Posts Tagged ‘Flixel’


Posted by (twitter: @orion_black)
Sunday, April 17th, 2016 10:14 am


]  Player movement

]  Level generation

]  Basic combat

]  Flower picking

]  Enemy movement

[     ]  Shapeshifting

[     ]  Advanced abilities

[     ]  Advanced enemies

[     ]  Visual feedback

[     ]  Music and sound effects


Things were going great but I have to go out for some hours. I doubt I’ll be ready for the compo(or back at all :/), so Jam it will be.

Title screen

Posted by (twitter: @orion_black)
Saturday, April 16th, 2016 2:26 pm


Even when working lowrez I find ways to work on stuff that is not gameplay :/.  Buy hey, it moves :3


Posted by (twitter: @antonuklein)
Tuesday, December 15th, 2015 12:58 pm

Well, that was fun. I did my first Ludum Dare and now I’m slowly playing through a bunch of entries and sometimes just voting on them in batches. But let’s go over my game, Combat Hell, and let’s see what I did right and wrong.

Combat Hell followed the theme of ‘Two Button Controls’ and it an immediate decision that that would be the best way of playing it. The actual idea of it being a topdown dogfight was made actually about a day before the jam started, when I was thinking of good potential themes that I’d like to do. Other ones included ‘One Massive Enemy’, ‘Generations’, ‘Death is not the end’, ‘Death is useful’, ‘Strength in numbers’, and ‘Isolation’; most of these would work with my current concept, but some would have worked better than others. Actually, I think stuff like ‘Death is Useful’ might have made for a better game in the end.

The game idea was simple: You’re a hired mercenary by a dick, and your job is to fly around and kill enemies. That’s it, and I took the idea of gameplay from Combat’s jet sections, where you and another player would duke it out across the solid sky; now I wish I took its controls too.


The game was released initially as a Windows standalone game, and it was later ported to Newgrounds. The game has 26 votes, the standalone version has 35 downloads, and Newgrounds has 294 plays (although most of them are likely from Newgrounds). A bit lower than I expected, but at the same time, people have already noticed my little game, so I’m pleased.


Even though my execution was, uh, slightly shite, the idea of using the mouse as a directional pad and as a means of attack led to a risk-reward situation, where you could either be running away or fighting. On top of that, I had some basic different ways of attacking, although the balance absolutely broke in your favour as soon as you got even a single extra shot, especially with weapons such as the RNG shot (the ? ‘powerup’ that made you spread bullets everywhere). Honestly, I think that added to the life of the game, and I gave similar powerups to the enemies as well. Overall, that was a good choice.

Also, I’m pleasantly surprised as to how well the shop came along considering I coded its entire functionality in about 3 hours at the literal end of the jam, while also balancing the game to be a bit less random (didn’t help much though), and I had tons of issues getting the buttons and text working. If I were ever to go back to this, I’d have a 48×48 spritesheet (each of the 9 corners and middle fill), and stretch that to be the text box. That’s have worked better than the quick textbox I drew, as well as having another font instead of HaxeFlixel’s default.

Armour restores. Armour is taken away constantly and while it slowly recharges, there’s a powerup that gives you 60% of your armour back; that was such a last minute addition, I literally changed the code to throw out a -1 in the powerups, since any other value would mean you’d have to take the time and fix it, while I had about 20 minutes left.

The postrelease Flash port worked amazingly, I’m actually surprised that it ran almost as well as the standalone version, although the lack of fullscreen led to players clicking outside of the box. I wanted it to be HTML5, but I couldn’t figure out how to get rid of the right-click menu, so Flash it was.


This should totally have been a topdown plane Borderlands. Forget the powerup system (well except for the purple ones, those are nice), enemies should have dropped weapons with some random stat modifiers and you should have been able to select which weapon to use when flying out; if you don’t like a certain weapon, you could have scrapped it and forged either a reroll to your current one (so you could have some better modifiers, or even just changing the numerical values), or you could have made a brand new one. Persistent XP would have helped with this. If I ever get the chance to expand it, I could have a weapon slot, a hull slot, and an armour slot (since you need all three), and make the game be faster pace as a result.

The code became a mess over the last hour, trying to get it to work okay. Here’s a useful hint, don’t read it. It’s a mess, especially since the indentations broke and in the end, I’m not sure what I was coding. I mean, it worked, but still.

The movement controls, while neat, are horrible when trying to get to a corner or even going in a straight line, as the way I coded it in made the plane just fly around like it’s Pluto. Boo.

Music is just grating, I just transcoded it in an hour to a tracker file and then threw the resulting ogg into the game. At least I added in a mute button. Everything’s wrong with it, sometimes I think it shouldn’t have even been in the game. I wanted to have a military-like drumming with a strong lead, but… yeah.

I also ran this on a Llano AMD laptop processor with a clock speed of a whole… 1.4GHz. I had slowdown; now I’m not sure whether it was my code that was unoptimized or my computer was struggling to run HaxeFlixel, but it ran bad when it had over 100 entities on screen, counting the bullets. Probably my enemy plane code was unnecessarily complex, I never profiled it. Hilariously enough, I couldn’t do any work for the first few hours since both of my copies of Photoshop died, so I had to quickly get a copy of CS2 running, and FlashDevelop wouldn’t do autofill at all, so I reinstalled it and HaxeFlixel and Haxe and OpenFL so many times… it was a mess.

The shopkeep is too much of a dick because you need $1000 to unlock the sadist mode (please don’t play it), but that’s my fault. I could have fixed it really easily, but I was limited on time and energy at this point.


Overall, it’s a solid little game that could have used way more polish and a few extra days to clean up the whole thing. This took me 28 hours to code, counting the time I tried even getting anything on screen because my IDE wasn’t as fully tested as I’d’ve liked, and it was a great learning experience.

This was coded at Winnipeg’s Ludum Dare game jam, where I saw a bunch of awesome folk. Huge thanks to Dylan, Graeme and everyone at Owlchemy, ACI, and New Media Manitoba for hosting this event, this jam was awesome.

Declaration of base code!

Posted by (twitter: @blubberquark)
Friday, December 11th, 2015 12:55 pm

I have written some base code to import Yarn conversation files into HaxeFlixel and called it FlxYarn.

look at it here:

Are you tired of writing your dialogues in HaxeFlixel games as big nested if-statements inside of monstrous loops? Then FlxYarn might be right for you!

two talking heads and speech bubbles

I have built a Yarn parser, loader, NPC dialog engine and speech bubble UI for HaxeFlixel. I finished just in time in time for Ludum Dare. Now we can split up the work on a story-driven game into code(Haxe), levels(Tiled) and dialogue(Yarn). Each NPC has his own state machine.

Conversation nodes can contain multiple speech bubbles and dialog options. Nodes can contain Haxe code for scripting, which will be executed with the HScript interpreter. You can share variables from your Yarn state with the game code.

screenshot of conversation node syntax

The Yarn dialogue editor was built by Alec Holowka and heavily inspired by Twine. The syntax you see above is half my own design, half based on Yarn and HScript. The <<run $X>> macro runs haxe statements. The <<print $X>> macro evaluates Haxe expressions and pastes the result into the conversation state. Links to other nodes have the same syntax as in Yarn and Twine.


yarn conversation state graph

Get Yarn Here:

Try out the cobbled-together nonsense Demo conversation between the neo-baroque technocrat and the spaghetti wizard (requires Flash):

brain gun post-mortem

Posted by
Monday, April 20th, 2015 5:32 pm

i think it is about time to write the post-mortem for my game “braingun” . so first things first :

idea :

i woke up at 6:00 am which was around 3 hours after the jam started here in Egypt . i was very glad this theme was chosen because there were  a lot of interesting ideas that can be done with it . and in about an hour i managed to think of about 5-6 ideas . the last one was about giving the main character an unconventional weapon .. his brain only  .. so he can’t carry weapons or hurt others .. although he can persuade them to follow him using his brain .

i felt like that could lead to some interesting mechanics beside i have always wanted to made that sort of real-time strategy games .. so i choose it .

what went right :

1- the tools :

i have had some hard-were problems with my laptop for a while .. so my laptop can suddenly shutdown for no reason and i had no time to fix it before the jam because i was busy with college .. so i didn’t think it will be smart to use windows because windows takes more time to restart and it breaks down more frequently than Linux .. but all my gamedev life was on windows . and i was thinking of using Flixel or Unity for this jam . but since i couldn’t help it i decided i am going Haxeflixel on Linux with sublime-text  .. and it was “Awesome” . it felt much more fun to compile and debug using terminal and i didn’t waste anytime to get used to the tools . also i used gimp for graphics and Bfxr for sound effects and they did the job perfectly . which encourages me to enter more Jams using Linux 😀 .

2- the graphics : in all my jams i used to use some colored boxes for sprites at first and then draw the necessary art later . but this time i decided to switch and start with graphics at first . and i believe i made the right choice . since i used to do a lot of complex actions that requires more complex animation to be made . but since my mind usually is so focused on the engine .. i always produce some low quality art  that ruins the game experience . another thing is because i used such a basic art style it gave more chance to focus my effort on the game play .

what went wrong :

1- the idea :

although i am still happy with the idea .. i still believe it was a little too ambitious . i wanted to add a lot of stuff that could have made the game way more fun . but i couldn’t to time limitation .

2- the AI :

games of this genre usually feature a lot of complex AI transitions and states and an Finite state machine is usually defined at first to control how the entity should act on the game . but for this game .. the problem was i had no idea what the final AI should be like . i had a basic concept which was that the player should be able to control his followers but i had no idea how ?!! . so i would just add a state or an action after the other and then go back to add transitions using if statements between them .  which cause me a lot of headache because the code structure was getting more complex every time i add anything . and it made it much harder to catch and fix bugs .


Conclusion :

so maybe the end game was less than what i aimed for , but i am still proud of myself that i finished it and that i worked > 30 hour in only 48 hours 😀 .

and with that my friends i declare this as my 4th finished LDJam game and my 8th finished Jam 😀 .

see you in other jams 😀 😀 .


Time to party! “Ay Pinatas!”

Posted by (twitter: @jprogman)
Sunday, April 19th, 2015 11:16 pm


This marks number 5 in my list of games made for Ludum Dare! “Ay Pinatas!” have you go around to destroy all the pinatas causing havoc. Although, you are also a pinata too — but with the good guys.  Walk around the land to eliminate the bad pinatas while stocking yourself up with candy — since you are a pinata after all!

I’m just starting to try your games out and leaving my feedback as much as possible. Later on, I’ll post my post-mortem regarding the development and time during LD #32.

This game can be played on the web with Adobe Flash.

— Please check out “Ay Pinatas!” here and be sure to rate and comment! —

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

Snowman is not dead !

Posted by (twitter: @BuzzJeux)
Monday, December 29th, 2014 9:53 am

Time to say thank you all for ur rating/comment for my first LD !

I learned a lot of this exp with my Snow-koban like game and i hope i do better for the next LD!

Good luck to all ! 😉


Ludum Dare 31 Favourites So Far!

Posted by (twitter: @gamepopper)
Sunday, December 21st, 2014 7:31 am

So after rating 100 games for Ludum Dare, I thought I’d talk a bit about a few of my favourites from the compo/jam. They may not be the best out of the competition, but these were the ones that I find have an aspect of good entries that each of these succeed at.

Tightrope Theatre

This is the entry done by brilliant flash game developer Jussi Simpanen, aka AdventureIslands. He always does games for jams big and small and his entries usually bring a quirky design and incredible polish to them, and this one is no exception. In Tightrope Theatre you must travel from A to B, all while riding a unicycle avoiding fire, spikes and the ground below. The entire game is 24 levels long, and feels very complete for a game done in two days, although you kind of wish there was more. Knowing that Jussi tends to add new stuff to his entries every now and then, maybe there will be more to this entry.

Jumping ‘n Jumping

This is an example of how you should achieve a innovative gameplay in 48 hours, you use one mechanic with a unique spin and give it as much potential as you can. In this case, the mechanic of the game is jumping, and the unique spin is that your jumps are limited, but will increase depending on how you play. Eduardo uses the mechanic in a room where you have to jump to survive and you get this gem.

Screen Mover

Most game jams have a theme, and as a developer you are free to interpret that theme to whatever for your game: you can use a literal route (in LD31, that would mean literally running the entire game on one screen), the metaphorical route or the technical route. With Screen Mover, Sh1rogane decided to go beyond literal and technical with the theme to produce something that may look like a simple platform prototype, until you quickly realise you have to move the game window to progress. The only issue with this idea is that keyboard input it locked while the window moves, but the post jam version does fix this.

The Hyperbeam

Sometimes you don’t have to make a game that’s fun to make it a good entry, you can tell a story, show off some great music or in this case, make some really beautiful graphics. The puzzle game elements are clever, but this game is really good at showing off bloom and neon. It just makes it look wonderful, and the music is really soothing as well. As you may tell from my entry, I love neon glow, and this game does a great job at showing it off.


If all else fails, just make a game that is fun to play, and make it addictive for an added bonus. This game’s style reminds me a lot of Terry Cavanagh’s Super Hexagon, and since the developer is planning an Android/iOS release, I recommend him get Chipzel to do music for the game.

Don’t forget to play my entry Glow Drop if you haven’t already.

H.T.P – Postmortem

Posted by
Tuesday, December 9th, 2014 12:10 pm

We made it! Our second completed LD. For the LD31 jam, we made a silly little puzzle/platformer thingy called H.T.P. Please try it out!

H.T.P title screen

H.T.P by Rotten Mage

We drew some inspiration from Don’t Move by Steve Richey, and created a small platformer with some emergent gameplay. We think it’s cute, and had a blast making it. I think we’re learning our limitations, and are getting better at limiting the scope of our projects and knowing when to cut stuff out. That said, there were so many more things we wanted to add. Maybe we’ll do up a post-LD version.

In total, we spent around 2 days making the game. The game was coded in Haxe with HaxeFlixel, art was done with Pyxel Edit, and sound effects with bfxr and Audacity.

What could have been done better: focus! We kept getting distracted from the project, and spent far too much time on stuff that could have been done in half the time if we had put in more effort.

Overall, this jam was a fun and great learning experience for us, and we hope it was the same for the rest 😀

Pocket Contra Force

Posted by
Monday, December 8th, 2014 7:31 pm

Oooph.. This was a crazy night. But I made it! You can play and rate my game here.


Finally some progress

Posted by (twitter: @orion_black)
Sunday, December 7th, 2014 2:15 pm

I’ve been working on a mix of city management and tower defense. Building seems to be working now. Still a long way to go.




First LudumDare behind me

Posted by
Sunday, August 24th, 2014 5:22 pm

OK, it’s 2AM here in Czech Republic and i think my first LD game won’t get any better. And I’m too sleepy to write a blog post…

It’s more experiment  rather than complete game, but it was great experience and I’ve enjoyed making the graphs…

Windows 7


as3 & flixel



This is my first ludum dare and i am excited

Posted by
Tuesday, August 19th, 2014 11:06 am

Hello everybody.This is my first ludum dare and i am very excited.I hope ludum dare will be funny for me.


Language:Action Script 3




Sound:I think i will use free sound packets.

Entity Management

Posted by (twitter: @nico_m__)
Monday, May 12th, 2014 6:40 pm

So I’ve been making small changes and additions to what was my Ludum Dare basecode, and its getting to the point where I think it might actually be useful for other people. This begs the question: What do people actually need/want in an entity/component management system? Anything you can think of, please post in the comments, or tweet to me @nico_m__


Note that my system is for HaxeFlixel, and is already available on github, the point of this post is just as a general question though, whether you use flixel or not, what would you want/need in an entity/component management system?




I’m back in!

Posted by (twitter: @Cirrial)
Friday, April 25th, 2014 1:50 am

After throwing a hissy fit over the theme last time I’ve decided, on retrospect, that the issue wasn’t with the theme, but with my incredibly narrow and literal-minded interpretation of the theme.

So I’m back in and I’m going to figure out something for this theme regardless of how much I’m inevitably going to hate it.


  • IntelliJ – Code
  • Flixel – Framework
  • Pickle – Graphics
  • AutoTileGen – Graphics
  • Bfxr – Sound
  • DAME – Map Editor
  • Sunvox – Music (ahaha unlikely)

Here’s hoping this time around goes better than last!

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