I lagged a lot finding a proper music randomizer, and then I had to convert the output from midi to mp3…
  • Find a way to stop time!

To sum it up… shump! That’s what the game is, your old-school horizontal shoot’em’up, with a few guns and sadly just two types of enemies. There’s a tiny bit of lore, which I hope you also enjoy. Ignore the poetry, it wasn’t really there, and have fun! We certainly did making it :)

{David and Alex} Cámara

The second time is the lucky one… right?

Posted by (twitter: @soy_yuma)
Friday, April 20th, 2012 1:11 pm

Ahoy there!

Hey buddies! Yet another April, yet another LD, right?

Last December was my first, and my entry was an isometric puzzle game a bit too rough on the gameplay (can play here), so this time I’m gonna try and aim for the best gameplay I can offer!

I’ll have my brothers’ help too -although one is sick and his participation is still in doubt- so hopefully the outcome will be much more pleasant.

We’ll be using:

  • Java with libGDX or LWJGL+Slick-util
  • SunVox for music
  • PyxelEdit and Photoshop Elements for art
  • Tons of coffee, coke, and tea (mixed together)
  • TEH unofficial Ludum Dare Survival Kit (see picture attached)

Good luck everybody! And try and don’t starve nor get stuffed with too much pizza!

May the power of kitties guide you!

Leave Me Alone! (puzzle) – Timelapse

Posted by (twitter: @soy_yuma)
Tuesday, December 20th, 2011 12:58 am

I finished my first complete game ever in this Ludum Dare!

Screenshot dump!


I’m afraid I had more fun developing it than anybody will get by playing it (it’s sad but realistic). If you to give it a try I’ll leave some links:

  • Play/Rate the game here (link).
  • Game source code in Mercurial repository (link).
  • Development blog in Posterous (link) (I didn’t want to saturate Ludum Dare’s blog posting there, but now I realize that was a mistake).
  • Timelapse of the entire process (link).
  • Some Link I found on Internet (this pun cost me the 10 game-developer followers I had in Twitter)

Just in case anyone makes a kitten compilation of LD 22 (wink, wink) I leave mine here to make free use of it (it is really ugly and small though).

Recruit Yuma reporting for duty, sir/ma’am!

Posted by (twitter: @soy_yuma)
Thursday, December 15th, 2011 8:16 am

Hey there!

This is my very first #LD48, so I’m really excited about it! I’m afraid I’m only here for the cookies because I have never finished making any game, but I wont let that prevent me signing in TEH competition.

I’d try to post updates over Twitter (@soy_yuma) and/or my Posterous blog.

My weapons are:

> Programming: Java (using Eclipse IDE) with LWJGL, the (deprecated?) Slick-Util library (not the whole Slick2D library), and some personal basecode (see [1]).
> Graphics: The Gimp or Paint .NET (depending if Gimp sucks more than usual). I will be using the pixelated font I created in FontStruct (pixel).
> Sound: DrPetter’s sfxr (I do know nothing about music)

[1]: The basecode I’ll use is something I’ve been building when learning the basics of game software design. You can download the full source code, along with further updates, in my public bitbucket Mercurial repository.

Best luck to all! Show us some good games!


EDIT: Update graphics as I’ll be using a font I already made (I hope that’s not considered cheating).

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