About little_polygon (twitter: @xewlupus)

Indy Game Developer in Santa Monica, California.


Ludum Dare 33
Ludum Dare 32
MiniLD #51
Ludum Dare 28
Ludum Dare 26

little_polygon's Trophies

The Rad Game Award
Awarded by SonnyBone
on December 18, 2012

little_polygon's Archive

Have to bounce early :'(

Posted by (twitter: @xewlupus)
Sunday, August 23rd, 2015 12:04 pm



It’s been fun everyone, as always. Enjoy: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=19295



Kawaiiju Alive!

Posted by (twitter: @xewlupus)
Saturday, August 22nd, 2015 2:12 pm


Kawaii Kaiju

Posted by (twitter: @xewlupus)
Friday, August 21st, 2015 10:52 pm




Ice Cream postJam title animation

Posted by (twitter: @xewlupus)
Wednesday, May 6th, 2015 11:10 am

Andrea made this new adorable little title screen animation for Ice Cream… okay, adorable is probably the wrong word…


let’s play ICE CREAM!

Posted by (twitter: @xewlupus)
Tuesday, April 28th, 2015 2:10 pm

A let’s play of ICE CREAM in french!

Play and Rate here!

Ice Cream gifs!

Posted by (twitter: @xewlupus)
Thursday, April 23rd, 2015 9:00 am

Here are some fancy gifs of some animated art from our game ICE CREAM! 


2D Truck? Our truck is a mash of 2D and 3D. Below are the three 2D animated trucks that we projected onto a 3D box.



Kids! just some kids… running around…  technically animal kids.


Rainbow Explosion! I slowed it down, just for you. The animation pre light flash, camera shake and blood particles.


We hope you enjoy <3

3D Sorcery!

Posted by (twitter: @xewlupus)
Tuesday, April 21st, 2015 12:29 pm

People have been asking how the 3D in ICE CREAM works.  Secret: anamorphic sorcery.




The vertices in the middle of the faces are necessary to counter-act distortion artifacts based on which way the faces are triangulated.



Posted by (twitter: @xewlupus)
Monday, April 20th, 2015 3:38 pm

Our Jam Entry ICE CREAM is SUBMITTED for your pleasure/approval/horror!  Wheeee!! 😀



Now with Mayhem! <3 <3

Posted by (twitter: @xewlupus)
Sunday, April 19th, 2015 10:55 am

ld32I scream, you scream, we all scream!  AhhhH!1!! GYAAAHHH–

I’Scream Truck!

Posted by (twitter: @xewlupus)
Saturday, April 18th, 2015 11:54 am

Screen Shot 2015-04-18 at 9.18.59 AM

Playing with anamorphic 2D/3D this time around (@xewlupus @AndreaGerstmann).  Watch out, kids!

Windows Dependencies for Little Polygon

Posted by (twitter: @xewlupus)
Tuesday, May 27th, 2014 1:37 pm


I’ve added installers for all the windows dependencies for the little polygon asset tools, as well as a Visual Studio 2013 project for the demo game.  We’re currently porting DIGHARD to SDL2 using these tools, so there’s lots of bug fixes and obvious feature omissions rolling in this week.

Little Polygon Tools – A Case Study

Posted by (twitter: @xewlupus)
Sunday, May 25th, 2014 2:12 pm

So my announcement post yesterday for my Asset Toolchain was a bit technical.  Here’s a concrete example using features I finished this morning: you design a level using Tiled, and would like to load up the data in SDL.  Parsing the XML and compositing the images is tedious in C++, but super-simple in Python, so let’s do the content construction at build-time, and just hand SDL a “ready to go” native asset.

Step 1: Define a Native Format (just plain-old data – pointers OK!)

Screen Shot 2014-05-25 at 2.02.53 PM

Step 2: Transform Portable Map Data to Native World Data (offline)

Screen Shot 2014-05-25 at 2.02.23 PM

Step 3: Dead-Simple Bootstrap!

Screen Shot 2014-05-25 at 2.03.35 PM

Step 4: Profit!

Screen Shot 2014-05-24 at 11.40.17 PM


MiniLD51 – Little Polygon Toolchain

Posted by (twitter: @xewlupus)
Saturday, May 24th, 2014 11:56 pm


Hi! I’m Max.  I collaborated with @petey123567 on DIGHARD for LD29, and it felt so good I’ve decided to keep the ball rolling and go in for MiniLD51.

In general I’ve been developing with Unity, but it’s been kind of love-hate.  I love the content management, but the programming interface is a bit of a minefield (e.g. did you know that .transform is just an alias for .GetComponent<Transform>(), and it’s nontrivially expensive to call a whole bunch every frame? Ew!).  So I’ve been wanting to transition to SDL2, but first I need a better content solution, since SDL2 doesn’t have one, and some higher level rendering primitives than OpenGL.

Enter the Little Polygon Toolchain.

Firstly, there’s a pile of python scripts for plotting sprite and font-glyph atlases, parsing tilemaps, compressing audio and userdata, and exporting everything to a fast native format with a pointer-fixup table that load quickly with plain SDL IO and no fat third-party libraries.

Secondly, there’s efficient Sprite and Spline batchers for using the assets and a GameJam-friendly context-setup-and-teardown object, as well as other handy utilities.  I’m even playing around with Mono bindings for doing mixed C++/C# development and opening builds to end-user modding.

Making tech is fun, but collaborating is even more fun, so I’m totally game to help if you’d like to use this for your project or help me turn this into a proper shrink-wrapped open-source toolkit for general consumption 😀


Repack Warning!

Posted by (twitter: @xewlupus)
Sunday, May 4th, 2014 1:55 am

This evening we found our game repacked and posted to itch.io under a copy of our username.  I’ve reported it and endeavored to tweet-shame them, but I don’t suspect we’re the only target here.  Is there some kind of collective action we can take?

Is it Fanart When It’s Your Own Game?

Posted by (twitter: @xewlupus)
Saturday, May 3rd, 2014 8:49 pm


Interested? PLAY NOW!

Also, it’s official!  We’re going to continue developing our entry into a full game!  You can follow along on tumblr! Thanks for all the comment-love everyone!  Pew pew!  Pow pow!


DIG HARD: Gameplay Video, Source Code

Posted by (twitter: @xewlupus)
Tuesday, April 29th, 2014 1:00 pm

Behold! A successful run of our game Dig Hard *is* possible (don’t watch all the way to the end if you hate *spoilers*): [YouTube]


We’ve also now linked our Source Code if you’re interested.  Everything is Creative-Commons Licensed.  Some useful general classes which anyone using Unity might find Helpful:

CustomBehaviour – A no-cost, drop-in replacement for MonoBehaviour with lots of helper functions to let you type less!

CustomExtensions – General helpful extension methods for vector swizzling, time-independent easing, component-lookup, etc.

PooledObject – A super-lightweight GameObject-pool for explosions, bullets, etc (just a linked-list using the source prefab as the head)

Sprite-Lerp Shader – for doing color-fades like flash does, rather than Unity’s default multiply.

Also, a shoutout to Gallant Games’ InControl Library for GamePads.  It Just Works.  Amazing.

Hope this helps!  Power to the people!

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