Posts Tagged ‘build’

Can you say no to these ducks?

Posted by
Friday, April 28th, 2017 8:07 am


Me neither.

The new build has bug fixes and a resized hat, huzzaa!

Play it here

Hostile Hyper Jump – Optimized

Posted by
Tuesday, March 7th, 2017 2:23 pm


Global highscores are in, the build is optimized and, so far, the bugs have been fixed!

There’s still time to partake in the Elympics.

Play it here!

Desert Strife Post-Jam Build (Part 2)

Posted by
Wednesday, September 21st, 2016 1:47 pm


Missed the voting period slightly. Not that it matters much, deadlines were made to be broken.

Bug fixes, AI improvements and usability tweaks ahoy! Also added in a new feature: morale. Troops in a tough stop will panic and scatter for that extra layer of reelism!

Will do an extended AI write up soon’ish.

Play it here!

Desert Strife Post-Jam Build (Part 1)

Posted by
Friday, September 9th, 2016 2:42 pm


Quite the shocker that!

Had some spare time to sink into the post jam version this past week. Implementing the battle visuals was a blast! Got animation assets from a mysterious fellow member of the secret society! The less said about that the better.

Part 2 will be about AI improvements and more tweaks (I forgot a few!).

Play the post-jam version here


The original here

Desert Strife Desktop Builds

Posted by
Wednesday, August 31st, 2016 2:20 am

Windows, Mac and Linux builds are in.

Here’s a GIF for good measure:

Play it here!

Kollum: Day 2 progress report / mult-platform downloads

Posted by (twitter: @ananasblau)
Sunday, December 16th, 2012 4:10 am

Progress is great, missing parts are: some pathfinding for the invading Hero, some stats on him, a win/loose condition, sounds and if I got time for it: A proper intro scene.

Here’s the annotated screenshot and I got a first build for ya to download: (windows, mac, and löve2d)

16.12.12 11:57-Vollbild

I gamified this shit

Posted by
Sunday, April 22nd, 2012 1:52 pm

Here is playable build v04 to check out. Use arrow keys to start the level and move around. Avoid everything silver/metal. Get to the SAFE-T zone marked in stripes. Each hit on silver/metal costs 1 second penalty on your clock. Simple score idea will just be to complete the levels in quickest time. I’ll design multiple risk/reward paths along the way. Having way too much fun with Unity!

More progress

Posted by
Sunday, April 22nd, 2012 9:33 am

Here is another playable build of my Unity game. Arrow keys move. Try to reach ‘safe-t” zone. Nothing happens if you do yet. 😀 Got a shitty main menu implemented and got sparks and push back force occurring when you impact any of the silver areas. I’m having a lot of fun with my first Unity game even if the progress is slow, that is kind of to be expected.

Posted by (twitter: @whitingjp)
Saturday, December 17th, 2011 2:04 pm

Spent the best part of today working on a single game mechanic. Proved a little more complicated to implement than I’d expected it to, but it was at least a pretty fun challenge.

It’s all hanging together now. See this teaser build to get a feel for what I’m trying to do.

Now I just need to do, well, everything else. Loads to go, but at least the big unknown is done.


Oh and yes, bonus food + desk photo. Had home made chilli for lunch 😀

Food photo

Tick Tick Tick

Posted by (twitter: @whitingjp)
Saturday, August 20th, 2011 9:46 am

So, back tracking a few hours. Didn’t want to waste too much time on my first (fresher) day, so for lunch I just quickly poached an egg. Was pretty excellent though.

Poached Egg

Game is coming along pretty nicely. I’ve spent the last 3 or 4 hours tweaking things and doing some level design, trying to get a decent “first 30 seconds” together. Oh, and wasting more time doing rudimentary front-end work than I probably should have. Ah well, it’s all good.

FE stuff.

Oh, and, yes.. New Build

Run Away

Posted by (twitter: @whitingjp)
Saturday, August 20th, 2011 5:25 am

Making much better progress than my protagonist:

New build

Feeling pretty hopeful that the mechanics I’m trying are going to work out pretty well. Loads of work to go, obviously, but it’s going well so far.

It was a long time ago, I’m actually getting ready for lunch now; but here’s what I had for breakfast.



The Day That Was The First Day

Posted by (twitter: @whitingjp)
Saturday, August 21st, 2010 3:21 pm

Well given how sleepy I’m feeling now that I’ve eaten I think it’s probably time to call it a night. I’d hoped to get a *little* bit more done than I have today, but I think I’m still on-track.

Spent the afternoon/evening finishing off and tweaking my core game mechanics to a point that I’m really quite happy with.

Also managed to fit in an hours run, which was completely invigorating, but is probably conspiring to make me rather tired now. I’ve a beautiful local running route that I can hit within 5 minutes of leaving the house, there was rivers and cows and horses and the beginnings of a sunset. I’d have taken photos were my camera less unwieldly.

Oh yes, and completing my days food photos, I had a quiche (store bought I’m afraid, but I did make the salad dressing myself at least):


Armies March on their Stomaches

Posted by (twitter: @whitingjp)
Saturday, August 21st, 2010 7:34 am

Forgot to put up pictures of my breakfast, so he’s a double value food photo post:


On the left is my second breakfast (the first was cereal, it was a long morning okay, OKAY?!). On the right is my lunch, chorizo + caper pasta, lovely :)

Work on the game is going pretty well too. There’s a build containing most of the core game mechanics that I’m planning to use (but very little gameplay) up at

I’m really pleased about how well the shot enemy rolling thing turned out. With a bit of luck I might be able to make the game feel really punchy. For now, back to work I suppose.. There’s still loooooads to do.

its done!

Posted by
Saturday, June 12th, 2010 6:16 pm

hey its pants12 proudly announces build!
there is a tut in the game so i wont say much 😉
link is
have fun
screen shot:

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