Ludum Dare 31
December 5th-8th, 2014

Posts Tagged ‘webgl’

unnona – Post LD Version

Posted by (twitter: @snooze82)
Tuesday, September 2nd, 2014 12:25 pm


Hi there,

the controls of my Compo entry are really terrible, so I decided to eventually add PointerLock controls to a Post LD version \o/ hooray \o/.
And because I found a lot of other bugs, I’m going to work on this little gem a while :)

Play the PostLD version here:

Please let me know, what you think.

And of course, I’d like to get a rating for my Compo version here:

Thank you :)


unnona – Post Mortem

Posted by (twitter: @snooze82)
Sunday, August 31st, 2014 12:48 pm

Screenshot from 2014-08-31 21:34:21

A little late, but you can read my just-published (second) LD Post Mortem here:

I didn’t post it here, because it’s german (my english is far from good enough to express my thoughts) :)

Beside the post mortem, you can play and rate my entry here:

I would also love to play your games, if they are playable on a linux machine :)
Leave a comment!

Just a wee bit difficult…

>>> shameless plug 2: electric boogaloo <<<

My fifth Ludum Dare, after a small 2 Ludum Dare break! I think this time went a little better than other times in terms of how fun the game is, though it suffered a little bit in that I wasn’t able to add as much polish as I would have liked. I used no middleware or prebuilt engines as I thought it would be worth the learning experience, and it sort of was! Here’s a breakdown of how things went:

Things that worked out

  • I’ve been messing around with WebGL a lot recently, and thought it might be a good idea to try out a deferred lighting system for the map rendering. At first I thought it might take too long, but the final result turned out looking fantastic (and running smoothly too)! I’m definitely going to experiment a lot more with this in future.
  • The grapple mechanic – I spent basically the whole first day tweaking it to work perfectly. You might not notice while playing – but the gravity force is actually disabled when using the grappling hook! This makes it much easier to swing around a point in a circular motion.
  • The level editor I used, Tiled was completely on point! The editor was much more robust than Ogmo Editor, and the json export was a godsend.
  • PxTone always amazes me – I have no idea how I was able to create music that fast.
  • The graphics really worked out this time. I started each tile by designing specific palettes for them and then deviating a little. The result is quite striking!

Things that didn’t work out

  • I designed all of the levels in the game in literally a few hours, so I couldn’t really streamline them.
  • Only the level shown in the top gif really uses the platform switching mechanic to it’s fullest potential, I didn’t have enough time to integrate it into the others (especially level 2! those platforms before the swing around could have been switchable – but I had worries that the difficulty would spike because of it)
  • I wrote the music in literally the last 30 minutes, so let’s just say that it incredibly accurately encapsulates how rushed I was at that point.
  • Because I used no middleware or pre-made collision engine or loader – I spent a lot of the time setting up the game engine from scratch. If I didn’t do that, a lot more time could have been dedicated to level design and adding decorative tiles to the levels.
  • No menus! No victory music! Altogether not quite as “complete” feeling as my previous games.

This level didn’t use the switching worlds mechanic as much as I would have liked.

Cool swinging physics really made the game









Making an accidental sequel

I’m going to ramble for a bit – so I’ll put a read more tag here. Click that if you want to, uh, read more.


dunno – unnona

Posted by (twitter: @snooze82)
Sunday, August 24th, 2014 5:34 pm

Wooohooo, my (second) entry ‘unnano’ is ready to get played by you.

Screenshot from 2014-08-25 02:09:28

Play & Rate it, please:

Unfortunetaly, I didnt have enough time for music or special effects :/ I wasted my time with collision detection and animations ;)

And the second disclaimer: you can shoot the big balls, but they neither fight back nor hurt you :)

I hope you’ll enjoy it as much as I enjoyed the last 47.5 hours.


Still no name for this entry..

Posted by (twitter: @snooze82)
Sunday, August 24th, 2014 1:52 pm

.. but I’m coming along anyway :D


If you’re curios, the game scenario goes here:
You’re trapped and have to find all keys, to get out.
Some keys are behind locked doors (which you can open with one of other keys).

Sounds easy, but the same world exists multiple times in an multiverse scenario – and there are the other keys.
You reach them by going through portals.

But there is one more thing, you know.. the time ..
Now, go, and get the right key, while it’s there – maybe in another world, you have already taken it..

I still have four hours, have I?


Posted by
Saturday, August 23rd, 2014 12:54 pm

Still no real gameplay, but a new, possibly promising direction. Build connections by jumping around the level. What for? How should *I* know?

Time for some rest…

Screenshot 2014-08-23 at 21.51.01

8 hours down: a gameoid emerges

Posted by
Saturday, August 23rd, 2014 10:39 am

I’ve been working on this for about 8 hours, and I have something that looks like a finished game.  Not sure I’m quite happy with it, but here goes!

I feel like making a second game!  How about, a frogger clone where the frog gets a machine gun?

>>> Play the game here (html5) <<<


Little steps with ThreeJS

Posted by (twitter: @snooze82)
Saturday, August 23rd, 2014 9:53 am

My progress so far:


I hope to finish all game mechanics (time & space traveling thing) today, so I can start modelling tomorrow \o/

I’m updating my github repository ( ) regularly, if you want to follow my progress ;)

An idea might be forming

Posted by
Saturday, August 23rd, 2014 5:57 am

I was (am?) really struggling with the theme this time round. Now I feel that I might be slowly getting somewhere. The basic idea is to have to sides (upper/lower) to the level, with two player characters, and the ability to push the level columns up/down.

Not sure how it will turn out, we’ll see.

Screenshot 2014-08-23 at 14.52.43

LD30 on webgl-oids

Posted by (twitter: @fonserbc)
Friday, August 22nd, 2014 4:05 pm

This time in LD I will be using the GooEngine down at

I have been trying it for a while now and I want how far can one get with it.
I have already been playing arround a bit:


I’m in, with my new HTML5 game engine

Posted by
Sunday, August 10th, 2014 5:58 am

LD has always been an inspiring event for me, so count me in!  Again I’d like to present a new goodie along with my “I’m in” post.

This time it’s a Javascript port of my JGame 2D game engine, jgame.js. Download it here, along with my latest game Super Pyro Runner.

My tools:


LD26 postcompo: Super Pyro Runner

Posted by
Tuesday, August 5th, 2014 4:14 pm

Remember the 8 games I made for Ld#26? Probably not.  It was one of my crazy experiments. But it did lead me to implement some genres I’ve done too little. Like platformers.  I decided to take one of them (Roof Escape) and turn it into a bigger game.  It started as a tile engine test for my new HTML5/WebGL game framework (more about that in my “I’m in!” post), but after more than a week, it turned into a lot of fun (for me, at least).

The problem with endless runners is that you don’t always get to shoot.  This game tries to remedy all that by adding a flamethrower and loads of things to shoot at!  Just remember to use your triple jump! Soon to be released for browsers, Android, and Ouya:

Super Pyro Runner ALPHA (html5)  [Get the Android/Ouya APK here]




[cache: storing page]