About TheMonsterFromTheDeep (twitter: @MonsterOfLeDeep)

I'm a high school student and a hobbyist programmer and 3D animator. I try to enter Ludum Dare every time it comes around; it is probably my favorite thing to do.

I use my own custom game library Alfredo - https://github.com/TheMonsterFromTheDeep/Alfredo - every time I do Ludum Dare. This fact is probably partially responsible for some of my lower scores, although it appears that I am improving every time I participate.

I don't have any major games I've made outside of Ludum Dare, although I do have several other projects.


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31

TheMonsterFromTheDeep's Trophies

TheMonsterFromTheDeep's Archive


Saturday, December 10th, 2016 2:13 pm

Every good RPG needs slimes.


Also, standing by the lava drains health. :)

Basic character prototype!

Saturday, December 10th, 2016 6:06 am

This went a lot faster than the background πŸ˜‰


The player controls the King’s top engineer, who has accidentally locked himself in an experimental new dungeon. All he has is his trusty (invisible ;)) bow and his wits to fight off the horde of monsters that will soon arrive…

(at least, that is the plan… :P)

Also, sorry that the image is blurry – WordPress doesn’t seem to like it when I try to make it scale non-AA.

Total progress so far

Saturday, December 10th, 2016 4:01 am

After seven hours, six of which I was working on this, I have…


A background.


That’s it. That, right there folks, is a 6-hour background (for an untalented pixel artist – I’m sure there are faster ways to accomplish the same thing, such as writing a program to do a lot of the work).

The lava also moves. However, I didn’t want to upload a gif, because the lava takes 800 frames to complete one cycle – that’s an 8 megabyte gif. πŸ˜›

My game idea is pretty simple. I wanted to make an RPG this time, and I’m rolling with it. Basically, this is a dungeon, and, as would be expected, there will be monsters. (It will be a bit more complicated than that, but I don’t want to spoil it – especially if it turns out I can’t accomplish everything I want to in terms of story :P).

The last time I knew exactly what type of game I wanted to make before the theme was announced was my first Ludum Dare, where I made a pretty lame sandbox game. Hopefully this one will turn out quite a bit better. :)

Preparation Time!

Friday, December 9th, 2016 7:38 pm

This will be my 7th Ludum Dare! πŸ˜€

As I always do, I will be using:

  • GIMP forΒ graphics (pixel art!)
  • Java for code
  • Netbeans for IDE
  • SFXR (or maybe BFXR this time) for sound effects
  • Beepbox for music

And, of course, I will be using my own custom game engine for my game engine.

However, my game engine is not doing very good right now!

Essentially, I wanted to make my game engine more component-based, as I’ve found the whole component-based model to be a pretty cool idea. However, there was so much stuff I wanted to fix that I decided I might as well rewrite the whole thing from the ground up. (This is a bad habit of mine).

The past week, however, I have been studying for finals (and I have a really busy school schedule anyways) so I haven’t had a lot of time to work on it, and because I am a procrastinator, I only really started working on it last weekend. πŸ˜›

So! My game will probably not have anything like physics in it this time.

Last time I did this, somebody had made a top-down medieval RPG. This seems like something I might want to do – and there’s a whole bunch of themes that work with it! Underground, Control the environment not the characters, “Wait, are we the bad guys?”, Running out of space, Save yourself, not the world, the list goes on and on…

I have this bad habit of voting for a theme that I don’t really like, but vote for anyways. This happened last time with Ancient Technology, and it won – so this time I actively avoided doing that. The theme that stuck out to me as “I should vote for this even though I don’t like it” is “Control the environment not the characters” so that’s my prediction for which theme is going to win. If I’m right, well, at least it’s not actually a bad theme – I just don’t really like it because it sounds hard to do, and my game engine, is, again, not very great. πŸ˜›

Finally, because I know I will probably need it as well, good luck to everybody! πŸ˜€

Finally submitted!

Sunday, August 28th, 2016 8:51 pm

It seems like whenever I go and try to submit my game, it suddenly won’t launch because the manifest file is completely screwed up, or all the images suddenly turned into orange triangles, or maybe it started only reading mouse input when space is pressed.

This time, there were lots of problems with trying to get it up on GitHub – first, git shell thought that git didn’t exist, which was a small problem, and then I managed to accidentally delete the .git directory, and on top of all that, I also had the manifest file problems. :(

But! I finally got it up!


My game is called TrainStack, and it is a “””puzzle””” game about building trains. The problem is, most of the levels are not particularly puzzling – the only one that truly is even close is the last level, and it was by complete accident.

I realized near the end of the compo that I could have made much more puzzling levels if I had just kept like the first 6 train-things I had made, and then just sort of randomly spread them throughout a level. But I didn’t end up doing that, because 1) I probably had too little time and 2) I liked all the silly little things I had made (like the anti-health train car, which blows up other cars when it blows up)

It’s certainly one of my most complete games, although it probably isn’t my most fun. But! I do kind of like the modular train builder, and there is a number of explosions.

I’m not sure anyone will like it, but I would appreciate feedback, so if it looks interesting to you, please comment! Thanks!

Final stretch!

Sunday, August 28th, 2016 4:34 pm

All the menus are done, all the sounds that I really need are done, now it’s just time to make 8 more levels that are at least somewhat entertaining.

Maybe I’ll actually complete a game this time! I’ve only really done that once before. πŸ˜›

The Little Train that Can’t

Saturday, August 27th, 2016 8:33 pm


Modular trains

Saturday, August 27th, 2016 3:59 pm



Derpy train movement!

Saturday, August 27th, 2016 11:41 am

I’ve started working on the actual gameplay part of my game (I’ve heard that’s an important component) and I have some derpy train movement going!


(gif, ~1mb)

Train track renderer

Saturday, August 27th, 2016 1:13 am

4 hours in and I’ve created a very important part of my game – the train track renderer!


(view gif here)

I’m planning to add cacti and stuff to the top layer that is supposed to be sort of the ground on top of a cliff, with the train track running next to it.

Menu music!

Friday, August 26th, 2016 11:02 pm

I’ve started out by making the main menu for my game this time. I’m not sure if I’m going to keep the same name (or concept), but here is what the main menu looks like, as of now:


But not only do I have an image: I have music! See, for my last two games, menu music was kind of a last-minute thing, but this time, I’ve actually spent a little bit of time making the music:

(sorry for the obnoxious picture, I don’t know how to make it smaller…)

I’m in!

Friday, August 26th, 2016 7:01 pm

This is going to be my 6th Ludum Dare. Last time I didn’t participate in the voting so I was hoping to be able to do that this time. I guess not. πŸ˜›

I meant to work on my custom game library before the jam (it’s sort of a tradition) but I never got around to it. This is kind of a problem because right now raycasted collisions are broken so I probably won’t be making a platformer this time πŸ˜‰

The good news is that this will boost my creativity a little, as my past two games (as well as my first one) were all platformers so this will be something different, and that will be refreshing.

That is, of course, if I can manage to wrangle my game library into submission. πŸ˜›

Only 4 hours!

Sunday, April 17th, 2016 4:18 pm

Yay! 4 hours to do the following simple things:

  • Make several menus
  • Build 11 levels
    • This also includes any enemies that are needed in those levels
    • and tiles
    • and stuff
  • All the sound FX (except for music)

In any case, the first level is looking good, in my opinion:


Saturday, April 16th, 2016 8:58 pm

Gameplay so far

Saturday, April 16th, 2016 6:37 pm

Here is a nice descriptor of everything I’ve done so far:

Now it just needs enemies and stuff!

If it’s rendering with antialiasing, here it is at the raw resolution:

Working on the actual shape-shifting…

Saturday, April 16th, 2016 12:48 am


I haven’t actually done 2D animation before…

(I still have yet to put this in my game… :P)

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