About TajamSoft (twitter: @TajamSoft)


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
MiniLD #60
Ludum Dare 32
MiniLD #58

TajamSoft's Trophies

TajamSoft's Archive

The Shifting Theatre: Post-Mortem

Posted by (twitter: @TajamSoft)
Thursday, December 22nd, 2016 12:19 pm

My game for this Ludum Dare was The Shifting Theatre, a game about an actor in a play about a millenary treasure in a dungeon:



Finished just in time :)

Posted by (twitter: @TajamSoft)
Monday, December 12th, 2016 8:47 pm

Just 15 minutes left 馃槢

Quite a challenge to write all the game from scratch, never done it before.


Here is my game for anybody curious 馃槈聽http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=49546


Now to have some nice sleep, really need to!

I’m In!

Posted by (twitter: @TajamSoft)
Friday, December 2nd, 2016 12:10 pm

Well, I’m in for this LD! I聽couldn’t participate last Ludum Dare, so 聽much time since I finished a game… (About half a year)



Allegro: This LD will be a challenge. Instead of using an engine or framework I will write my game on top of a drawing library.

I have experience with SFML but will use Allegro, i believe it will be better for fast coding as it’s not very object oriented, unlike SFML.

C++: The programming language I will be using. I will try to keep away from making very objective C++ as it can grow very complex.

Visual Studio 2015 : Will be using it to code 馃槢

GIMP :聽Sprite Making / Sketches

FLStudio : Music!


Good luck everybody :)


Finished just in time!

Posted by (twitter: @TajamSoft)
Monday, April 18th, 2016 5:34 pm

Fairly satisfied with the results. Will upload a post mortem soon!
Here is the game for anyone curious :)聽聽Link

Now gotta sleep!

Some more progress!

Posted by (twitter: @TajamSoft)
Monday, April 18th, 2016 1:38 pm


I hope i can finish for the jam on time. Just have to add level progression, and maybe a new character :)

Progress being made!

Posted by (twitter: @TajamSoft)
Sunday, April 17th, 2016 6:57 am

Here is a little video of me playing a mage in my game, really satisfied with the overall feel of playing, but still have to add more characters and a main menu!

When you kill an enemy you either:

  • Easy Mode:
    • If the enemy is bigger level than you, you become him
    • If the enemy is lower level you heal a little
  • Hard Mode:
    • If the enemy is bigger level than you, you become him and heal a little
    • If the enemy is lower level you become him too! (You heal a lot though)


Here is the video: I’m playing the mage, the AI is quite good (or i’m really bad) 馃槈

Finished just in time!

Posted by (twitter: @TajamSoft)
Sunday, December 13th, 2015 9:09 pm

Now to sleep, really want to >_>



Download only game, good idea for Ludum Dare?

Posted by (twitter: @TajamSoft)
Sunday, November 29th, 2015 10:42 am

I have been thinking of making this LD game in C++ and SFML, instead of on Phaser.

The only problem is that SFML cannot be deployed into the web (I believe SDL can, but i prefer SFML), also, compiling to other platforms can be hard (I have a Linux machine, but it takes some time to set up the compiler, etc…), so what do you think?

Do you recommend making the game “offline” only?




I’m in!

Posted by (twitter: @TajamSoft)
Friday, November 20th, 2015 4:08 pm

I’m in! Both for the MiniLD and the LD!


I will be using Phaser.js as the game engine, used it last ludum dare, and managed to make a game with a language I had never used before… It’s a really good framework, and web deployment is almost a must-have for ludum dare 馃槈

If i use JavaScript (Doubt it), i will write my code in ‘Atom’, this time i believe i’m writing TypeScript, so i will be using VisualStudio!

For the (hopefully) music I will use MilkyTracker, i could use FlStudio, but i will be trying to make chiptune, and i feel like MilkyTracker works better with all these Arpeggios and stuff… Also, Phaser can play .xm files natively (I believe), so the music will take only a little percent of the game size.

I will be making 8-bit like graphics in GIMP, i have been making lots of unused pixel art, getting experience with GIMP and drawing overall.

Last LD i stored all my game in one file (Horrible decision, i didn’t know about Grunt…), resulting in a huge mess of horrible Object Oriented JavaScript code, this time, as i will hopefully use TypeScript, my source code will be distributed in the classical C++ distribution. You know, 1 file per class, and a main file in which everything is imported, and run.

Will hopefully not forget about Chronolapse…
Well, wish you the best of luck in your LD game :)




Ozzyla: (Short) Post Mortem

Posted by (twitter: @TajamSoft)
Thursday, August 27th, 2015 8:27 am

(Play Ozzyla)



This time i forgot to make a timelapse, so no timelapse will be placed here!


This was my second LD, 4th game, and first JavaScript experience.

This time i decided to use Phaser.js, using JavaScript as the language, something I should have not done, especially because i had no idea of JavaScript before making this game!

Another problem i had was the lack of internet connection, which i would have really used to get some info about Object Oriented JS, and other stuff. (I expent 4 hours fixing a bug about phaser tilemaps not colliding, apparently, phaser only allows collisions on the last layer of the tilemap!)

I got the idea from my cat (‘Ozzy’, from ‘Ozelot’) after seeing him catch a bird, the idea is that cats are real monsters for birds and mice! I quickly started making the cat sprites (Instead of prototyping, bad idea!), and other graphics.

Then, i made some folders, and a ‘index.html’ file, containing Phaser boilerplate code.

My聽 personal challenge for this LD was to make the game in Object Oriented JS, without any kind of internet connection. All the learning material I had was a web page i downloaded once, that for some reason contained object oriented JS.

Overall, found JS a simple language, with a really weird approach to objects! (From a ‘C++’ / ‘C#’ background)


I developed the game in Atom, hosted it using Python integrated webserver, and displayed it using Firefox (Only Firefox, that caused problems with Chrome)

As i displayed the game using Firefox, Chrome had some issues (Firefox JS engine allows some stuff Chrome’s does not, for example, default variables ‘function a(x = 0, y = 0)’)


I also had some problems with 404 errors on filenames with spaces.


Also, it seems a lot of people sees the dog sprite as a cat. That’s my fault, as i basically copy-pasted the cat sprite, and modified it to look like a dog…


Thanks for reading! Cheers! :)

I’m in!

Posted by (twitter: @TajamSoft)
Tuesday, August 18th, 2015 8:32 am

Ludum Dare is coming!

I will make this the average “I’m in” post, will list my tools here:



case decision::engine::phaser:

Engine = Phaser.js;

IDE = Notepad++ | Atom;


case decision::engine::unity:

Engine = Unity3D

IDE = VS2013 Express;


case decision::engine::custom:

Engine = C++ & SFML;

IDE = VS2013 Express;



Art = Gimp;

Music = FLStudio; //Demo, cause FLStudio is expensive!

Maps = Tiled;


I will have extra difficulty this time because I won’t have internet connection!

Good luck everybody, and have fun!

Dungeon of Ricochet – Post Mortem & Lighting

Posted by (twitter: @TajamSoft)
Wednesday, July 1st, 2015 3:20 pm

Welp, this is a post-mortem for dungeon of ricochet, also, i will explain the lighting!

If you haven’t played the game, here is a link.


Here is the Timelapse:

The planning phase:

I started by brainstorming the game, not really that it worked, i ended up changing the idea while designing the art…

It went from a combat RPG to a dungeon crawler, i think the idea is way better, as procedural generation is always fun, and I had been planning to make a dungeon crawler, so it was fun to make!

The prototype phase:

It went really good, i managed to get a prototype with most features working by the first day, i just got into the work, and tried to keep away from the “Idea fairy”! That worked nicely, and i managed to not went from a dungeon crawler to a platformer game! (Like what happened to me on the last LD… BitGun was really meant to be a dungeon crawler…)

The development phase:

With the prototype as the base I started to implement features like better graphics, proper AI, and most important, the level generation. I聽 tried to make a ‘Binding of Isaac’ like dungeon exploring game, not a game like the good old ‘Rogue’, as i found generating dungeons a bit to hard.

The generation is simply done by placing props around the room.

I also made the music, this time using orchestral instruments instead of 8 bit waves.


The Final Phase:

The hardest part of game development, refining the game. I ended up adding new gameplay features in this phase, ‘the shadow’, basically a re-textured ogre that moves a bit faster, and the kitten, which, if you have played the game, you know it attracts ogres and ‘shadows’. It was easy to implement both the kitten and the shadow, but I should have done it during the development phase, as i had to rewrite some AI.


The publishing phase:

The most boring phase of game development, making screenshots, builds, testing on different computers, and uploading. The game is on Flash, compatibility is not a problem, so building was fast, and easy.

I uploaded the game to GameJolt, and later to itch.io, and found that for some reason GameJolt refuses to work in firefox, so i had to install Chrome, not a big problem, but it was 2 am, and I was really tired…

Everything went quite well, no issues uploading, or similar, just the Chrome thing.


The “marketing” phase:

I don’t think one really “markets” a LD game, i just made some posts on twitter, not much.


I doubt i will continue developing the game “seriously”, juts maybe an update to fix some bugs, or add some features.



It was very fun to develop this game, and to learn a new Framework!

Remember, don’t be scared to try a new engine/framework/language, just give it a try!


Welp, that was it…聽 Now the lighting thingy


Lighting is one of the biggest features of this game, it really adds to the gameplay to not be able to see what’s coming!

I have been asked a lot of times how I did it, it’s quite simple actually!

Flixel has an awesome thing called “sprite stamping”, that does what its name says, “stamps” a sprite on top of another, making all the pixels from the “stamp” sprite attach to the target sprite, at the coordinates you want.

So what you have to do to achieve the lighting effect, is to first create a ‘darkness’ sprite, just a huge black sprite that covers the entire screen, and add it to the scene on top of everything. I recommend setting that sprite’s blend mode to Multiply, it seems it’s the best for lighting.

Then, you would create some light sprites, using a white (circular) texture, and stamp them over the darkness sprite every frame, just after the darkness sprite is rebuilt (Using <sprite>.makeGraphic(), if you are on flixel), to make sure the lights don’t persist. Also, make sure that just before you stamp the lights you set their alpha to something opaque, and then after the stamping set them back to 0.0 alpha, else they may look bad.

Example (HaxeFlixel):聽 (Untested, should work)

var darkness:FlxSprite;

var light:FlxSprite;

public function override create():Void


darkness = new FlxSprite(0, 0);

darkness.makeGraphic(FlxG.width, FlxG.height, 0xff000000);

darkness.blend = BlendMode.Multiply;

light = new FlxSprite(15, 25);


light.blend = BlendMode.Screen;




public function override update():Void


darkness.makeGraphic(FlxG.width, FlxG.height, 0xff000000);聽 //Clear the darkness sprite

light.alpha = 1.0;聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽 //Make sure the light is visible!

darkness.stamp(light, light.x, light.y);聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽 //Attach the light to the darkness sprite

light.alpha = 0.0;聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽聽 //Make the light invisible again



NOTE: That code is not on a FlxSprite, is on the State, if you want to add lights at real time just add them to a group and cycle through them!

This concept could be applied to any engine/framework.






BitGun – Postmortem

Posted by (twitter: @TajamSoft)
Tuesday, April 21st, 2015 5:40 pm

Hey there!

So, this has been my first LD, a really fun experience, will for sure participate in the next!


Anyway, here is my post-mortem!


First of all, a little, cute timelapse:


The good:

  • I scoped low, so i was able to finish the game on time!
  • I took a healthy shower!
  • Lots of snacks.
  • I had fun!
  • I managed to make music! (Or at least i hope so)
  • I managed to make good looking art!

The bad:

  • The game ended up being a bit short, i expected to make more levels, but ran out of time (still, there are about 15++ mins of gameplay)
  • I took very long breaks (you can notice them clearly on the timelapse :P)
  • Too many snacks, but this also fits on the good!

The ugly:

  • Ermm… When i was taking the shower… erm… the water started coming out too hot, and i almost burnt down? Is this what am I mean to write here??

If you haven’t played BitGun yet, play it here! http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49546


Any young developer here?

Posted by (twitter: @TajamSoft)
Monday, April 6th, 2015 11:19 am

I’m 13, I have been coding since i was 10, but i have been interested in computers and programming almost all my life.

I used to make (extremely simple) python games…

I’m wondering if there is any other young developer participating in Ludum Dare!

If so, feel free to say how you started, etc!



(I hope i have posted this on the right place…)

I’m in!

Posted by (twitter: @TajamSoft)
Monday, April 6th, 2015 7:33 am

What can be better than a weekdend developing games?


My first big Ludum Dare (Made a game for the last MiniLD), really can’t wait!

I will be using this arsenal:

Game Engine: Unity3D (But i suppose i will make a 2D game)

IDE: MonoDevelopment

Art: Gimp

Sounds: A microphone and Jfxr

Music: FlStudio

Level Editor: Tiled


Good luck everybody!


Posted by (twitter: @TajamSoft)
Wednesday, March 25th, 2015 9:36 am

(You can clearly see my extreme creativity at name making)

A weird concept that looks fun! It’s an RPG which uses PONG as a combat feature!

So, after about 4 days of work in Unity, i managed to finish most of the code, now to work on level design, and balancing.

Feedback is welcome!

Cheers! :)

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