EGoOS for Ludum Dare 31
This was my entry for Ludum Dare 31. The theme was 'Entire game on one screen'. It ended up being really short due to a lack of available time, but I had fun nonetheless. Play here Ludum Dare entry Source

Origami Around
Sade Olutola
todays bird

PR's Tumblrdome

祝日 / Permanent Vacation
Alisa U Zemlji Chuda
No title available

Janaina Medeiros
TVSTRANGERTHINGS
I'd rather be in outer space 🛸
sheepfilms
occasionally subtle

roma★

❣ Chile in a Photography ❣
Misplaced Lens Cap
YOU ARE THE REASON
"I'm Dorothy Gale from Kansas"
PUT YOUR BEARD IN MY MOUTH

#extradirty
KIROKAZE
seen from Finland
seen from Russia

seen from Brazil

seen from Malaysia
seen from Türkiye
seen from Sweden

seen from United States
seen from Germany
seen from Netherlands
seen from United States
seen from Türkiye
seen from Malaysia

seen from United States

seen from Singapore
seen from Malaysia
seen from Finland

seen from Singapore
seen from United States

seen from United States

seen from Belarus
@gamebygame
EGoOS for Ludum Dare 31
This was my entry for Ludum Dare 31. The theme was 'Entire game on one screen'. It ended up being really short due to a lack of available time, but I had fun nonetheless. Play here Ludum Dare entry Source
Three Audio
3d audio demo built with THREE.js and the WebAudio API. Try it out here | Source Use the arrow keys or WASD to move around the room. Space to jump. Headphones are best to hear the effect properly.
MADE by Ray-Ban
MADE by Ray-Ban, is an HTML5 platform-runner game that works across all modern desktop and mobile browsers.
The game challenges you to save your Facebook friends from a monstrous middle manager, incorporating FB profile pics directly into the game graphics. Ray-Ban product is tied-in through sunglasses scattered about the game that give you power ups (and a change of outfit to match!).
Under the hood it's built with the Phaser game framework, which includes PIXI, and it is all glued together with Require JS. Phaser almost completely abstracted any differences between platforms other than performance. The whole game runs in an HTML5 Canvas, so resizing for various screens was a simple matter of scaling the viewport. It was interesting to do an HTML5 project where CSS work was almost completely out of the equation. Beyond the purely technical aspects of the build, we had to spend a lot of time iterating the gameplay to make everything feel just so, from the pace of the game, the jump physics and hit areas to the power ups, boss attacks and the overall difficulty. We designed the levels in Tiled Map Editor which enables you to design visually with tiles, and then run the game immediately to test out your design. Getting the level design right (or good enough!) was definitely an aspect of dev that took way longer than expected.
PLAY HERE
Deep Sea Freediver for Ludum Dare 29
PLAY HERE
Ludum Dare page
Cat and Dogs
Attempted my first HTML5/JavaScript game using the Phaser framework. PLAY HERE
Beams, for Ludum Dare 27
PLAY HERE View the LD entry
Fight Fam
I recently made this beat 'em up prototype. I was mainly trying to get a feel for the fighting and player controls. It also gave me some more pixel art practice and a submission for May's One Game a Month.
Play here
Chick, for Ludum Dare 26
Chick is my Ludum Dare entry and April 1GAM.
I got the inspiration from these adorable chicks we were looking after for the weekend. I even recorded their tweets for the sound effects.
PLAY IT HERE
Looking forward to Ludum Dare
Ludum Dare 26 is happening over the weekend of April 26th-29th.
My first time as a contributor was LD24 and I enjoyed it immensely. LD25 was impossible for me so I'm determined to make time for LD26.
TODO: clean up base code and GitHub it. Practise pixelling!
Here's my LD24 game 'Species'
March #1GAM - Dungeon Onslaught
There's a lot missing from this game (audio, levels, ending, etc, etc), but it was fun to play around with and I learnt some new tricks along the way such as ray casting and path finding. I have Derek Yu to thank for the roguelike pixel art.
Play here!
Throwing down the gauntlet
My next game will be a top-down dungeon crawler loosely inspired by Gauntlet, which I spent a LOT of time playing back in the days.
I've decided to use Derek Yu's roguelike tilesheet for the graphics. This will simultaneously make the game look awesome and allow me to maximise time spent on design and coding.
Nanotech Defenders
Happy to have finished my second game of the year Nanotech Defenders.
It's a physics-based shooter where you control a nanobot ship defending cells against evil parasites.
I adhered to the One Game a Month February sound theme by adding loads of audio, including a backing beat that speeds up as the intensity of the game increases.
I don't feel like it's all that good, but I learnt a hell of a lot so that's cool. The sounds are all generated in real time by SiON, the trippy graphics were made with Particle Editor and the physics engine is Nape.
PLAY HERE!
First game of 2013: Ultra Racer
My 1GAM entry for January was ULTRA RACER, a fast-paced two player isometric slot car game.
Really struggled to get it finished but through several late nights, some necessary simplification and corner-cutting it's here and fully playable. There's loads more I could do to polish and improve it, so maybe I'll come back to it at a later date.
Play it here
In a quest to increase my game dev output in 2013 I am taking on Chris @McFunkypants Kaitila's One Game A Month challenge. I'm happy to say that it has worked so far and so I've now decided to start documenting my game dev endeavours here.