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Well…it’s a start

Posted by
Saturday, April 26th, 2014 1:00 pm

Haven’t really had as much time to work on my entry as I would have liked. Here’s what I have so far. I’m aiming for a “Missle Command with a story” kinda vibe.



The Darkling Plain – Shaping up!

Posted by
Saturday, April 27th, 2013 6:14 pm

I managed to get a basic game framework going last night, so I spent most of today polishing things up and making things into an actual game.  So far, there is a short, yet challenging campaign mode, and an endless wave arcade mode.  Lucky for me, things are still working fine on mobile.  I was really worried about the number of objects on the screen causing slowdown, but with some smart coding, and by upping the frame rate, things run fine even on my low-end Android.


Next up is a little twist. I’m going to be making the game integrate with the webserver, and results of each level will affect some global scores. Essentially, every time you beat a level the player team will get points, and the computer controlled enemies will get points for each loss. Every game that is played will have an impact on the global scores.

I would like to tie the global scores to a sort of nonlinear story mode, but I doubt I’ll make it that far in time. Regardless, it’s a neat little system that I will be using in the future.

First Few Hours

Posted by
Friday, April 26th, 2013 9:50 pm

I’ve got a little something started here.  I thought I would pay a little tribute to a game I made for a lo-fi RPG compo once.  I also figured if the theme is minimalism, I might as well have a TON of minimalism!  While the units are all the same and the graphics are simple, I’m aiming to have lots of units on screen at a time.


Right now I’ve got bases that spawn allied units, which you can get to follow you around. There are also enemies and their bases, and everybody fights each other! I’ll call this a pretty darn good start. I plan on spending tomorrow making it into more of a game, and adding a neat little twist.

As for tech stuff, I’m making this in Game Maker: HTML5. I am optimizing it for mobile, and it will be playable on the desktop and mobile web. If I get around to it, I will be porting this to Android using Phonegap Build…we’ll see! For now, sleep.

Jewel Fight – Update #1

Posted by
Sunday, September 30th, 2012 5:23 pm

So, here’s Jewel Fight.  It will be a two-player puzzle/strategy kinda thing.  Here’s what it looks like!



The game will be turn based.  Each turn, you will be able to match adjacent jewels for points, or send one of your jewels flying at your opponents jewels to destroy some of theirs.  Essentially, you will have to balance getting points with preventing your opponent from getting good matches.  Hopefully it ends up being fun!  I will probably add a 1 player vs. Computer mode, in addition to the two player mode.

I am going mobile for this one.  I plan on making a web-based desktop/mobile version that’s free to play against the computer, as a sort of demo.  The full two-player version will be sold as an Android app…possibly Windows Phone, too, if I can figure out how to port it.  I plan on pricing it at $0.99, so one copy will get my $1!

Myxolous – Postmortem

Posted by
Thursday, August 30th, 2012 4:32 pm

Play Myxolous

I’m pretty happy with how Myxolous turned out.  I was aiming for a “hands off” approach to an RTS, and that’s what I got, for better or worse.  While I’m glad that I was able to complete a game, and even work in a lesson at the end,  Myxolous does have a couple flaws.

What Went Right

– Because I used basic geometric shapes, I was able to quickly model stuff in 3D, add in a cel shading effect, then throw in a quick 2D render.  For the amount of time I spend on them, the game looks great.

– The speed at which GM let’s you create games always amazes me.  I was able to finish most of the graphics, and nail the gameplay engine the first night, leaving all of the second day to fine tune the mechanics and polish menus and things.

– The message.  Believe it or not, I even managed to work some criticism of civilization in the game, and were a couple emergent moments in the gameplay that I think really fit.  For instance, I like how at the close of the game, enough stone has spawned and the remaining forests are so dense, that any Myxos unfortunate enough to go near them are many times stuck there for life…just like real life!

What Went Wrong

– The game is a little too simulation heavy, and player agency isn’t exactly clear from the beginning of the game.  It’s not until the first game is almost over that you really see how important your limited actions are, as a whole game can hinge on a single successful lightning storm spell.  I think alot of people probably didn’t play long enough for the game to get into full swing because of this.

– The sound.  GM: HTML5 is a pain with handling sounds, and due to some last minute bugs, I decided to not worry about any sound, which detracts from the game a little.

Thanks for reading this and playing the game…see you next time!

Myxolous – Finished!

Posted by
Sunday, August 26th, 2012 5:47 pm

Here’s Myxolous – http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15860

Overall, I’m happy with how it turned out.  I had some plans to incorporate a meta-game involving the game piling together everyone’s scores online, but that will have wait for a possible update.

Myxolous – Update #3 (Calling it a night)

Posted by
Saturday, August 25th, 2012 10:46 pm

Alright, done with enemies.  They can now build their own little villages, and destroy your villages.  On the other hand, you can now fight them and destroy their buildings.  I have also finished the only spell, a lightning bolt which destroys any Myxos and buildings it comes past.



So…tomorrow is just gonna be polishing the game engine, as it’s pretty much in place and done.   I’m probably gonna try and make a little introduction/tutorial screen and make an intro menu, too.  The only thing I probably won’t get to is sound, as sound in GM: HTML5 is a pain.

Myxolous – Update #2

Posted by
Saturday, August 25th, 2012 8:04 pm

So far I’ve got a fairly busy game world going.  The little Myxos can harvest wood and stone, and you can build new residences.  I’m pretty proud of how the village building system materialized.  Next up, gold harvesting, and balancing of resource usage for building.  After that, hopefully some sort of enemy.





Posted by
Friday, August 24th, 2012 8:29 pm

I’ve decided on a kinda hands-off strategy game, inspired by stuff like Populous.  You will be guiding a tribe of little slime looking things called Myxos as they evolve and conquer the landscape around them.  because I’m using very basic geometric shapes, I’ve got enough graphics for a quick mockup.


Now onto deciding the exact gameplay and how you are going to interact with the little guys.  I really hope to be able to add an enemy tribe as well, but we’ll see if time allows for that.  I’m using Game Maker for all the game parts, and Anim8or for all the graphics.

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