Author Archive
Ludum Dare 18 : Make a game from scratch in 48 hours.
by Alex on Aug.22, 2010, under Flixel, WorkHistory
So I decided to enter Ludum Dare 18! I never thought I’d be able to get a game done in 48 hours but I made it and managed to get my submission in!
You can play it here (it’s a flash game) :
http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2590
You can also see a time lapse of me developing the game here:
SD_Bomba
by Alex on Aug.15, 2010, under Uncategorized
So last night, I went on a bit of a mapping bender and put this map together. Work went extremely fluid and seamless, moreso than any mapping I’ve done in recent memory.
This map is a small map I put together to get some dense foliage-based fighting and fast gameplay. I’m pretty happy with how it’s turned out so far. It should be in a future version of Firearms|Source.
Cult Retibution Dev Video #01
by Alex on Jul.21, 2010, under XNA
Here is a dev video of the XNA/XBLIG game I’m working on: “Cult Retribution”
The game is a vertical shooter with some light leveling and skill/stage trees. The art is being done by Shea L, mind you the current tilemap is something I made to test the tile engine. That will be replaced very soon.
It’s been quite a learning experience and the Willow engine has benefited greatly. I definitely agree with those who say that when you’re learning it’s best to start making games and develop engine features as you need them because with little coding experience it will be difficult to have enough foresight to plan for every feature you’ll need.
Update for May 2010 : What I’ve been up to
by Alex on May.07, 2010, under News
Long time since my last post. Been finishing up school and havent had a lot of time for getting things done. Looking forward to finishing up a lot of projects this summer, some that have spanned 4 years. Here is a breakdown of where I’m at:
Firearms|Source : Valve Source Engine mod
I’ve been involved with this mod (and it’s previous mods before the merge) for over 4 years now. I would have never guessed it would take this long but then again I didnt know a lot about game development at the time when I joined. One of the best things about this project is due to necessity I ended up learning a passable knowledge about many aspects of game development, from character rigging/animation to code to general engine function. I would agree with the people who say that working on and completing a mod is probably more important to learning game development than taking some kind of game development course (and a hell of a lot cheaper). It’s good for training yourself to find answers to problems yourself rather than rely on a superior.
FAS should be released sometime in the month of July 2010! As per the timeline we posted here :
http://www.firearms-source.com/index.php?page=history
The Loop : Flixel Game
I’ve been working on this game in short 4-6 hour bursts when I have a brief moment or can’t take any more mathematics homework. The gameplay is done, I’m having trouble writing the story though. I have a LOT of trouble with writing, I have the ideas in my head but I can’t articulate them well ingame. Hopefully a large bag of summer reading novels will help me get into the spirit.
The Loop should be released in June. After working on a 4+ year project it’s insanely satisfying to be able to make a whole game with all my own art, music and code in a matter 3 months on a very part time basis.
I can see Flixel being a part of my game development life for a long time (assuming flash doesnt get killed by HTML5) . Working with it is what I might consider game development stress relief.
Willow Engine : XNA Engine
I’ve begun developing the Willow Engine for fast XNA 2D game prototyping and development. I’ve been working on 2D game libraries for the last year on XNA but I had also been learning .NET and C# at the same time so naturally I made a lot of questionable design decisions while learning. Now that I have a much firmer grasp on C#/.NET/XNA I’ve begun to pursue something far more “professional” in nature.
The Willow Engine will consist of a few things:
- The Game Library DLL
- A Tilemap editor
- A sprite editor
So far I haven’t begun on the tools, I’m currently in college learning .NET winforms development, so I plan on taking that on once I’m further into my winforms studies. As for the DLL, here is what I’ve completed:
- Input management : Basic input management
- Tile Engine/Tilemaps : Pretty basic tile engine
- State Management : There is an emphasis on making this very easy
- A Base -> Sprite -> Entity class heiarchy for game objects
- SpriteLayers : for managing rendering more easily, everything must be committed to a sprite layer, currently no object has the ability to draw itself, I’m trying to keep it that way.
- Animations : I’ve written a 2D animation system about 4-5 times and have a good idea of what I need. Easy submission and use of animations.
- ToolBox : A Set of tool functions that exist in a global class. Some features include a texture repository to avoid duplicate textures in memory, housing for the input manager, & sound management.
- 2D camera system : This has been fun to implement, it’s interesting to see how linear algebra is interpreted in programming code. Currently only supports translation but rotation/scale is being worked on.
A short list of features I plan to work on
- Entity > Physics : A physics adhering sprite for simple collisions
- Particle Emitters : self explanetory
- Defferred Rendering
I’m still deciding on whether to release this to the public. I think once the tools are done and I reach alpha I’ll release the engine for others to use.
Big thanks to Cale Dunlap & Venom Game Labs for providing SVN space and coding advice on this project. My singletons would still probably be not working if it was for his help. You can visit his site here :
http://www.caledunlap.com/
http://www.venomgamelabs.com/
Cult Retribution : XBLIG Game
I have teamed up with artist Shea Lane to make our first XBLIG release. It will be a top down shooter with light RPG elements in the vein of a Diablo skill tree. It will have a fairly dark artistic style which Shea is doing entirely. Concept and design has REALLY ramped up over the last couple months and Shea has been banging out concept art and game art. I will be posting up some concept and possibly in game shots in the very near future.
PS_Caliber : Source engine map (I’m still mapping!)
While I have been coding a lot, I never plan to give up on level design and mapping, I have too much of a passion for it. I’ve now taken on the adage that all my future maps should have ideally 100% of the assets created by me. So everything you see these shots, models, textures etc are all custom stuff I did the last month or so.
The map aims to fill the void FAS currently has for outdoor open maps. Historially it’s been very hard to get a outdoor map that both feels open yet doesnt alienate the FAS style of gameplay. I hope that this time around I achieve the right balance.
I’ve attached a few screen of it’s current very early state.
Level/Environment Portfolio update March 2010
by Alex on Mar.17, 2010, under WorkHistory
The portfolio was getting severely out of date so I took some time the last couple days to update it.
Check it out here:
http://www.levelism.com/
The Loop Dev Video #2
by Alex on Mar.14, 2010, under Flixel
Been working on fleshing out The Loop and am getting there.
New features and changes:
- Sphere/Goal tracking system
- player movement refined
- new gameplay model. Player must collect souls, the amount he collects affects the ending and paths in the game.
- Lots of new tiles and level content
Second FA map I ever released : sdtcps_outpost
by Alex on Mar.12, 2010, under WorkHistory
Found a working copy of the second map I ever did. Had a blast testing this and playing around on it with my old FA clans.
Now if I can only find my first map : ps_CityConflict
First Flixel Game : The Loop 2
by Alex on Feb.17, 2010, under Flixel
I cant even remember exactly how I came across Flixel but I’m glad I did. I just meant to give it a quick look one night when I didnt have anything to do, man did i ever get addicted to Flixel. It’s a great 2D library built on top of Flash/actionscript.
This game represents about 6-7 hours work including learning Flixel, doing all the art, and learning what AS3 I needed to know to learn Flixel. I also used a program called Flan to make the tilemaps used for the levels.
Unfortunately wordpress doesn’t play that well with embedding flash but you can play the game here :
http://mahwebspace.levelism.com/flixel/theloop2/Tixel.html
Otherwise you can see a youtube video of the gameplay:
One interesting thing I didn’t realize was that actionscript can be done completely in a coding environment now and doesn’t require flash or any other paid software. Just the free IDE Flashdevelop!
You can check out Flixel here: http://flixel.org/
You can also check out Flan here : http://forums.tigsource.com/index.php?topic=7574.0
PS_Derailed 2010 update
by Alex on Feb.07, 2010, under Firearms : Source
Well I’ve been working steadily on ps_derailed over the holidays getting it up to visual standard for RC1 release. Most of the updates involves some new and redone brushwork, a fairly major retexture, and a handfull of skybox props made by me and Schmung from the FAS team. Schmung is responsible for the awesome crane model.
e crane which really looks nice as it hangs over the map in a skybox.
Deathning Dev vid #2
by Alex on Jan.23, 2010, under XNA
Here’s an update to the parallaxing background test I was doing before. I added a bullet manager, some collisions and “camera code” to keep the view on the player. I also went out and bought a xbox360 controller so I can start coding for its inputs and it is very nice.

























