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Gameplay video – Shape Shifters Inc.

Posted by (twitter: @whilefun)
Wednesday, April 20th, 2016 8:56 am

I’ve posted a short video of a “Perfect” shift score for shift #1 in my game.

shapeshiftersInc_ld35_whilefun 2016-04-17 21-04-16-851


Posted by (twitter: @whilefun)
Sunday, April 17th, 2016 8:47 pm

I finished my compo entry just in time. It’s a first person manufacturing game. The goal of the game is to get in the groove and manufacture your quote of widgets as efficiently as possible. When you’re done, you get a score card. There are 5 shifts to work, each one getting more complex.

You can get it right over here:

I managed to get some decent visuals in, but I am not super happy with the sound design. It was rushed.

shapeshiftersInc_ld35_whilefun 2016-04-17 21-03-13-184shapeshiftersInc_ld35_whilefun 2016-04-17 21-04-16-851shapeshiftersInc_ld35_whilefun 2016-04-17 21-04-30-718

I also wanted to add more flourish to the manufacturing parts and raw materials. The plan was to make marshmallow models for each part, and each widget, but I ran out of time.

Can’t wait to play your entries :)

Saturday Update

Posted by (twitter: @whilefun)
Sunday, April 17th, 2016 2:42 am

I got a lot done today. All systems working, and got to some model and texture work too.

I have to resist falling into a texture/model trap tomorrow, and finish the game rounds logic, and scoring.

Friday Update #2

Posted by (twitter: @whilefun)
Saturday, April 16th, 2016 1:55 am

So I guess I got a second wind, because it’s 3 hours on and I’m posting another update.


Forward progress! Woo :)

Friday Update

Posted by (twitter: @whilefun)
Saturday, April 16th, 2016 12:10 am


Pictured below is the tight little test factory setup for testing. Also kept my raycast range to infinity to I can quickly play test with just the mouse (no WASD)


Some progress so far on the main game loop. I have my main machine state working, buttons can be presed, objects can be wrangled. Might call it a night at get back at it tomorrow morning.

Tomorrow’s plan: finish all core loops and object mechanisms, prepare grey box layout of level, and event triggers. Sunday tentative plans are for textured 3d models, sounds, a main menu, and adjustable mouse sensitivity.

I’m in!

Posted by (twitter: @whilefun)
Thursday, April 14th, 2016 11:48 pm

Probably going to do the Compo, and likely use:

  • Unity
  • Blender
  • Photoshop
  • Audacity, SFXR, etc.

Woo, let’s game jam!

Bleh, I’m out

Posted by (twitter: @whilefun)
Saturday, December 12th, 2015 4:33 pm

I am just not feeling it this time. Good luck everyone, excited to play your games!

Liberty and Justice For All* – Post Mortem

Posted by (twitter: @whilefun)
Monday, December 15th, 2014 4:28 pm

What went well


The color palette and general look and feel. The UI feels nice, and the style feels consistent to me.

The graphics in each scene are simple but effective enough. I am especially happy with the police car animation (above). It was a total hack using rotation, so I got away with one sprite, with flashing light pattern, and just moved and rotated it.

What didn’t go well


I didn’t leave enough time to make the “meter” mechanic as tuned as it needed to be. Currently, it is a bit too hard, especially on the first go. It is punishing, which is frustrating. However, the thing I really struggled with was the intentional difficulty. I want the game to be hard. I want it to be a little frustrating. But, I wanted it to be less frustrating than it is. Not “winnable” or “beatable”, but also not so hard that people want to stop playing.

Tennis Serve“: I played with the idea of a “tennis serve” style introduction to the meter mechanic. By this I mean the first time you see the meter on the level, it sloooowly starts dropping, then increases in speed until its max speed. By that time, you could get your bearings and understand the level a bit. Picture a tennis serve: The opponent tosses the ball in the air and winds up, but you know what is coming your way – the ball – at high speed. I didn’t implement this, as with the other ideas, I wasn’t sure how to make it “not too easy”, which would defeat the purpose and message of the game.

Outcome Text strings: I left these to the end, and shouldn’t have. My original intention was to have a dynamic set of text that was specific to the outcome of the game. I wanted more diversity in tone while maintaining variety (for each outcome combination), without adding too much work. It turns out this is more complicated than I thought, and I couldn’t finish. So, I reverted to a more bloated set of strings with more straightforward logic. On the upside, I demonstrated to myself the honed skill of determining when I have enough time to do something and when I don’t :)

Overall, the feedback so far is about what I expected. Some people seem to get it, which makes me happy. All things considered, this feels like my best entry to date. It feels concise and cohesive.

Check it out if you’re keen:

Thanks for playing!

Some tips for future LD entries

Posted by (twitter: @whilefun)
Tuesday, December 9th, 2014 2:49 pm

Here are some things I’ve noticed when playing/rating some games:

  • Vertical resolution is greater than 768, but there is no full screen option. This doesn’t work for people who have 1366×768 laptop screens
  • The archive or exe name is just “submission”, “release”, “windows”, “ld31”, etc. Be sure to put your username, game name, or both in your file names. It makes it easy to remember who the game was made by, but also ensures that the folder of games being rated does not have overwrite issues, stomping other games.
  • Lack of instructions or readme files. It’s really hard to play a game if it’s complicated and/or you don’t know what to do

Keep these in mind when submitting your game. I hope this was a helpful reminder :)

Progress report #1

Posted by (twitter: @whilefun)
Friday, December 5th, 2014 11:49 pm


In order above:

  • Title mockup
  • street scene art/mockup
  • working GUI elements in character creation screen

I chose a palette of 6 colors to keep things really basic. Seems to be working so far. Time for some mental relaxation time then on to tomorrow’s marathon coding session!

Hope your jams are going well! :)

I’m in!

Posted by (twitter: @whilefun)
Friday, December 5th, 2014 2:24 pm

Getting excited for the compo 😀

Will be using the standard fare from my laptop, as my desktop is still packed away:

  • Game Maker 8.1
  • Paint.NET or built in sprite editor
  • Audacity, BFXR, SFXR

My main focus is to make something simple, but well designed, and hopefully complete feeling. I want to keep the scope as small as possible and deliver something interesting.

Good luck, all! Let’s hope the theme isn’t Christmas related! :)

Post-Compo version, because you are awesome

Posted by (twitter: @whilefun)
Wednesday, August 27th, 2014 8:38 pm

Got some great feedback so far, and have implemented a bunch of changes. Some of them aren’t 100% tuned yet, but it’s getting there. Thanks to everyone who has played and given feedback so far!


(original for ratings, and post-compo version linked for future enjoyment :))

No Sound This Time

Posted by (twitter: @whilefun)
Sunday, August 24th, 2014 5:08 pm

Welp, I am about out of time, and have not started sounds. My plan was to just use SFXR anyway, so I guess people will just have to listen to music while playing, or enjoy the silence :)

50 mins to go! 😀

Getting there, rules-wise

Posted by (twitter: @whilefun)
Saturday, August 23rd, 2014 10:16 pm


My game is getting there in terms of rules and gameplay. However, I still need to do mostly all the graphics and try some sounds (although I have more or less decided on sfxr/bfxr style).

I added some randomized events that impact game play, including a bribe based boost system that allows the player to boost sales if they can pay off the reporters from the New Roman Times (har).

The paper also spins at the camera in style. That’s the most fun feature so far for me :)

Braaaains (break time soon)

Posted by (twitter: @whilefun)
Saturday, August 23rd, 2014 3:35 pm


My game is kind of shaping into something playable. I don’t think it’s going to be fun, but that really wasn’t my goal with this idea. I’ve got a trend chart and some other bells and whistles. Hoping to round out the look and feel tonight and tomorrow. I think proper artwork will help a lot.

And like that, it’s a game

Posted by (twitter: @whilefun)
Saturday, August 23rd, 2014 10:49 am


Finished adding a bit of game logic with consequences, and suddenly I have to actually play the game when testing. Getting there! :)

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