August 30, 2013
by rogueNoodle
1 Comment

Ludum Dare #27 – 10 Seconds

Screen Shot 2013-08-29 at 11.07.30 AM

So as I said I would, I took part in the Ludum Dare 27 game jam. My intentions were to take part in the 48 hour competition, but for several reasons, I ended up with the 72 hour jam. I’m happy overall with the final product, though – in fact, I’m aiming to release a version of it on the Ouya, with more levels, modes and polish. We’ll see if that actually happens or not…

To get a feel for how the game plays, check out the Youtube video below – this includes three playthroughs of the levels. It’s worth noting that I used an Xbox controller while playing these – it’s much more difficult with a controller unfortunately…

Here’s a link to the game (it runs in Windows and Mac and requires the free Unity plugin), my Ludum Dare entry page here, and some instructions follow:

A quick platformer built for speed-runs. Each of the 10 levels has 10 shards that must be collected to reveal the exit. Reaching the exit before time runs out will award points based on the time remaining.

Falling out of the level, running out of time, or landing on spikes fails the level, but the game continues until all levels have been played.

Beware of the time bandits – these skull-like baddies increase the rate at which time passes while in contact with them.

Each level earns you 1 point per millisecond left on the clock. If you have over 10 seconds left at the end of a level, you’ll earn 10 points for each additional millisecond! That’s exciting!

Move – left/right arrow, a/d keys, or left analog stick
Run – left-shift or right trigger button
Jump – space, up arrow, or ‘A’ button
Wall-jump – jump while in contact with a wall

BEST PLAYED WITH AN XBOX CONTROLLER – seriously, you’ll do way better if you have one…

And finally, a collage of the levels here:


August 21, 2013
by rogueNoodle

Been a while…

Haven’t posted here in a bit – almost 3 months, yikes – so figured it was time for a bit of an update. First off, there’s an “Old Work” page now here – it’s currently an unorganized mess of some older things I’ve worked on. They weren’t doing much good sitting on a hard drive somewhere, so there you have it…

Also been doing a few Zbrush timelapse videos that may be of interest:

And a few sketches using the latest version of Manga Studio:

Little Green Monster

Shy Guy

Another Monster

And finally, I will be taking part in the next Ludum Dare competition, which is happening this weekend. I plan to stream on Twitch while I work on my entry, so I’ll post up a link here when that happens. Should be fun!

June 3, 2013
by rogueNoodle


Jiggin's Titlescreen

I recently took part in the Fishing Jam – a week-long game jam with the end goal to create a game related to fishing. I decided to use this as an opportunity to finally build a finished project in Unity3d – Jiggin’ – which you can play here (Unity3d plugin required). NOTE: There does seem to be a Mac bug where the fishing line either doesn’t show up, or shows up as black. Wasn’t able to figure that out, unfortunately…

It actually took about a week and a half to finish, but the rules of the jam were pretty lenient anyhow. I also had some bigger plans for the game, but overall I’m happy with the end result.

This also acts as my May entry in the One Game A Month project – looking forward to June’s project now.

If you’re interested in viewing the other submissions for the jam (and you should be!), you can check out this link.

May 21, 2013
by rogueNoodle

Arena – Ludum Dare Results

So after three weeks of voting, the results for Ludum Dare #26 were tallied last night. There were a total of 1610 games in the 48 hour competition, which was a new record, and the quality of some of the entries was unbelievable.

My entry, as mentioned in earlier posts, was Arena which you can play in your browser here. Overall, I’m very happy with the results, placing in the top third in all categories, top 100 overall, and top 50 for the graphics category. Here is the full list of ratings:

#49 Graphics 4.15
#77 Overall 3.83
#149 Audio 3.43
#156 Fun 3.51
#224 Theme 3.90
#266 Mood 3.24
#560 Innovation 3.12
#580 Humor 2.19

In addition to the ratings, I received a large amount of great feedback from the community that I will hopefully put to use in an improved version of Arena in the future. The experience overall was even better than I thought it would be, and I will definitely be participating in the next competition in August.


May 10, 2013
by rogueNoodle


Finished ‘Swap’, the project I had started on the weekend. Learned a few interesting things about Construct 2 (and Illustrator actually) that I may post about in the future, but for now, you can play the final version by clicking the screenshot below or this link. If you’re curious, my personal best is 26…

Swap - The Game

May 3, 2013
by rogueNoodle

Arena Timelapse Videos

So I finally got around to compiling and uploading the timelapse videos for my entry in Ludum Dare 26. There’s one video for each day but somehow the day 2 video is twice as long as day 1. Each day was about 16 hours long, so it really doesn’t make sense. Oh well – day 2 was arguably more interesting :P

If you haven’t tried it yet, you can give my game a shot here.

Day 1:

Day 2:

April 29, 2013
by rogueNoodle


After completely neglecting this website for far too long, here’s a new thing:

This is my entry called ‘Arena’ in the 26th Ludum Dare 48-hour competition. You can read more about Ludum Dare here, but it’s essentially a theme-based global game-jam. This was my first time participating in it, but it definitely won’t be my last. I’m tired as hell right now, but it was worth it!

The theme was “Minimalism”, which to be honest was not my first choice during the voting stages. In the end though, I’m pretty happy with the results and feedback so far has been mostly positive.

You can play the game here

The controls are simple – control your character (the white cube) using the arrow keys, WASD keys, or the d-pad on an xbox 360 controller. Avoid your own bullets, DEFINITELY avoid the pink cubes, and try to get as many points as possible before you die or time runs out. Some people have difficulties adjusting to the controls in the way they relate to the isometric view – that’s something I hope to address if I ever return to this game.

The game was built using Construct 2, a powerful HTML5 game engine. It’s a lot of fun to work with, though quite a bit different than the Objective-C coding I’m used to. In particular, I find it a lot more difficult keeping larger projects organized. It really shines when prototyping and for quick-production situations like Ludum Dare.

I have a few other games in the works that I should be posting up here. They may not be finished, or even that good, but I need to start getting stuff up here again. If for no other reason than to remember what I’ve been doing…

June 5, 2012
by rogueNoodle
1 Comment

Walk Cycle

Just a quick post, mainly to say I’m still here. Spent the last week and a half working in Unity & Blender, trying to get more of a grasp on this 3d thing that seems to be so popular nowadays.

I’m starting to understand individual bits and pieces of the process, but have yet to “get” how everything works together as a whole. I’m hoping to put a small project together that involves the basics – moving a character around a simple level, collecting coins or something. I think I’ll avoid enemies for now –  pathfinding, and really any enemy AI in a 3d space, seems a bit daunting at the moment.

So here’s where I’m at with that. A custom model, rig and animation – a lot more work went into this than you’d think…



May 24, 2012
by rogueNoodle

Where to go next?

So in an attempt to stir up some ideas for a new project, I’ve done some research into various game engines. I’d like to create a small project in a few different products and see if there’s one that speaks to me more than others. As for what engines I’ll be using, there’s really only three criteria they need to meet:

  1. Mac-compatible – I’m just not giving up my Mac, simple as that…
  2. Free (or inexpensive) – At least for non-commercial purposes. Takes the edge off trying new things if there’s no fear in wasting money.
  3. Active community – The more active the community, the more likely the engine will continue to be supported and grow with new features. Makes it easier to track down tutorials and sample code as well.

Of course, cross-platform publishing (Mac/PC/mobile) would be nice to have, but it’s by no means a deal breaker. So far, I’ve narrowed it down to three possible choices:

Unity - Popular cross-platform 2d/3d game engine. Free for indie developers on Mac & PC, and although the iOS license traditionally costs extra, I managed to grab one when they were giving them away a while ago. The complexity is the one big negative here, but I guess learning is my goal. This one is very promising.

Flixel - Not only free, but open-source, Flixel is a 2d ActionScript game library. It doesn’t feature the visual editor that Unity has, but being 2d only, it’s far less complex. More suited for smaller retro-style browser-based games. Looks fun to play with and quick to prototype in. Flash-based means getting it onto an iOS device is a bit of a pain, but it’s possible.

Torque 2D – About 7 years ago, I got on the Alpha program for this engine. It was fun to play with and my first real experience with game programming. GarageGames went through some rough patches, and support for the engine dropped to  zero, but they seem to bouncing back a bit now. Found out my license was still good for the engine too, so I may have to take another look at.

All three of these will involve learning a new scripting language (Javascript, ActionScript and TorqueScript respectively), which should be interesting, if not a bit confusing. I think there’s a lot of similarity between the three, with Javascript being the inspiration for the other two (but don’t quote me on that).

There are more engines and libraries out there, but for various reasons they didn’t make the cut. Some that stand out:

Unreal Development Kit - This one is pretty amazing, though complex. Biggest drawback is that the editor is PC only (boo).

Cocos2d – Another great library (that I’ve mentioned before) but I’m already quite familiar with it. I’m really more interested in learning something new. There’s also an spinoff project called Cocos3d, but it’s not quite as mature as the other products in this list – yet. Could be promising in the future if it maintains the intuitive quality of Cocos2d.

Torque 3d – There’s nothing wrong with this engine, but Unity just looks more appealing (and free) to me.

GameSalad – A 2d engine that seems to be based on more of a visual, logic-block style of programming. I prefer typing my code – just makes more sense to me. Might be good for someone starting out, though.

I think I’ll probably poke around in Unity a bit first – see if I’m able to get anywhere with it. 3d games are inherently more complex than 2d games – it’s a whole other dimension, after all – and asset creation will be a bigger process than with 2d games. I’m somewhat familiar with Blender, though, which apparently plays nicely with Unity – here’s hoping…