Posts Tagged ‘development’

The post-LD version of Gogol coming soon!

Posted by
Sunday, December 18th, 2016 1:17 pm

Hi everyone.

Soon we will publish the post-ld version of our game.

Dec-19-2016 00-51-15

Now we are fixing bugs (yes yes the protagonist’s jump will be fixed :)), creating a new monsters and adding graphics effects. We are planning to publish post-ld version in a few days.

Gogol dev.

Please review and vote the LD version of game

[NO SPOILERS] Fun with shaders for LD37, part 1!

Posted by (twitter: @avaskoog)
Friday, December 16th, 2016 2:34 pm

Hey! They’re not all too advanced, but I still thought I’d share a little something on the custom shaders that were written for our LD37 entry, LOCK AND RELOAD. c:

Since the posts easily get a bit lengthy, I’ll divide this into a series of more bite-sized posts so that I don’t have to sacrifice all too much clarity for the sake of space. We’ll start with the main shader that gives the game its look and feel!


Some of the effects are connected to slightly fundamental parts of the story, and since the game ended up being really short due to time constraints, I recommend you play the game first to avoid the spoilers and get the most out of the game with it’s little twists! So I’ll be adding a “read more” tag at to some parts to hide some of the stuff from the front page of the blog.

Note: the game was made in Unity and the shaders were written accordingly and so any code will be given as boiled down versions of the shader code written for that, but obviously everything is readily convertible to something like GLSL with minor to no changes.


Post effect filter

This one won’t spoil a thing as it is the very first thing to see upon starting the game: the wonky colour effects and checkerboard overlay. There’s also a dark vignette as well as some increased contrast.

View post on

This effect applies to the whole final rendered image rather than individual objects and is therefore done in one step at the end of each frame, simply applying the shader to each pixel, or fragment.

Let’s go! ᕕ( ᐛ )ᕗ

The low-fi colour effect

This is achieved by first multiplying the colour values (which are all normalised between 0.0 and 1.0) by some factor, then rounding the numbers so that any resulting decimals disappear, and then dividing the values back down again by the original factor. This effectively decreases the colour variation. The smaller the factor, the greater the effect.

col.rgb *= factor;
col.rgb = round(col.rgb);
col.rgb /= factor;



The contrast effect is fundamentally not so complicated. It can be done in different ways, but for this particular game what I found worked best was to subtract some of the intensity of the colour if the original colour was below some tolerance value, but multiply it by some factor if it were above it.

col.rgb += (col.rgb < tolerance) ? 0.5 : 1.5;



Alternating dark and bright squares are all over the screen. This isn’t some texture; just a little bit of maths. By checking the position of each pixel on the screen and figuring out whether it’s even using the modulo operator (which gives the remainder of a division), we can figure out whether the number is evenly divisible by two and thereby whether it’s odd or even.

If we multiply the coördinates by some factor to pretend that the screen is smaller or bigger than it really is, we can control how big the squares get. We apply the effect by darkening odd squares and leaving even ones untouched or vice versa.

col.rgb -= ((floor(x * s) % 2.0) - (floor(y * s) % 2.0)) * darkness;



In this case, a vignette is a darkening of the corners of the screen. We’re basically applying darkness to the whole screen except an oval in the middle, leaving the corners dark but the middle unaffected. Circles are easy. We can achieve an oval by pretending that our rectangular canvas is in fact square.

fixed ratio = height / width;
fixed2 middle = fixed2(0.5 * ratio, 0.5);

We can then check the distance from the center to the current fragment, adjusted for the rectangle’s ratio, to get its position inside a circle, which will appear as an oval thanks to the ratio.

fixed2 pos = fixed2(x * ratio, y);
fixed factor = length(pos - middle);
col.rgb -= factor * darkness;


You will probably want to adjust some values by multiplying them by various factors to make your vignette look the way you want.

That’s it for this part! In the next one (and I won’t be posting it right away as I don’t want to be spammy), we’ll be talking about the first of the two effects in the game that required extra cameras and render textures!

Stay tooned! ☆

Second day of development in 36s

Posted by
Sunday, August 28th, 2016 3:15 pm


Posted by (twitter: @Doubstract)
Monday, April 11th, 2016 5:04 am

I will be participating for my 7th time this time :). I am so excited for this one! Someone just give me a theme, I want to make a game NOW!!!

Technical stuff that I will be using:

  1. Unity
  2. Blender
  4. Photoshop (if needed)
  5. And the most important thing – BRAIN POWER by NOMA


My votes for themes:

Round 1: Votes

Round 2: Votes

This time I will try to make a game with my beloved low poly minimalistic art style, what do you think about this piece:



Time-Lapse video of compo development!

Posted by
Monday, December 14th, 2015 4:40 pm

The time-lapse video of the development of my game is finally uploaded. Also, please check it out and leave me a comment with your feedback. I’d love to hear what you think about my game :-)

Still developing the game. :3

Posted by
Wednesday, August 26th, 2015 9:04 am

We couldn’t finish the game in time for this JDJam, but we’re not gonna stop developing it until we get to a nice, fun, polished game.

For that, we’re posting it on Gamejolt, where we’ll be sure to get you in sight of the latest dev news and ask you suggestions (maybe some ideas). So be sure to follow us there and give us your feedback!

Come test it there: 1925: Noire



Posted by (twitter: @SaintHeiser)
Thursday, April 23rd, 2015 3:12 am

Hi. Now I tell about development of my LD compo game

mediumPlay It here =)

The main concept is “Mind Weapon”. An ability to control creatures by your own mind. I supposed, this type of weapon is corresponded with “unconventional weapon”. But while I’ve been made this game I’ve understood deeper game concept. My purpose was to show “Everyone controlled by something”. Same thing at my game. Player can control other creatures. But actually he controlled by MEDIUM. Actually, player is medium. One of mining of “MEDIUM” is “environment” or “interface between…”. So player is MEDIUM… But what the creature at the end? Who knows… (more…)

It’s that time yet again!

Posted by
Friday, April 17th, 2015 12:45 pm

We’re doing this again! After several Dares’ missed we’re excited to give lucky number 32 a go!

What we’ll be using is the standard toolset consisting of a 2d editor and some audio software and Unity 5 for a game engine.

If you’re curious as to what quackery we’re capable of be sure to check out our last Dare here:

Last Dare

I’ve also put together a video about game development which you can check out here if you’re curious!

Progress is being made!

Posted by (twitter: @TajamSoft)
Saturday, March 21st, 2015 10:38 am

Just the Pong part of the game i’m developing for MiniLD!

The player is at the right, the other player is AI (Which is very WIP)

(Sorry for the low quality, youtube likes to encode stuff to the lowest quality possible…)

Still have to do a lot of stuff, mostly related with the other (secret for now) half of the game.

Feel free to leave feedback!



Im In once again! &

Posted by
Thursday, December 4th, 2014 9:29 pm

I’m officially in! Unfortunately my friend won’t be joining this time around, but hey there’s always next time. Anyhow I think it will still be a great experience! Can’t wait, so excited to see the all the creative minds at work for these upcoming three consecutive days.

As for the software I’m planning to use is
Unity 3D
BFXR sound effects

On the side note!
I’ve started a new little guide to games development on my blog.. The content will be about the fundamentals of games development and later planning to talk about more in depth algorithms and programming techniques that I’ve learnt over the years in games development.  Check it out

I’ll also be updating my ludum dare progress on here!
Anyhow I shall see you ludumdarians on the flip side, take care!

Grasshopper, Post-mortem

Posted by
Wednesday, May 1st, 2013 3:39 am

This was my 5th Ludum Dare 48 and the 3rd time I actually submitted a game, so that alone made me happy =).

For the first time in LD I didn’t have any stress and the design phase didn’t feel like “endless grind”, which for some reason usually happens for me.
This was also the very first time I’ve ever used Love2D and Lua for well, anything, and I really learned valuable things in just one short weekend (actually made me order the Programming in Lua third edition to help me integrate Lua scripting to my work-in-progress engine).

In general this was the most fun I’ve had in LD ever, I’m very satisfied with my game, mainly because of the earlier mentioned “no stress” approach and that the tools were new to me.

The finalized game

The short story
I woke up at 06:15 Saturday. The theme was announced 05:00 Finnish time, but I’ve learned from previous LD’s that it is much better wake up well rested even though it means hour or few head start for other than to wake up feeling like you know what and just forcing yourself to design.

When I noticed that the theme was minimalism I immediately knew that I wanted to be shown in the game-play itself rather than just graphics or audio-visuals in general.
Took me a good few hours to get the design down, and at first I kinda doubted it, but when I started to actually working on the development I grew more fond with it.

The coding went fairly well even tough working on a new language always poses its own difficulties. If I could change 1 single thing from Lua I’d definitely would prefer that variables and functions would need to be declared before used. This might be just because of my own sloppiness, but I had few occasions where I had typoed some name and the error didn’t pop up until much later.

Art has always been my main nemesis especially when the schedule is tight. I just can’t do it. The game only has 2 distinct tiles (and few variations of them) and a few sprites, yet making the art took about 3 times as long as the coding… not good!

Music is along with coding my other passion and I had a real blast making the “main theme” for the game. I had this strange inspiration/”image” in my head of a sad Russian cartoon when composing the song and I think the music kinda fits that. I’m not saying the music is any good, but the fun alone I had making it, made it very worth while.

The Good

  • No-Stress approach, having much more fun, which echoed itself in to the end result I belive
  • Learning new tech gave the event even more meaning for me, which helped me motivate myself
  • Simplistic design, which could’ve been easily expanded if I so should’ve desired
  • The bad

  • Art, as usual, takes way too much time for me and the result itself does not justify the time spent
  • The verdict
    Not even knowing (or really caring about) the results yet I can say that this was the best LD I’ve had so far!

    Some screenshots from development
    Coding in Geany, a great editor for Linux & Windows
    Composing in TuxGuitar

    EDIT: Ofc I forgot to link the game in the post, so here it is: Grasshopper

    2 Thirds October Challenge

    Posted by (twitter: @colincapurso)
    Tuesday, October 16th, 2012 11:44 pm

    2 Thirds October Challenge

    At the time of writing this, we are 2/3 of the way through October.

    I started developing my game on October 1st and I would say I’m am actually about 2/3 of the way to completing the game.

    This is a sort of log of what I went through to get to this stage.

    Week 1


    Not much time was spent thinking of an idea. I was determined this time to make a game that I myself want to play even if it was an existing game. With that in mind, I chose the game mechanic (drop7 by Zynga, originally from area/code) and thought about what I’d like it to have to be more appealing to me.

    • More colour
    • More character
    • More particles
    • Adventure Mode

    The first 3 are just visual things, but they make a difference to the feel of the game and as a graphic designer/illustrator it’s kind of important to me.

    Adventure mode: I’ve yet to implement this as I’ve had many many ideas on how to do it. I know how I want the player to feel. I want them to want to progress, to want to beat levels and explore the world I’ll make for the game.


    It’s definitely a mobile game. I intend it to be played in short bursts, 5 minutes here or there. Options:

    • iOS (iPhone, iPad, iPod Touch)
    • Android (Phones, Tablets)
    • Windows Phone

    These were the 3 platforms I was thinking of. I’d love to do a windows phone, but not owning one means testing is just can’t happen.

    That leaves iOS and Android. Now, I have a couple of really old iOS devices to play with but developing for iOS will cost me $99. That is $99 I don’t have. So, we’re down to Android, a mere $25.

    So I’m developing for Android. That will require me to know Java. Which I don’t know well.

    There are a few other options for developing for Android, the 2 I looked at were

    • Phone Gap
    • Unity

    I don’t know Unity and I don’t want to spend too much time learning something new when I only have 1 month to complete my game.

    From what I understand about PhoneGap, it throws HTML5/JS into a webkit browser on your phone as if it were it’s own app.

    Well, I’m very familiar with javascript, so I’ll give PhoneGap a go. (Spoiler: it doesn’t work out)

    Time to get started.

    Coding went pretty smooth for my first prototype. I had much of the game working by the end of the week.

    The code itself was a huge mess. I was just learning about MVC architecture and attempted to implement it as I went  along. BAD MOVE. The code just got worse and worse and became unworkable.

    Week 2


    My code was a mess. At this stage in my life as a game developer, I’ve gotten accustomed to re-writing all my code from scratch and that’s exactly what I did.

    I re-coded the whole thing in about a day. It went amazingly well. I changed the grid model from something overcomplicated (list of tile entities) to something super simple (jagged array with integers) and wow was that the best thing I ever did. Coding from here on out was a breeze.

    By the end of the week, the game was working and had the added benefit of being able to change the grid size on the fly. I played around with 4-10 grid sizes. Funny thing, 7 grid spaces was the magic number in terms of fun and difficulty.

    I tested the game on various browsers and touch device browsers. Turns out Safari is a dick and doesn’t support “.bind()” which a significant part of my event system. That was a pain to sort out, but I ended up adding some code so that it would work on browsers that don’t support it.

    Weird thing, the game worked super fast on my old iPad 1 (Safari) but slow on my Nexus S (Chrome). Craziness.

    Time to test out Phone Gap. I copied my files over into Eclipse. Tested it. It didn’t work. Crap.

    Turns out, requestAnimationFrame won’t work. That’s an easy fix, I switched over to my teeny setTimeout loop.

    (function loop(){ setTimeout(function(){update(), draw(), loop()}, 1000/FPS)})();

    It is my prototyping game loop. If I have to write something from scratch really quickly, I use this.

    Back to the Phone Gap test. It works!

    I started working on the graphics, which took no more than an hour or so. (It is my speciality after all).

    Coded my new view class and test it.

    It works!



    Well.. that sucked.

    I implemented all the performance improving hacks I could think of (FYI working in canvas no CSS3).

    • ~~ Double Not. Rounded out all my draws coords (canvas hates decimal numbers)
    • Pre-rendering. All my sprites were resized and pre-rendered into their own canvases.
    • Non-full screen clearRects. I only re-drew things on the screen that changed.
    • Layered Canvas and draws on their own layers. Turns out this actually made things slower despite there being significantly less re-draws.
    • Frame skipping. Well.. this really had the same effect, everything was just as choppy as before.

    Well, clearly javascript was just not going to cut it.

    Now, this isn’t to say PhoneGap is terrible for games (it is), I had right from the very beginning a particle system that I was unwilling to part with. It added some 100+ particles on the screen every time something happened and is the sole reason for laggy perfomance.

    oh and I want my game to run at 60 FPS. None of this flimsy 30 FPS.

    Week 3

    Hey that’s this week!

    I decided to re-write the whole thing over in Java.

    I knew that the hardest part of this would be getting the thing up and running because really, to me, regardless of the language, all games are the same thing.

    • Game Loop
    • Game Logic
    • Game Rendering

    The things that were different were;

    • Game Loop Code. Involves pausing threads and what not.
    • Event system. Turns out you can’t pass a method reference as an argument. There are work arounds and I ended up passing anonymous functions but I wasn’t happy with it and ended up scrapping my whole event system. I didn’t actually need, it was more a proof of concept.

    As for the game logic, it just so happens I write my Javascript like I write my C#/Java. So it was mostly just copying and pasting with some type declarations.

    I’ve just finished writing much of the code for rendering/drawing.

    It works! and fast! and that’s just in the emulator, on my crappy old phone it’s super awesome.

    So that’s where I’m at right now.

    Things on my to do list:

    • Particle system
    • Title Screen
    • Score Keeping/Submission
    • Implementing ads for free version
    • Adventure Mode
    • Hats

    I expect to have the game ready for submission some time next week. Initial version won’t have adventure mode. It’s not a vital part of the game, just a bit of variety/fun.

    So yep, this has been my process for making one of the simplest of simple game development over-complicated.

    There should be screenshots of the progress.

    Oh and the name of my game will be Panda7.

    New development blog

    Posted by
    Saturday, April 7th, 2012 2:30 pm

    Hopefully I will have the next ludum dare off if I do not that is okay I will participate next time in the mean time I will be working on my new game that I will be publishing 3 months from now. If you want to check it out visit my blog here or directly play the demo here This blog is to help me feel motivated to keep programming and having fun if you have any suggestions or useful tips or programs to use drop me a message or comment here or follow my on tumblr. I am posting this here because I know this is a great supportive community. I wish everyone luck in the next compo have fun guys :)

    Hour 6

    Posted by
    Saturday, August 21st, 2010 1:44 am

    Progress update. I had a small sleep between 5 and 7 as I was getting pretty sleepy and my body still thought it was night time.

    Desprite this im making progress:

    It doesnt look like much yet, I have mostly been laying the foundations for later development :)

    So far I have the foreground layer in, need the other layers in next then some camera movement, tho Im going to have to get some breakfast soon!

    LD14 Baby!

    Posted by
    Monday, April 13th, 2009 10:22 am

    I am pretty sure I’m going to make a go of LD14 this weekend.  I will be voting in the theme rounds all week long and take a look Friday to see the theme that is picked.  I will make up my mind then for sure.  Why the hesitation?  Well, I have a lot of things I’m already working on game wise so I have to make sure working on ANOTHER game is the best use of my energy… 😉  I do love the LD compos though.. it’s what got me back into game programming again so it will always have a lot of pull on my heart.  It is just so much fun as many of you know to participate in this event.

    As far as programming tech and libraries go I will be making a change for the first time in all my LD experience!  Previously I was rocking the Ruby language and using the excellent Gosu game dev library (which I still highly recommend!)

    This time I’ll be using Flash / ActionScript 3.0.  I have spent the past couple months learning ActionScript (first used AS2 for one game) and then another game I did in AS3 to work on my knowledge in that.  Plus I’ve cranked through a couple really great books I picked up that I also highly recommend to anyone looking to make the leap.  Essential ActionScript 3.0 (O’Reilly), ActionScript 3.0 Animation (Keith Peters), and Flash CS4 Professional  (Katherine Ulrich). The Kongregate Shootorials were also a great place to start for AS2 and they have an AS3 version of the finished tutorial to learn from the code (it is well commented.)  I learn good from books so I had to grab a few to help out.  Anyway, I’ve been having a blast with Flash / ActionScript!

    I’ve been very impressed by how quickly you can rough out a game prototype using the Flash authoring tool and some simple ActionScript classes.  I used to think that I’d be hard pressed to find as rapid a dev environment than what I was already using with Ruby / Gosu but all I can say is DAMN.. flash is fast.  :)

    Plus, the added benefit of having both rapid playable cross platform versions for compo feedback as well as not worrying about the various builds after the compo and I think it builds a strong case as rapid prototyping tool geared for quick compos like this one.

    Tool Set I want to use:

    Flash / ActionScript 3.0

    Libraries I want to use (if this seems ok par the rules?):

    GreenSock’s tweening engine TweenMax / TweenLite

    Looking forward to a great theme and a great compo everyone, take care!

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