Posts Tagged ‘webgl’

Gradience – Final Update

Posted by (twitter: @thegrieve)
Monday, April 20th, 2015 9:08 pm


It’s done. It’s live. I’m dead inside.

Gradience has been submitted and I didn’t actually get around to building out the level progression like I had planned. As it stands… it’s a vaguely pretty demonstration of a game idea that might be good… in another life.




Posted by (twitter: @charlottegore)
Saturday, April 4th, 2015 5:53 am

I feel like I’ve been “in” Ludum Dare 32 since the last Ludum Dare finished. Last time I made the largely reviled platforming nightmare Screened.

Screen Shot 2015-04-04 at 13.05.35

This time I want to make a proper platform game. One with 2d pixel art. I want to do a proper Ludum Dare game.

The problem is that all the stuff I’ve done for the last year has been for Three.JS, which isn’t a Game Engine (it’s just an abstraction layer and a scene graph for WebGL). So to make a 2d pixel art platform game I could:

– switch to Unity (although I hate the web plugin for that)
– switch to Gamemaker Pro (tempting, but don’t want to make my game Windows download only)
– switch to Phaser.JS which is a WebGL game library…..
– …or write some sort of game engine and editing tools for Three.JS.

I made the editor. Whoops. It’s taken me three months and it’s full of bugs… but I can manage tilesets and sprites and draw multi-layer maps. I can draw boxes, points and sprites into object layers, just about, and it all exports a single .json file with all the textures embedded.

Screen Shot 2015-04-04 at 12.46.23

Unfortunately this leaves me this weekend and next weekend to work on the missing game engine part of the game engine. Most of it’s there – I can render parallax tile maps, draw sprites into boxes and stuff. I can control the tint of the layers and do various blending tricks to create moody atmospheric stuff like this…

Screen Shot 2015-04-04 at 13.20.54

…and this…

Screen Shot 2015-04-04 at 13.35.19

.. all from the same level data.

This weekend I need to get animated sprites working in the engine or this last few months have been for nothing. I’ve already made one rubbish game to get sprite/sprite and sprite/tilemap collision detection stuff working, but I need to make sure I can use all that with the data generated by this new editor. Agh. I should probably stop procrastinating and finish this post and get back to it, shouldn’t I?

So… I’m in for the fourth time (I’ve been doing game development and 3d graphics programming for a year now) and and I’ll be using:

– Javascript & Three.JS targeting WebGL, coded in Sublime Text 3

– “Hexr” Game “Engine” and Editor For Three.JS (I’ll post the links and stuff when they’re up and ready)

Swanky Paint for Art (an awesome Deluxe Paint style pixel art thing, it’s awesome)

Propellerhead Reason – Magical Swedish music application.

– POSSIBLY Blender, if the theme/game calls for some actual 3d geometry although I kinda doubt it tbh.

– POSSIBLY Box2D (the Emscripten version) again if the theme or game makes it worth ditching the arcade “physics” I currently have.

That’s it!


Sumbitted — Leviathan

Posted by (twitter: @joeld42)
Sunday, December 7th, 2014 7:48 pm


Woo hoot! Submitted. This might be my most playable LD48 entry ever, but that’s not saying a lot. I tried out a new language and library (the Luxe engine, part of the snowkit toolset). But this time I spent a few evenings beforehand warming up, and I think it really helped. I wish I had time to add more stuff, the gameplay is not very fleshed out, but I think it gets the idea across and provides a few minutes of challenge.

Go visit my entry page to play:


Anyways, going to get some rest now. I had a great time, and I can’t wait to try out some of the other entries. Maybe this time I’ll have some time to play and vote.

First LD – multiplayer game finished!

Posted by
Sunday, December 7th, 2014 7:24 pm

For some value of ‘finished’ 😉


Play (find a friend!), Vote, Comment!

Had a good time learning how to make this work – wish I’d had some time to build AI so it’s not just an empty starfield in single player. Started hacking a day into the compo; next time I’ll go for it.


Boiing! Any playtesters?

Posted by (twitter: @daredevildave)
Sunday, December 7th, 2014 1:19 pm

Having struggled with making anything fun past the neat level transitions. I think I’ve created something with a bit of a challenge.



But I’d love to get a few people to play thought the 17 (short!) levels I’ve got and see how the difficulty is. Too easy? Too hard? Big spike?


Please let me know in the comments if you try it.


After one and a half day, I’m giving up

Posted by (twitter: @snooze82)
Sunday, December 7th, 2014 8:29 am

“The Return Of The Snowman Colossus” is unfortunately nothing you can play tomorrow :/

Neither it’s because of the theme (I liked it, and I planned a plot twist toward it) nor is it because of wrong tools, falsey time management, or something like that.

Unfortunately, I got a headache and felt dizzy.
I went to sleep for a couple of hours during afternoon (it’s 4pm here), but my body and my mind are telling me, that I have to stop now :/

My last broadcasts on twitch:
The code on github (Javascript, WebGL/Three.JS):

See you next time and good luck to everyone who is still sitting in front of his/hers computer 😀

Spot the Santa!

Spot the Santa
Halfway to his goal - the head of snowmanGiant Snowman ColossusScreenshot (4)

Santa vs. Snowman Colossus

Posted by (twitter: @snooze82)
Saturday, December 6th, 2014 2:11 pm


Without any texures yet, but coming along :)

Suddenly, a giant snow colossus appeared

Posted by (twitter: @snooze82)
Saturday, December 6th, 2014 8:57 am


Okay, Winter setting is ready.

Posted by (twitter: @snooze82)
Saturday, December 6th, 2014 6:09 am

Hopefully, it will become a mix of a 3d third person “jump’n’run” and Shadow of the Collossus.


I’m currently streaming on twitch:

My code is on github:

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 😀


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) <<<


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