Boy, I haven’t posted in a while. It was already getting less and less , but after may it really did spin out of control. I never stopped making games though! So I’m still in the race for completing the #1GAM challenge 🙂 I’ve got a few plans for the coming few weeks. First, I will do some catchup on my game posts. Even though I have produced a game every month up to and including this month (with quality varying significantly each month. Check them out here: ), I have not reflected on them nor linked to them probably, so I think that’s on my list first. Second, of course I’m already thinking of a game for november.  I have a few ideas, but the one that sticks out the most is some kind of “producing sim”. You know, a game where you have to produce units, so you can buy stuff that helps you produce even more, so you can buy… The cycle never ends. Of course I will give the game a personal little twist, which I well keep secret for now. It won’t be an exact copy of Candybox nor Cookie Clicker, I can tell you that. Not even remotely.

So what have been the developments in the past six months? Well, as you can see on my #1GAM page I’ve developed a few HTML5 games, all of which I’m very satisfied about. Some are better than others, some are more innovative, on some games I spent mere hours and on others the whole month. The thing I like the most about having experienced Javascript intensively is that I now certainly know I don’t like scripting languages. Not that I disliked programming in Javascript, more like the contrary. It’s just that the ideology doesn’t suit me, even though I enjoy programming Javascript. After 6 Javascript games I’ve finally taken a step down on the programming ladder and went back to programming in C++. I didn’t stick with my old time friend and favourite SDL though. I decided to try out SFML! The reason for my change is that SFML is very object oriented, and SLD isn’t. That somehow conflicts witht the idea behind C++, doesn’t it? Anyway, I did a gamejam using SFML last weekend (check here: ) and I must say I’m pretty much content with SFML. It’ll take some time to get used to but I can see how it can be powerful. It was also the first time I used the MinGW compiler without an IDE for a game, which explains how I produced so little in a whole weekend (freaking makefiles/cryptic errors! I wish there was Clang for windows). It was an awesome experience though, and it will surely take me long to get bored.

Well, that’s the catch up for now. Expect interesting blog posts in the coming weeks!

Peace out!

– Bob

P.s. I’m planning to participate in the Shark Jam this weekend. Don’t know what it is? Look it up ;)!

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May progress

It seems my little project is finally going somwehere! I don’t have a lot of time because I’m in the middle of my finals, but working on this from time to time is a nice way to clear my head after all those books. Altough I’m not sure if that’s a good thing.

After a month of silence you might think I’ve just, well, been silent. But I have NOT! No, instead I’ve been very busy with a test week. It didn’t keep me from making a game for march though.

The main reason I was so late was because at first the plan was to make an interactive fiction together with my friend Peter. We figured that if he wrote the story and I coded the story in Twine, we’d have it finished by the end of march. Needless to say that it didn’t really work out. Not that it was a bad idea, we had a great idea for a story and actually have the first few pages done. It’s just that, after the first week or so it dawned on me that when you make an interactive fiction, you really have to focus on the story; implementing the text in twine was not the hard work. We got rid of the deadline, and decided to give this more time. I realized I needed a new idea.

After two weeks of studying and preparing for my test week I could feel #1GAM breathing in my neck. To just get it over with nice and quick I signed up for the 1GAMCRUNCH. Doing that gave me two big advantages, one being that I would only need to spend a weekend on my game which gave me a lot of spare time for, I guess other things. Two is that I finally got the motivation to try out EaselJS, which I’ve been considering for quite some time. It’s a nice and accessible library of which I managed to get the hang of pretty quickly. I’m planning on using it more because it is free and just feels really easy and powerful to work with. The only thing I’m worried about is that it might go down the same road ImpactJS went. For those who don’t know, ImpactJS was free at first but went commercial after some time. If that happens to EaselJS too all the hard work I put in it learning it might go to waste. For now I think I’ll just hang on to it, and keep my eyes open for alternatives.

So, the game I made for #1GAM March is Flippin’ Frenzy, a game in which you can express your dissatisfaction of the crumpled rabid society and express your rebellion by disobeying orders from crates and flipping them over. LET’S START A RIOT!


Flippin’ Frenzy in action.

Play the game here: or take a look at the game page. If you’re interested in the source, I will be publishing it on GitHub soon.

Operation Get Out is finished! After a month (and a little bit) and a long last night it’s finally done. The last 2 days were the most stressful. Some function I made at the very beginning (a line-line intersection function) turned out not to be working when the parameters become big numbers. So I had to stay up late (and get up early) to fight the bug and find help on internet. Luckily I made it before the (extended) deadline. So here it is!

The game in action

The game in action

Featuring three levels stuffed with thrilling sneaking action and intense moments of fear for discovery, one extremely helpful tutorial and a half-assed raycasting and FOV-system. Get it here!

Or take a look at the game page. If you have any comments or critics, feel free to post a comment! Everything is welcome.

My first designed level. Looking back, maybe I should've built a level editor...

The first level I designed for OP GO. Looking back, maybe I should’ve built a level editor…

I’m done with the game’s “engine”, so now I have to focus on polishing the game’s looks and adding content. As for content, I finished designing the first level! You can see it in the picture. Since I don’t have that much spare time I haven’t made a level editor, so that’s why I’m using just plain pen and paper. There will be five levels total, including a tutorial that will showcase the broad collection of enemies and tactics that can be used to beat the game.

Typing a post on a smartphone is NP-Hard, man.

– Bob