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So, I miss the deadline again.

Posted by (twitter: @tkesgar)
Tuesday, August 30th, 2016 6:51 am

Well, turns out that I can’t finish the game on time again. For the fifth time in LD.

I underestimated that making assets (especially drawing) really took time. I really should work on how to create things faster.

At least this time I gave it a good fight instead of just messing around and surrender before a day.

See you later on the games — I’ll play some and learn from them.

Progress: well, duh…

Posted by (twitter: @tkesgar)
Monday, August 29th, 2016 2:34 am


So, it turns out that my original concept is not looking pretty good. Visually, I misunderstand Unity’s sprite feature, thinking that I can make a cutout-style 2.5D visuals, but turns out that there are issues with sorting layer and z-order.

Well, instead of hacking my way with some script-fu (manipulating them in-game), this morning I decided to scrap the entire thing and create a totally different kind of game with remaining assets and codes I’ve created so far.

Let’s see what I can do with less than 18 hours remaining; I’ll push whatever I create tomorrow, never mind how incomplete it might be.

This face pretty much sums up my current progress:


Progress: I like drawing, I hate repetitive drawing

Posted by (twitter: @tkesgar)
Sunday, August 28th, 2016 1:26 am


While I do draw things, I am a programmer and I don’t have experience in drawing game assets. So here you go, awkwardly drawn little girl with WWI trench gun. She’ll also able to wield a medieval battle axe in the game. (I also learnt that video game battle axes are way, way too oversized.)

On the other side, I underestimate the amount of assets I have to made — I regret my decision to watch football last night .__. Still, after cutting back on some stuff I’ll made it to Jam deadline.

Away for lunch, see ya later!

Progress, I presume?

Posted by (twitter: @tkesgar)
Saturday, August 27th, 2016 6:33 am


Now that I finished making dummy assets, I can focus on coding the mechanics. I’ll take things easy and finish for Jam instead.

So, among busy people creating games, this will be awkward, but… anybody in for today’s football (soccer) matches?

Progress! Finally!

Posted by (twitter: @tkesgar)
Saturday, August 27th, 2016 2:15 am

After 6 hours of tinkering, I finally decided on what I’m going to create: a cute puzzle-platformer with a simple story of traveling through various “ancient technologies” — planning to put 80s 8-bit video games (it is “ancient” enough, isn’t it? :3), but will add more if possible.

I’ll create as many as possible levels and mechanism, then spend the next day polishing, drawing, and making musics. Definitely going to finish this one.

For now, will leave for lunch and some other stuff.


I’m in, yadda yadda.

Posted by (twitter: @tkesgar)
Friday, August 26th, 2016 3:16 pm

I’m in for the umpteenth time. I never finish my game, so this time I’ll set a low bar of just submit whatever I’ll create.


  • Unity (engine) + VS2015 (editor)
  • SAI (drawing) + Spriter (animation) + Photoshop CS2 (other imaging stuff)
  • Bfxr (sound) + AudioTool (music) + Audacity (other sound stuff)

My template is at https://github.com/tkesgar/unity-boilerplate.

The plan is just to create a simple 2D PC/HTML5 game. Hope I’ll finish it this time.

i’m lazy

Posted by (twitter: @tkesgar)
Friday, December 11th, 2015 5:28 pm

too lazy to write things

unity photoshop bfxr

no codebase

Idea: Faustian Story

Posted by (twitter: @tkesgar)
Friday, August 21st, 2015 9:56 pm

So, the theme is “You Are A Monster”. A very cliched and specific theme, also spoils many possible twists one can make. My advice for everyone is not to think the theme too hard — people are already shared their ideas and most of them are a simple, easy-to-grasp ideas with good potential.

I thought for some time and came out with my own idea.

Here is the story: a character make a deal with the devil and gained ability to collect something. The devil allows the character to search the object the character truly desires in a trial of some sort.

From the story, you know where I will implement the theme: a Faustian plot point, deal with the devil makes you a monster. The gameplay can be implemented as either roguelike, dungeon crawling, or “Binding of Isaac”-like game I’ve attempted in a previous game jam.

I’m a lazy person and tired from a week of programming another game, so I’ll either make the idea or watch some anime. I’ve never finished my previous LD run, too, and I’m afraid I’ll not finish this one if I attempted it.

LD #32 Progress Report 2 – Platformer

Posted by (twitter: @tkesgar)
Saturday, April 18th, 2015 12:20 am

Progress report: still divided between the “developer console” and “cubes” idea. Meanwhile I’ve started coding on the basic movement and developer console.

Will take a break for pray and lunch. I’m sorry for the not-so-representative screenshot.


LD #32 Progress Report 1 – Concepts

Posted by (twitter: @tkesgar)
Friday, April 17th, 2015 9:54 pm

I decide to post a progress report every now and then so I won’t end up procrastinating.

Currently, I ended up with three “unconventional weapons”:

1. Fruits: the first thing I can think of, I don’t know why. I wrote “Call of Vitamin: Fruit Warfare”, drew a man with banana pistol, and drew another man throwing a watermelon grenade. Eep.

2. Cubes: I got this because I recently created a Crossy Road clone and ended up using Unity standard cube for almost everything. The thing seems very Portal-ish, though, with the player pushing a XM99 General Purpose Cube around.

3. Developer console: I am quite excited with this one. The idea is to manipulate the level with console commands. However, this will be quite a heavy programming task (well, quite heavy compared to simple game scripting), as well as level design (with great power comes great responsibility).

I’m now looking forward to create a plot and a working concept.

I’m in.

Posted by (twitter: @tkesgar)
Friday, April 17th, 2015 6:03 pm

After some thoughtful thinking, I decided to join in the Compo.

Previously, I have attempted LD two times and I ruin those. I hope third time is the charm.

For the tools, I am going to use Unity with the standard assets, old Google SketchUp 8, and maybe Bfxr/Sfxr for sound effects.

My target is short and simple: I want to finish the game today, retreating to Jam if neccessary.

Good luck, everybody.


Posted by (twitter: @tkesgar)
Saturday, April 26th, 2014 4:53 am

Now wikiwalking, looking for knowledge about ‘beneath the surface’.

Report #1 – Slow but Sure

Posted by (twitter: @tkesgar)
Friday, April 25th, 2014 8:44 pm

Time for the first report. Time is in Waktu Indonesia Barat, GMT +7.

After the theme “Beneath the Surface” was announced at 08:00, I brainstormed the theme over a breakfast. I decided to do yet another platformer, with two characters, one is on the surface and another one is ‘beneath the surface’.

I started writing the first code at 09:00 using my basecode (https://github.com/tkesgar/ld29), and am currently writing a code to integrate Box2D, box2dlights, Tiled, and Artemis into one simple framework for me to make games. I wish I wrote a better basecode and I wish I use Unity, but I don’t have time to learn Unity now and I’ll have to make it with what I know on LibGDX.

Anyway, one and a half hour later, I managed to create Box2D, Tiled, and LibGDX to ‘work together’. Quite a lot of boilerplate code, but I can easily create my level on Tiled and with running a script, voila, a working level. With such 48 hour constraint, we all need to have a comfortable devcycle. No progress on the art and sound, yet, but let’s leave it for next day’s work.


Sorry for not streaming because I don’t have a good Internet connection, and I forgot to do timelapsing. Perhaps I will timelapse-ing this afternoon.

Target for today: most game logic and engine are working, and I only have to polish and add levels tomorrow. Still 14 hours left on today (here), and I’ll go doing business at my campus first. Will continue after lunch.

Basecode for LD29

Posted by (twitter: @tkesgar)
Thursday, April 24th, 2014 11:02 pm

Here is my basecode: https://github.com/tkesgar/ld29. There’s a basic game screen management that I wrote my self, box2dlights, and Artemis Entity Framework (http://gamadu.com/artemis/). It doesn’t do much, but I hope I can make something good out from it.

P.S. Somehow I cannot use the new LibGDX Gradle from latest nightly on my computer. As a result, I used LibGDX 0.9.9 and build the basecode using the old gdx-setup-ui.


Posted by (twitter: @tkesgar)
Sunday, April 20th, 2014 9:21 pm

I’ll attend LD29 along with folks from my campus. Will using LibGDX along with several libraries such as Artemis and box2dlights. Also using GIMP and Bfxr for asset creation. Will probably leech open source game assets from the Internet; still looking. Basecode will be published soon.

Wish me luck.

Taking Lunchbreak

Posted by (twitter: @tkesgar)
Friday, December 13th, 2013 10:16 pm

Four hours of coding and I only managed to create this thing:


I knew that LibGDX is not a decent framework to start with if you don’t have a definite basecode (my basecode is just a bunch of libraries picked up from LibGDX forum). However, rice has became porridge (“nasi sudah menjadi bubur”), and I have to push on.

As a fellow TVTroper, I’m aiming to invert or subvert the theme of “you only get one”. Of course, there will be twist (twists?) – TV Tropes has ruined my life more than once.

It’s 12:14 in Indonesia — I’m off to lunchbreak and shalat time. Doesn’t know whether I’ll be able to access Internet again.

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