About UekiShurei

I'm from Malaysia. I graduated in Computer Game Development (concentration in Game Programming) from DePaul University. I have been making games since primary school, and started making video games since secondary school. I specialize in game programming, but I can also do animation, both 2D and 3D.

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Ludum Dare 37
 
Ludum Dare 33
 
Ludum Dare 33 Warmup
 
Ludum Dare 32

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Finished what I can.

Posted by
Sunday, December 11th, 2016 1:57 pm

My entry for Ludum Dare 37 Compo: Kak Yah Nasi Lemak.

I finished what I can. I don’t have time to make a BGM (and it’s 3AM right now), so the game doesn’t have one.

If there’s anything I learned from the development process, it’s that I should consider the amount of assets I have to make (I think I had to make around 20).

Check out my game here, and feel free to vote whatever you think suits the game (once the voting session starts). Also feel free to add comments.

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Roughly 24 hours into LD37…

Posted by
Saturday, December 10th, 2016 8:56 pm

I think I’m finished with the programming. Moving onto art now.

Looking at the theme, I immediately thought of gameplay inside a confined space like a food truck or an RV. After thinking for a few hours, this is what I got: a nasi lemak truck hawker simulator. Why nasi lemak? Because I’m Malaysian, and I love those nasi lemak that come with side dishes sold by the roadsides. Used to buy those almost every morning. Also, I figured that this idea might be unique because it’s focused on a particular culture.

I figure the art part might be hell, though. 1 sprite for each component in the nasi lemak, and there are 10 of them (well, plus rice, but I figure that rice is a little hard to put into numbers, so I put rice out, but I still need to draw rice).

For those unfamiliar with nasi lemak, it’s rice cooked in coconut milk (plus ginger and screwpine leaves for better taste), with sambal (sauce made from dried chilli peppers, tomatoes, shrimp paste, onions & garlic, sometimes mixed with fried anchovies), fried anchovies (dried), hard-boiled eggs, roasted peanuts & sliced cucumbers. That’s the traditional one. At some stalls, you can add more stuff, like fried chicken, vegetable stew, cockle sambal or fried egg. What you can add depends on the hawker.

Nasi Lemak in Progress

It’s been a year and 4 months…

Posted by
Friday, December 9th, 2016 10:40 pm

The last time I joined Ludum Dare was August 2015. Work happened, so I couldn’t join them. Finally got the chance today.

I’m thinking of using:

Unity for engine & programming.
Either Photoshop if going for pixel art, or Illustrator if I’m going for vector. Illustrator sounds fun to try, but it might take too long.
sfxr for sound effects.
FamiTracker for music (or no music at all).

I’m in for the second time

Posted by
Tuesday, August 18th, 2015 10:57 pm

Hey guys!

This will be the second time I join a LD (the first was last April). This time, I’d unfortunately be unavailable the second day, so I’m going for the Jam instead. Also, since I’m not planning on entering the Compo anyway, I’ll be going with a team.
I don’t know how much workload would be on me, though, so I’ll treat this as if it’s a Compo. I’ll still make as much assets from scratch as possible, because, for starters, the game would really feel like it’s my own work.

On to the tools!

  • Engine: Unity. I’m thinking of going for a mobile-friendly approach, much like my warmup game (Check it out here), and I’m used to much of Unity by now. I would love to know if there are better alternatives.
  • Graphics: Paint.NET. It’s served me well so far, and I haven’t had time to learn the ins and outs of GIMP (and I’m too poor to buy Photoshop). I might use Sketchbook for detailed art.
  • SFX: sfxr. I used it last LD, and it worked out pretty well. I might consider more flexible options, though.
  • Music: Either FamiTracker or Bosca Coeil. FamiTracker because it’s enough to make chiptune songs, BC because it has predetermined instruments. Though I don’t have the creativity (nor the time to develop it) to make music the way I make art.
  • Repo: Google Drive. It’s good enough for a small team, though if I had time, I would love to learn free version control (though I did use SVN and Perforce in college).

See you this weekend, and have fun developing games!

Ported Game from GameMaker to Unity

Posted by
Wednesday, April 29th, 2015 10:16 am

whenallyouhaveisaracket-unityscreenshot
Just finished porting my game, which was originally made in GameMaker: Studio Professional, to Unity. I did this mainly so that I can port the game outside Windows, but it’s also so that I can use more realistic physics while learning the new features Unity UI has (including the WebGL player). Still, it was tough porting the game, adding physics and making the game play as close to the original as possible, but now I can reach out to more players.

Note, though, that it might feel slightly different playing the Unity version compared to the original one.

Please check out my game here.

It went better than I expected!

Posted by
Sunday, April 19th, 2015 7:03 pm

Hey guys!

This is my first Ludum Dare (and solo game jam), and I can honestly say that it went better than I expected! Even after getting sidetracked a lot, I still finished the game early. That said, I think the weakest part of my game is music. I’ve never been good at it, and a chiptune generator, I think, is the easiest instrument I can use for the moment.

Please view and rate my entry at http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49251

Looking forward to your entries!

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