Posts Tagged ‘craftstudio’

Grave Screen Of Death Post-Mortem – Ludum Dare 31

Posted by (twitter: @FlorentPoujol)
Wednesday, December 10th, 2014 7:21 am

GSOD screen4 Hey everyone ! Here is the post mortem of my Jam game GSOD: Grave Screen Of Death.

Click here to play and rate ! Thanks !

What went right


Many hated the theme, rating about it being only a technical limitation. But that’s kind of the point of a theme. And I think this one is not more or less limiting than “10 seconds” or “minimalism” for instance.  It’s just that it really said (maybe more than the other theme) “Do whatever the heck you want, but maybe on one screen (please ?)”.

Anyway, this flexible theme gave me the perfect occasion to make a top-down shooter, which I never had the chance to do before. Plus, I had the idea pretty quickly and was able to stick to it, so that’s at least nice for that.


This is the first game for which I use model animations and fake shadows. It was actually fun to tweak the animations and the general look even if it’s still very much programmer’s art.

Overall, I think the game looks pretty nice to me. But yes I more and more really want to team up with an actual artist !


As explained last time, web games are really convenient for people to play. It’s even more convenient now since you can embed web games directly in your entry page on the LD’s website.

Except for a bug that was quickly fixed by CraftStudio’s creator, everything ran without a inch ! The webplayer was even improved these past weeks and run equally good in Chrome or in Firefox.


Hunt The Yeti, the first Superpowers game

Posted by (twitter: @elisee)
Wednesday, December 10th, 2014 4:08 am

Hi! You might remember me from CraftStudio, the cubic cooperative game-making platform. While CraftStudio is almost finished (can’t wait to take that beta tag off for good!), I’ve been working with my two new teammates Bilou and Pixel-boy on what comes next…


Follow @SuperpowersDev for updates on our progress

Over the past few months, we’ve been designing an entirely new collaborative game maker called Superpowers. We’re taking the core ideas of CraftStudio (real-time cooperation & ease of use), dropping the cubic/low-res look and porting them over to a new extensible HTML5 platform.

While we’ll strive to be accessible to everyone, we’ve got a new focus on “pro” indie game developers (as in, people making games for a living). We want to build —and let you build— commercial-quality games with shaders, great 2D animations, real 3D models and all that jazz. All asset editors in Superpowers are just plugins (yes, all of them!) and you’ll be able to write your own as well as improve or replace those we provide. We’re shooting for a 2015 release.

Hunt The Yeti!

Anyway, we just got the 2D tools ready in time for Ludum Dare 31 so it seemed like the ideal time for a smoke test!


I really wanted to make a winter/snowy game so when the “Entire Game on One screen” theme was revealed, we combined the two ideas and after a little bit of brainstorming, we came up with this cool mechanic of digging through ice then bashing enemies into the water:


Pixel-boy, with some help from Rosalie, did an amazing job with the graphics and Bilou scripted most of the game while I slept throughout the jam.

We had to jump through some hoops with the very green scripting language as well as fix some bugs, but overall Superpowers worked out very well and the various editors (sprite, map and scene) were great to use. With the experience gathered over the week end, we’re going to improve various parts of the software before our next stop: the Global Game Jam happening in late January!

Play Hunt The Yeti!

Also, while we focused on 2D for this Ludum Dare, we’ll now be getting started on 3D tools… Can’t wait! 😀

GSOD: Grave Screen Of Death

Posted by (twitter: @FlorentPoujol)
Monday, December 8th, 2014 2:47 pm

Annnnd release time !

That’s the end of this Ludum Dare for me, it’s 10:40 pm here and “real life” calls me back !

But I had a blast these past 72 hours while crafting a game I am pretty proud of :


It’s a simple top-down shooter (in one screen, obviously). Your goal is to “collect” crosses by killing the enemies and managing for them not to destroy the existing crosses with their explosions.

Play it right in the submission page :

Proper post-mortem tomorrow, probably.


Bon courage for those still working, and good luck for the other !

I am looking forward to play all your games !


HotMine – Day 2 report

Posted by (twitter: @FlorentPoujol)
Sunday, December 7th, 2014 4:32 pm

As planned yesterday, today has been mostly dedicated to art and (very quickly) sounds. And code, as always !

We now have a proper -yet simple- and almost fun top-down shooter.

And as you can see, I haven’t been idle (see yesterday’s screenshot) and had quite a lot of fun !

You can play the game here :

But beware ! The red blobs explode if they come too close ! Controls : WASD / Hold Left Mouse Button.

For those interested, the sources are on GitHub :

I am off to bed now, see you tomorrow for the submission and the post-mortem !

Good luck and have fun !


HotMine – Day 1 report

Posted by (twitter: @FlorentPoujol)
Saturday, December 6th, 2014 4:53 pm

Hey everyone !


I am back this time with my favourite tools CraftStudio, Daneel –a framework of my own-,, SFRX and probably some others.


After a little over 10 hours, I have an embryo of a top-down shooter. Our most cubic miner Steve can shoot creepers in the face with a double barrelled shotgun !

And that’s pretty much it for now.

Still, you can play it over at .

WASD / Left Mouse / Escape to spawn a creeper (they don’t explode properly due to a webplayer-specific bug but I am too tired to fix it now).


Tomorrow will mostly be dedicated to art and sound.

And I still haven’t decided how (and if) am I gonna respect the theme on this once.

Good luck to all and so see you tomorrow !



Linked Colours Post Mortem

Posted by (twitter: @FlorentPoujol)
Wednesday, August 27th, 2014 3:47 am


Hey everyone ! Here is the post mortem of my game Linked Colours. 

As always, you can click here to play and rate it.


Idea and development

As last time, I had the idea pretty quickly and stick to it. Thankfully I didn’t encountered big design issues and if I doubted that I would be able to create many levels, random generation came to my rescue, so I didn’t even needed to create levels manually other than the two tutorials.

In addition to Daneel, the framework for CraftStudio I created and which is the base of all of my projects, I was able to borrow quite some code from other projects of mine, so that I could focus on gameplay instead of reinventing the wheel once again. Having so much code already ready is what made me enter the Jam and not the Compo as the previous times in the first place.

But having an extra day prove very useful as even with a simple idea and lots of  ready-code I hadn’t much at the end of the second day in term of gameplay (but visuals where almost final).


Let’s say it with some pomposity: linked colours is the best-looking game I have ever created in my entire life, so far ! Look at this beauty ! I am not even an artist, or am I now !?

Well, not quite, but it’s what I am most happy about, the game looks really great, especially compared to my previous games (improvements, yeah !).

Random generation

At the end of the first day, I wanted to add a level editor so that anyone could have created levels. I have one almost working for another game but I ditched the idea even before beginning the second day, where I worked mostly on visuals. Instead I spend some time working on random generation, and it did go surprisingly well.

The generation is pretty simple : on a 5 by 5 grid, it picks a square, then picks a color, then finds another square nearby and sets a color the previous one can connect to. It repeats that until there is no more colorless squares on the grid. Then it picks the squares that are not connected to any one and change their color so that they can connect to a nearby square. Then it finds squares with 3 or more connections (3 is rare, 4 in really unlikely to happen, 5 or more never happens) and sets them as squares with a required number of connections.

And that’s it, and it produce pretty nice levels, with actual mixed difficulty. I just wished I had time to tweak it a little and have some variations in the grid.


Link the Nodes – Day 2 report

Posted by (twitter: @FlorentPoujol)
Sunday, August 24th, 2014 3:40 pm

So that’s the end of day 2 already, here is what I did :

  • 9:30 to 10:15 am (45min): background V1 and splash screen.
  • 10:30 to 11 am (30min): title scene.
  • 11:05 to 11:35 am (30min): work on UI (icons).
  • 12:05 to 12:40 (35min): ?
  • 5 to 6 pm (1h): end level screen.
  • 6:30 to 7:50 pm (1h20): color gradients.
  • 9:10 to 10:10 pm (1h): color gradient, background V2
  • 10:40 to 12 pm (1h20): various.

Total time: 7h (9h yesterday)

So, today the visuals have been vastly improved and the gameplay has been refined a little, but I still don’t have more content.

That will be for tomorrow, I hope I will be able to have a random level generation.

I planned a level editor but I ditched the idea even before starting the day, maybe for another time…

Play the game in Chrome and tell me what you think !

Bon courage to those who rush to submit in the coming hours, and all others !

Yesterday’s post)

Connects The Dots – Day 1 report

Posted by (twitter: @FlorentPoujol)
Sunday, August 24th, 2014 12:29 am

So that’s the beginning of the second day for me, here is what I did yesterday :

  • 7 to 9 am : wake up, think
  • 9 to 12 am (2 h 15 min): basic gameplay
  • 1:30 to 6 pm (3 h 30 min): more gameplay, level selection
  • 7:30 to 12 pm (3 h 10 min): first two tutorials, web player build

I took the not-very-original route again and set out to create a puzzle game where you have to connect all the coloured dots together.

Complication comes when you can’t create connections as easily as you would want.

So far, you can play to the first two tutorials in your browser (use Chrome, CraftStudio’s webplayer loads slowly in Firefox) here :

I said on the game’s page that I planned to work on a level editor today but I will work on every thing else instead !

Tutorial 2

  • Background
  • Title screen
  • Better UI and graphics
  • Last tutorial
  • Level !
  • Sounds ?

See you tomorow morning !  Bon courage everyone !

Snake Driller – LD29 – Post Mortem

Posted by (twitter: @FlorentPoujol)
Friday, May 2nd, 2014 6:41 am

I missed two Ludum Dare since the last time but thankfully I was able to took time to participate last week-end !

I understood the theme quite literally with a mining game. Snake Driller is a Sake-kindoflikebutnotsomuch mining game. You have to drill the deepest before the time’s up, sometimes going sideways to mine interesting blocks or dodge those you can’t drill. You can also buy upgrades for your drill in a store to drill more types of blocks or drill faster.

Download and rate it on its entry page.



Inspector Badass goes underground!

Posted by (twitter: @elisee)
Monday, April 28th, 2014 8:21 pm

Here’s our submission: Inspector Badass. It’s a rogue-like made for the jam with CraftStudio in 72h with our team of 7 people!

Special thanks to BaerTaffy for voicing the inspector! Gameplay video over here.


Play Inspector Badass!



Posted by (twitter: @elisee)
Tuesday, April 30th, 2013 3:53 pm

PaperCoaster is our group Ludum Dare jam entry for LD  #26 made by 10 people with CraftStudio!

A game about drawing rollercoasters on paper… how minimalist is that? 😀

You can play & rate it here:


There were at least 8 other games made with CraftStudio for this Ludum Dare edition, which is awesome! I’m trying to gather them all over at the CraftStudio forums.

Minimalist Encounter – LD26

Posted by (twitter: @FlorentPoujol)
Monday, April 29th, 2013 3:34 am

Hey !

Remember me ? Probably not, it’s only my second Ludum Dare and third game. The first one was Breeding Cubes for LD24, and the second one was HeartZ made with 3 others during the GlobalGameJam 2013.

This time I choose to reproduce Harvest: Massive Encounter, an already minimalist tower defense game that I enjoyed a lot. I wanted to built a resource management game for a while already, so this LD’s theme was the perfect occasion. Its certainly minimalistic on the inspiration side, but I really wanted to built this one and that was all the motivation I needed.

I tried to reproduce most of the mechanics : rock harvesting, energy production, energy propagation along the nodes (the feature that makes the game very cool and interesting to me) and building construction and functioning using energy.

Minimalist Encounter - LD26

It’s clearly unfinished and unbalanced, but it’s playable.
Move with arrows, place buildings with the mouse – click on them on the left then on the map (discard with right mouse).

Note that you can not reload the game, you need to exit it and launch it again to reset the level, sorry about that.

Still, I am pretty happy with it. I only worked like 25h on it and lost about 5h trying to fix bugs directly due to my inexperience with the the software and game dev in general.
The good thing is that I feel like I have leveled-up !

It is made entirely with CraftStudio that you can still try for free for a couple of days.
Depending on your OS, you may need XNA or Mono or -I am not sure what- to play.
You can try the web built, but it does not work for me (stays stuck during initializing scripts).

Go Play It

Thanks and GG everyone !

Everything coming up Millhouse

Posted by
Friday, April 26th, 2013 8:34 am

This is an experiment for me as it’s my first compo. My first Ludum. Pretty much my first time ever putting these tools together and hoping that I get a working product in the end.

I need to challenge myself, as I haven’t had a glimpse of construction for a long time. In light of recent events in the love department, I figured what a better time then any. As I try and figure out who the hell I am as a single entity, I can try and learn some great tool sets. Some great quick problem solving. And code!

I am a first year New Media/Web Design student at BCIT in Vancouver and only just started playing with some of these code tools. I am thinking of just using CraftStudio and PyxelEdit for my project. It’s going to be a rough and bumpy ride, but I’ve got a great friend (my brother) walking me along this path. He’s done the compo before so he is quick to ease my worry as well as fuel my fear.

Never before have I contemplated that I could even be capable of this kind of thing. I’m a writer, and that’s all I thought I could muster. This weekend is going to be REALLY fun. I look forward to getting to chat with some of you and playing your game!



please, no potato.

The Grand CraftStudio Jam #1

Posted by (twitter: @elisee)
Monday, March 4th, 2013 9:12 am

Hey all,

While we’re all waiting for the next Ludum Dare… Dan Dias will be hosting a CraftStudio-centered game jam on March 22-25 (72h, in team or solo)

Info, sign up and theme voting here:

Doomsday Carrot Rampage Porté par le Vent FoodyFast Coding Beach, please!

For those who haven’t heard of it: CraftStudio is a project of mine, it’s a real-time cooperative game-making platform based around 3D boxes and pixel art (it costs 15 € during the alpha, runs on Windows & Mac with Linux coming soon). I’m furiously working on the beta version but the latest alpha works very well already :)

I used it with a bunch of friends for the last 2 LDs, we made Porté par le Vent (ranked 4th overall FWIW) and Beach, please! (ranked #7 in Fun).

Beach, Please! timelapse video

Posted by (twitter: @elisee)
Monday, January 7th, 2013 6:59 pm

Just realized I hadn’t posted this timelapse of our jam entry recorded by Toinane (thanks!) here yet:

The first 16 minutes show us working an infiltration game (first 24h), but then as we realiezd we weren’t going to be able to do something fun and complete in the short time left, we decided to switch to a simpler, more directly fun project involving a dictator shooting tourists hogging his beach. You can start watching at 16:45 if you want to see the second project directly.

The software we used to work together in real-time is called CraftStudio (I’m the developer of it), it’s a blocky, pixelarty 3d game-making platform with a strong focus on being easy to use for people of all backgrounds / ages and featuring fully collaborative editing tools over the Internet.

If you haven’t already, you can play Beach, please! here. It’s fun, I promise.

Beach Please - Title screen


Porté par le Vent is SUBMITTED!

Posted by (twitter: @elisee)
Monday, August 27th, 2012 6:07 pm

We finally settled on a title: our game is called Porté par le Vent which is French for… “Carried by the wind”.


You can play it now! (don’t forget to tell us what you think in the comments and/or rate it, thank you!)

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