About Yezu (twitter: @yezu)


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Framework popularity

Posted by (twitter: @yezu)
Monday, April 29th, 2013 7:46 am

I was browsing through the games and started wondering what is the popularity of various game development frameworks.

So I made quick poll: http://www.surveymonkey.com/s/6RXTKBY I’d be great if you could answer, it’s just this one question :)

If you think some major framework is missing from the list let me know.


The “Other” option should now work fine.

Done. Done. Done.

Posted by (twitter: @yezu)
Sunday, April 28th, 2013 8:52 pm

Damn I tired… I finished. I really did. I can even say this is my best LD entry to date. Although as I always bit much more than I could swallow. After all I was trying to make an open world RPG in 48h. It didn’t turn out that way, but it turned out… somehow :)

Anyway I don’t think I really tackled the Minimalism theme very well. In a way a post apocalyptic wasteland is minimalistic. However the game turned out a bit trippy. And hellishly slow.

There is A LOT I regert I couldn’t finish. The interesting thing is that this time most of the time I was spending working with the resources, not coding. That’s good in a way. It means that my tools are decent. However decent or not I do have a lot of bugs to fix, have a serious look at performance, a start working on the level editor, I mean Tiled can get me only so far.ย  If I had a dedicated editor I would have done much, much more this weekend.

Anyway I hope you will like: The Islander



Posted by (twitter: @yezu)
Sunday, April 28th, 2013 3:13 pm

The game is faaaaar from what I have initially envisioned. I wanted to redo the character model and animations because this is the quick mockup I did yesterday but no time for that. I have 3 hours to create AI, add some sound and to make this actually playable…


Progress – First screenshot

Posted by (twitter: @yezu)
Friday, April 26th, 2013 11:08 pm

I managed to get a test map rendered. My toolchain might have been more effective, but I’ll work on that after the compo. The load times are so fart decent. I’m off to create first animated assets :)




Posted by (twitter: @yezu)
Friday, April 26th, 2013 9:30 pm

So the theme startled me. I have now an idea and a rough design, but… it was a struggle. We’ll see where this will take me. For now: FOOD!


So yeah… I’m in.

Posted by (twitter: @yezu)
Thursday, April 25th, 2013 8:10 pm

I’ve been working on Zaria for the last couple of months. The idea is to field test it during Ludum Dare. It’s still far from perfect, but I think it is stable enough at this point.

What is Zaria? In short it is a set of extensions to the jMonkeyEngine 3.0. The repo is here: http://sourceforge.net/p/zaria/code/HEAD/tree/

Whatever the theme will be I’ll try to make a 3D RPG.

My toolset:

  • Language: Java
  • Engine: jMonkeyEnigne 3.0 + Zaria
  • IDE: jMonkey SDK
  • Level editing: Tiled, jEdit
  • Modelling/Animation: Blender , Wings 3D
  • Sound/Music: BFXR, Audacity
  • Textures: Gimp, Bryce 7

This is probably the dullest “I’m in.” post ever. But it is 5:07 AM here, and at this hour I’m as witty as punctured tire.

Didn’t make it this time…

Posted by (twitter: @yezu)
Monday, August 27th, 2012 8:18 am

Well this time I failed to create a game in 48 hours… Although I tried to prepare, too many things went wrong. By Sunday evening I was so far behind I accepted defeat. I mean I could create some kind of a game, something far away from what I have planned… But my heart wouldn’t be in it, so I decided to let go.

What went wrong?

1. My map management library works fine, on which I have placed big bets for this compo. However creating assets from total scratch takes ages. I was hoping to have basic testing map assets in 2h. It took me almost 12… 12 hours!

2. It would seem that a physics control intended for walking characters in jMonkeyEnigine does not handle collisions between them (WTF?). So I spend a couple of hours trying to find a solution, unsuccessfully.

3. My model editor had still more bugs, that I couldn’t find earlier. Which essentially made it impossible for me to create animated models for the game. I had to improvise, so I took Blender and started experimenting with skeletal animation there. The problem is I am a total Blender noob. I had to learn from scratch which took a couple of hours.

4. After I finally created the animation in Blender exporters and importers failed me. Both the Ogre exporter for Blender and Blender importer for jMonkeyEngine couldn’t handle my modest animation.

By 22:00 on Sunday (5 hours till deadline) I got a test map, a not fully functional control mechanism, a animated model which imports into the game, but without textures and no more energy an patience left…

Conclusions? Test your tools extensively beforehand!

I was so enthusiastic about jME 3.0. However after this weekend my faith in the engine got strained. I’m doing some more research and maybe I have to do some more reading to be able to prepare and import assets correctly. However if it’s not the case I will have to consider switching (again). But to what? Unity would be nice, but it’s a no go until it’s possible to develop under Linux. CrystalSpace, Ogre, I tried them and didn’t like them all that much… I could return to my framework, but I’m so tired of writing tools and libraries I want finally to focus on making a game…

Anyway, what I have done this weekend is thankfully not a waste. I learned doing animations in Blender which is something of an achievement, I found some more bugs in my code I intend to reuse, I figured some ways to improve the tools I use also I learned more about my engine of choice but most of all I decided to continue developing the game I have imagined for the compo. It won’t be a big project, I want to complete it in a month or two… So maybe before the next LD I will have something to show.


Posted by (twitter: @yezu)
Friday, August 24th, 2012 10:25 am

Just to abide to the rules I declare I will use my library on top of jMonkeyEngine 3.0. It is based a bit on my framework, which I used in previous LDs. The library features map loading, animated model loading, Groovy script loading, app state management, auto support mechanism and some other stuff. The code is on Sourceforge:ย http://sourceforge.net/projects/paj-framework/

Preparations are in progress and almost finished.

Posted by (twitter: @yezu)
Wednesday, August 22nd, 2012 2:51 pm

For last couple of days I was working to have Tiled work as 3D map editor. I’m pretty much finished, the only thing left is to have particle system support, which shouldn’t be a hassle.
Right now I can create a map in Tiled, and based on two json files (one for tileset definition, second for entity definition) ย I can create maps with multiple stacking levels, spawn points, triggers, 3D decorations, and configurable entities also with full physics. So not bad for a week of after hours work :) Now only some minor details left (like the particle effect and changing the scripting mechanism) and fixing my broken animation editor which has been non functional and waiting for some debugging love for the last 6 to 8 months.

Map in Tiled

ย Visualization in game (yup debug textures and meshes :P)

Further preparations

Posted by (twitter: @yezu)
Thursday, August 16th, 2012 9:40 am

I finally doing some real preparation for the compo. I was wandering if I can use a ready map editor. It would seem that jMonkeyEngine does not have one built in and there are not many general purpose map editors for 3d games.

So… I figured I’ll use just simple tile editor, write a custom loader and instead of sprites use 3d models. So far so good :) I took Tiled, which I think most people already know, and created a parser for TMX files. Right now I have to rig it to the scene graph of the engine and create some logic which will translate the tiles into terrain, physical assets and models :)

[LD24] I’m in!

Posted by (twitter: @yezu)
Sunday, August 5th, 2012 11:55 am

Back to the game!

I couldn’t participate in the last compo (overtime ergh…) but now I prepared enough time off :)

I’m not going to use my framework this time, because this time I’m going to use jMonkeyEngine 3.0.

I hope we’ll get some crazy theme ๐Ÿ˜€

Language: Java

IDE: NetBeans

Engine: jMonkeyEngine 3.0

Graphics: GIMP, Blender, Wings 3D

Audio: Audacity, SFXR

[LD22] Last Stand is DONE :)

Posted by (twitter: @yezu)
Sunday, December 18th, 2011 8:26 pm

It’s finally done!

Litres of coffe and energy drinks and tonnes of chocolate later, it’s done. I’ve finished :)
My best LD entry yet. Fixed a lot of mistakes from my last entry and made a lot of new.

I barely slept, barely ate, barely done anything but code. Don’t you just love Ludum Dare? :)

I’m quite happy with the result. This is a proper, although short, game with sfx, music, plot and other stuff.
I’ve found a number of problems with my framework and used bfxr for the first time (awesome piece of software).
I’ve also manage to record two full music tracks for the game. They are short and rather simple, but I’m happy with them nevertheless.

Tommorow I’m going to post a time-lapse. I finally got around to making one :)

Also my girlfriend is a bit angry with for sticking my nose to screen for the last 48h ๐Ÿ˜›

I’m finishing my celebration been and going to sleep. It’s 3:10 AM here and I have to go to work in the morning ๐Ÿ˜›

If You can, check out my entry :)

[LD22] 22 went past…

Posted by (twitter: @yezu)
Saturday, December 17th, 2011 6:00 pm

I’m rebuilding resources so I have some time to make small post.

I’m making a game inspired a bit by MechWarrior. It was full of desolate planets, and where can You feel more alone than on a lifeless rock?

My progress is slow. I’ve managed to make some nice terrain rendering and proper hight map handling, also collision detection mostly works. Also You can shoot other mechs ๐Ÿ˜€ But it’s far from being a game… Oh well 22 gone 26 more to go :)

[LD22] Prepared as much as possible…

Posted by (twitter: @yezu)
Friday, December 16th, 2011 2:53 pm

So I really tried to prepare this time. One of my biggest mistakes last time was not to check how the game runs on other OSs. Especially Win7. So I made some tests of the framework beforehand and everything should run. Also I’ve managed to prepare a small configuration app, it should simplify the running of all apps and games using my framework.

The updated template package can be found here.

It’s 4 hours before start and it’s 23:00 here. Time to get some shuteye :)

[LD22] Polishing the polish

Posted by (twitter: @yezu)
Thursday, December 15th, 2011 9:25 am

I tried not be lazy this week. I’ve polished my framework and my custom tools. I guess that everything, except the refrigerator and a Windows testing box, is ready.

I’m happy that I managed to create a package with an template project for my framework. It already has all the tools and libraries set up, prepared resource pipeline, scripts for making distribution packages, and basic code for app initialization and even a reasonable readme. Just load it up into Eclipse and You’re ready to code. The package can be found here :)

Now I only hope we get a cool theme :) Only 1 day and 9 hours to go.

[LD22] Warmup of sorts…

Posted by (twitter: @yezu)
Tuesday, December 13th, 2011 9:51 am

I’m also warming up for the compo. However I figured I’ll work on my framework during this time. I’ve managed to implement decent collision handling and I want to fix the PAJModelEditor before the weekend. It’s amazing that my framework is dramatically improved after each LD I take part in :) Actually there are only one or two major features missing before I’ll start encouraging other people to use it. Who knows maybe in LD25 there will be more than one person using the PAJFramework. That’d be cool ๐Ÿ˜€

I’m happy to see there are many people writing games in Java here. I think that Java is a great language for game development (as long as You don’t want to push the hardware to it’s limits).

It’s cool that a number of people from the company, I work for, will also participate in LD22 ๐Ÿ˜€ Maybe we’ll do the jam in LD23?

I’m wandering what theme will be. I have some cool ideas for game revolving around mechs or for a dungeon crawler. I love dungeon crawlers ๐Ÿ˜€

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