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Joined December 01, 2006
Games (1)

April 27, 2010
Examples (3)

Motion Trail
December 25, 2007
Fading Trail 2
February 29, 2008
November 16, 2008
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{Downieville #9} : The Town
Posted on September 09, 2013 at 16:47

(click to enlarge)

Alright, back to work.

{Downieville #9} : The Town
Posted on September 09, 2013 at 16:47

Alright, back to work.

{Downieville #9} : The Town
Posted on September 09, 2013 at 16:46

(click to enlarge)

Alright, back to work.

{Downieville #8} : Visual Concepts
Posted on August 25, 2013 at 11:33


Click dem!

Building concepts for the town of Downieville.

Working on the river background.

Current cast of characters. Some of them are still works in progress.


Refined the platforming engine and ironed out all its bugs. It's silky smooth now that I stopped using GM's built in speed variables and collision events. Projectiles are now integrated with the engine, woo!

I'm now trying to figure out a new way to do smell in the game, instead of just having "smell objects" fly around the room so that it's more predictable. I'm thinking about having the smell work like the ropes in my last blog; the smell trails would act like a snake with a given length (the amount of your stink), snaking around walls and such. If you guys have any ideas, please share!

{Downieville #7} : Quick Update
Posted on August 20, 2013 at 19:01

Went to Los Angeles for a week to visit the 'ol girlfriend. Kinda sucked 'cause I couldn't work on my game + I took an 8 hour bus, both ways, which was horrible. I do not suggest anyone doing that.

Here's what I've done in the last two days:

Current cast of characters. The main character is the most wip-y of the bunch. Still trying to figure him out. I've updated the Chef and added a duck. I tried to design the duck so that the player feels compelled to put it out of its misery. I think I made him too cute :\

I also added "The Badass," which may play a part in the story. I have few ideas in my head for him. We'll have to wait and see!

Worked on rope burning physics. It's very buggy (as you can see from the gif), but it's given me so many problems, I just want to show off what I have.

On Vacation
Posted on August 10, 2013 at 15:15

I'll be back in a week.

{Downieville #6} : Programming GIFs
Posted on August 07, 2013 at 16:06

3D Platforms

Starting working on the fake 3D. The shadows and image depth are a bit buggy.

Inventory, Projectiles, and Smell

You can switch between items, and items are deleted when used up. Different projectiles have different weights and momentum. Sardines emit stink that can't travel through walls.

Projectiles lay flat when they come to a stop. Projectile's weight affects gravity.

{Downieville #5} : Ch. 1A Storyboard & the state of the project.
Posted on August 02, 2013 at 18:54

(Condensed the format of the title a bit).

I'm sorry that I'm spamming these, but they really do keep me motivated. I want to get stuff done just to show you guys! Feel free to ignore them :)


I'm on the right, my brother works on the left. We're both attempting to learn C# / XNA / MonoGame at the moment. So far it's going good, just learning the basics of the language.

Put this up for my bro and I to record our ideas. Some of them don't make any sense, and/or do not have a chance of being included in the game. Don't know why I spelled it "Naht."



State of the Project

As mentioned above, I have recruited my brother as programmer. He has zero experience with C#, but he's been hitting the books and watching tutorials, so I'm pretty excited about that.

In the first five days of actual development, I have the first chapter (of 5) completely planned out. Most game mechanics have also been solidified, that is, as much as they can be before actual prototyping.

I will now focus on creating all assets for the first chapter. I want to release a demo before September.

{Downieville} Devlog #4: Animation, Smell, & Dying.
Posted on August 01, 2013 at 13:57


Updated the walk. Slingshot is very rough. Working on jump animation.
Next animations to do: TRANSITION FRAMES, crawl, grab/climb ledge.


Smell will play an important role in the game. Things will make you smelly, and other things will make you less smelly. Your level of stink determines the distance it takes for someone to notice you.

The Buff-stink Tradeoff
Using items will increase various "stats", some of them will make you stink (garlic, onions, coffee, alcohol, tobacco). Dog urine may make you stealthy to dogs but more detectable to humans (ok I'm having second thoughts about this one).

Stink Sources
You can become stinky from the environment. You come more smelly if you hide in a garbage can, mud puddle, or a dead body. (I didn't mean hide in the body, but that actually sounds kind of awesome.)

To get rid of your stink, you can use other items (deoderant, cologne, new pair of clothes [possibly from a guard], mint, toothbrush), take bath in the town, or find a hot spring.

spike1's Questions
spike1 asked how smells will be represented. I was thinking of representing them graphically as an animated sprite or particle effect. Each "smell-type" will have a different colored smell trail and an icon representing the smell-type will hover above the source.

In addition, smells will have varying degrees of stinkiness, which determines how far they can travel.

Gettin' Caught / Dying

I don't know how to handle being caught or dying in the game. Different ideas:

1. You have an amount of health. Things can hurt you, and being discovered by a guard should be devastating to your health / hard to manage. Guards will readily call in back up, which will lead to a virtaully impossible situation. Dying will send you back to a designated checkpoint.

2. No health. Being discovered sends you to jail from which you will have to post bail to get out (which will send you back to the room from where you left). If you can't post bail, you have to revert back to a checkpoint or the beginning of the chapter. Gives incentive to collect coins (how original!).

(Edit: maybe you only get caught when you black out. In other words, you do have health, and are only caught sent to jail when that health is depleted.)

3. Yes health. If you black out (i.e. run out of health) you "wake up" in a hospital. Instead of posting bail, you have a number of "lives". Run out of lives = start at checkpoint instead of where you blacked out.

Checkpoints will be rare enough to punish careless playing, but common enough to avoid frustration.

{Downieville} Devlog #3: Brainstorming & The Slingshot
Posted on August 01, 2013 at 13:10

Gameplay Overview

The game is a Story driven, two dimensional, sidescrolling platformer with stealth, puzzle, investigative, and infiltrative elements.

Think Paper Mario, minus the turned-based combat. Like Paper Mario, the game features clever little puzzles that involves things like flipping switches, extinguishing lanterns, and distracting/incapacitating enemies.

...the last of which ties in to the stealth aspect of the game. You guys may remember that stealth game I blogged about here. Here's a little excerpt:

The game is a stealth-based side-scrolling platformer that requires strategy, combat, and simple puzzle solving in order to progress through the game's various levels.

Environmental factors such as light, sound, and smell affects the player's level of 'stealthiness'. For example, if the player stands near a lamp, steps on broken glass, or smokes a cigarette to increase his health, the player will become more detectable to the enemies around him. Thus, strategy and puzzle solving comes into play when the player must decide the best way to avoid being detected. In some situations, flipping a light-switch may be the best way to get passed a guard, but in another situation, killing the guard will be safer.

The game will include equipable items to help the player with different obstacles. A gun will help with shooting out lights and killing enemies, a flashlight will improve visibility and illuminate traps, a knife will allow the player to cut interactive ropes and wires, and etc.

I'm planning on keeping many of the elements from that game idea.

I am in a sort of brainstorming phase in designing the game, which is why I am posting here: to get feedback from all the talented people here!


Static Rooms or Scrolling Rooms?
My idea is to have both! (I know, a cop out). Static rooms (where the entrance is on the left and the exit is on the right of the view port) will help "contain" puzzles, making it clear what needs to be done, without worrying about enemies or traps beyond you view. Static rooms, I imagine, will also simply the stealth part of game for the same reasons. Scrolling rooms, however, add challenge, suspense, and higher levels of complexity to puzzles and stealth. I think the "you don't know what lies ahead" device is powerful in interactive media. My favorite part of playing video games and watching movies/tv is the "Holy fuck" moment when something completely unexpected happens.

I'm trying to decide on a control scheme, especially for the slingshot mechanic (see below). Right now, I'm thinking about having an equip button that puts you in "slingshot mode." Character movement will be inhibited, and the arrow keys will be used to adjust the angle and velocity of your shot. Another button will be used to shoot the slingshot. I imagine that this will be awkward to manage. I do not want to involve the mouse, as I'm planning to support other platforms.

Sneaking will require good timing (timing cues displayed on screen?) where the player will have to press two different buttons (repetitively & consecutively) with good timing in order to execute the sneak. If timing is off, you fall and make loud noise.

Platform Depth?
Most stealth games are either 3D or top-down for the same reason I want to add "depth" to the game's platforms. To simplify things, I'm thinking about limiting the player to 3 levels of depth: front, middle, and back of the platforms. This will add more strategic possibilities. For example, the player could hide in a closet that is against the back wall of the room and wait for the guard to pass, or sneak past a sleeping dog that is on the back level, while you're on the front level. To switch from level to level, I'm thinking the up and down arrows would work best, while having a designated jump button. To make sure it is clear which level the player is on, I'm thinking about putting movement along the "z-axis" on a grid.

Game Chapters?
Right now, I have 5 "chapters" or settings in my head. The game is centered around ousting the Mayor for trying to blow up the town, and it is the Hero's mission to find evidence against him.

The first chapter is at the town. This is when the player will get a feel for the Mayor and all of the townsfolk. At the beginning of the game, the Mayor seems very charming and everyone in the town is completely enamored with him. However, in this chapter you notice minor incongruities in his character (things like littering, or kicking puppies). This chapter may involve the classic "follow this person, but not too close" missions which will introduce the player to stealth. At the end of this chapter your discover (by hearing it from the Mayor himself) his plans to wipe the town out and to make it look like a natural landslide. The town is sitting on precious gold deposits that he wants to mine. This chapter seamlessly leads into the next :

The Mayor's Mansion will focus on infiltrative gameplay. Not going to spoil much here.

Other chapters include: Mountaintop explosive testing site, Mine shafts, train depot. I had an idea to have chapter set in San Francisco, but I decided that would be too ambitious.

The Slingshot

The slingshot has many uses in the game, and is an important part of the gameplay.

The simplest use for the slingshot is to shoot projectiles at enemies to stun/damage/kill them.

Example Projectiles: pebble, exlplosive, smoke device, flashing device, knives.

The slingshot can also be used to interact with different objects in the game. You can hit switches, extinguish lanterns, ignite ropes.

Example Projectiles: pebble, flaming object, water-filled object.

Lure enemies and other objects to you to get in better position to incapacitate, pickpocket, or other modes of interaction.

Example Projectiles: gold nugget, food.

Repel things to avoid being discovered or damaged.

Example Projectiles: gold nugget, stinky things, rabbid animals.

Example Scenarios

One scenario would be to use the slingshot with a sardine projectile to get your cat companion (yes it's true) to jump to a high ledge and trigger a swtich.

A more complex scenario: Let's say there is a guard dog blocking your way to the end of the room. There is also a mouse beyond the dog that is popping his head out of his little mouse hole. In the previous room, the player picked up a morsel of cheese, and figures that if he shoots the cheese near the hole, the mouse will be lured out, and your cat will chase the mouse. This in turn will cause the dog to chase/be distracted by your cat, and allow you to reach the end. The cat will escape the dog and rejoin you.

I don't want to spoil the other puzzle ideas I have :)

{Downieville} Devlog #2: Logo, gui, animations.
Posted on July 31, 2013 at 20:06

Messing around with the HUD.

I've been making great progress on the assets and design of this game. Next blog will be focus on game design and mechanics.

Storyboard #1: "A Cold Opening"
Posted on July 30, 2013 at 17:10


Even newer sprite:

Also, I posted my landscape to pixeljoint!

Rate and favorite if you so desire :)

Mush (mockup inside)
Posted on July 17, 2013 at 02:54

So much has happened since I was last here, but I shall spare you with the personal details.

I love game making. My problem, that I know many of you share, is actually completing a game. Every time I work on a project I get frustrated with the programming side of things, and give up, and all the code and art that went with it goes to the grave. I am majoring in computer science at my university, but my passion has and always will be in art and design.

So. I have decided to stop trying to force myself to like programming. I mean I'm average at it (at least for the first two years of college); I just want to finish a god damn game already. My plan is to finish all or a good portion of the visual assets of a game and a VERY detailed design document to go with it, and then find a programmer to do the programming side of things.

So anyways, here's what I'm working on.

(Click the link below to actually see the image in all of its pixely glory).

It's a work in progress, obviously. I'll update as I progress.

I just felt extremely nostalgic for a second.

Mush's RPG Checklist - Stage 1
Posted on April 30, 2012 at 19:23

Stage 1: Character Animation
8 Directions

- Idle
- Walk
- Run
- Attack

- Idle
- Walk
- Run
- Attack

- Idle
- Walk
- Run
- Attack

Gamma Rays
Posted on April 24, 2012 at 16:31

Yeah, that's a good idea.
Let's numb an ice-cold tub of jelly.
Then let's put some shit
And watch it melt away.
Next day.
Someone collected the jelly,
Reconstituted it with coffee,
And put it in his ears.
He's all good until three o'clock
When the orange nurse comes.

If you knew you had six months,
For whose voice would you be waiting?
Your family's? What family?
Your friends are on vacation,
God doesn't exist,
And you've already talked to Satan.
Now one month.
You're son's on the phone.
"Tell him it's too late."

Gamma Rays don't numb.
What numbs is the whipping of belts to the face.
Break the cycle?
When you're trapped in a corner at four years old?
Fucking cowards. They knew better.
They gave into their weakness
And cost a man his life.
What price should be paid?
I'll throw away my future.
I'm weak, lazy. I fear pain.
So let me cut the rope, please.
I'm saving someone's life.

This is the feeling of having no future.
Of looking forward to the good times.
And seeing through their holograms.
Am I a soothsayer?
Then how am I certain
I won't live to see my children cry?
It's that gut feeling
That goes to your throat
And stays there.
It knows how to keep me down
And see the triviality in waking up.

In the moment,
Good times are good.
Out of the moment,
Bad times are bad.

I don't know what I love more,
The memories, the sleep, the dreams.
It's so easy to stretch the mind.
But can you shape the universe?
Humpty Dumpty sat on a pillow.
See how easy?

Tackle it now!
But first let me get these ropes off of my ankles
And away from my eyebrows.
That lump in my throat is shit,
A figment, they say.

Is this me.
Or is this me me.
I know this isn't me.
Nor is this.
So please, pick one,
But not from the ones I've shown you.

Mush's 64RPG Concept Art
Posted on April 22, 2012 at 01:04

A little unfinished, but I'm sick of working on it. I purposely left out a face and hand because I suck at drawing.

I'll be updating this blog as I finish the other characters.

This is what happens....
Posted on April 20, 2012 at 05:30

I this is what happens when you want to fell like you belogn. When you ant to know when you you're loved by a group of people that you dont even care for when you smell ;like alcohol ibn your lovers presence. When you kniow you fucked up and yet you dont care. this is what happens. And you dont care right?> Well you wull when you wale up to the sojund of failure. To the sound of loser'sville. No matter what you do, you;re a fuck up. No matter what heppens you will ose. TYou will not succeed. You feel good. Yeah/. But not for a lifetime. And that's what I want to end. oN that idea of longevity. The idea of long term goals and not the idea of satifaction to your elders.

Mush's Photo Blog
Posted on April 16, 2012 at 12:58

The view I wake up to...

So this was my lunch the other day. Bacon and smoked Gouda cheeseburger. It was seriously the best burger I've ever put into my mouth. Look at those thick-cut bacon strips... Great lighting, huh?

The view made it that much better.

Speaking of view, this is where I live. Beautiful San Diego California. Pictured is Scripps Pier where they take samples of jellyfish and shit. Literally walking distance from where I call home.

This is my desk with all the amenities. You got your dual monitor set up, lamp, cup of pens, energy drink, some muhfuckin bagels, lacrosse stick, dat bass, computer science, anthropology, and urban design books, rocket/penis alarm clock, mini fan, a second keyboard (because I can), and my shitty tablet.


So this is where I study. Looks familiar? Then you've probably seen Inception.

Finals. Nothing some caffeine and Ritalin can't fix!

They serve the shittiest food at my university.

I think my cat likes fried rice.

Other cat just chillin

At a punk rock concert. One of the hottest, clammiest, smelliest nights of my life. When you see it...

Me posing for a green-screen Java project.



Posted on March 30, 2012 at 00:21

So here I am. Back to the ol' Digits once again. A lot has happened since I last visited, but I'll spare you the details. I'm genuinely happy for the first time in a while. No more depression, got in shape, and got a girlfriend. Everything's going right for me now.

Oh yeah, and I started learning the bass guitar.

I usually post art in my blogs, but since I haven't done anything creative in the past 5 months, there is nothing to show (other than this guy for the Halloween competition):

I'm going to try to seriously get back into game dev, so expect to see some brainstorms/devlogs from me soon.

Game Pitch
Posted on October 07, 2011 at 17:53

So I pitched my stealth game idea to the club along with a few other people. The last person to come up was a girl who literally said:

"I just thought about this 5 min. ago, but wouldn't it be cool if we made an 8-bit sidescrolling platformer like Mario, but instead of the Mushroom Kingdom it's set in this campus, and instead of Goombas you jump on pieces of paper?"

Yeah, this is the game idea my idea is tied with in the polls. I'm thinking about quitting now.

Update: I'm one vote ahead.

Stealth Game Idea
Posted on September 30, 2011 at 17:38

The game is a stealth-based side-scrolling platformer that requires strategy, combat, and simple puzzle solving in order to progress through the game's various levels.

Environmental factors such as light, sound, and smell affects the player's level of 'stealthiness'. For example, if the player stands near a lamp, steps on broken glass, or smokes a cigarette to increase his health, the player will become more detectable to the enemies around him. Thus, strategy and puzzle solving comes into play when the player must decide the best way to avoid being detected. In some situations, flipping a light-switch may be the best way to get passed a guard, but in another situation, killing the guard will be safer.

The game will include equipable items to help the player with different obstacles. A gun will help with shooting out lights and killing enemies, a flashlight will improve visibility and illuminate traps, a knife will allow the player to cut interactive ropes and wires, and etc.

The HUD would include such stats as health, stealthiness, and equipped item/ammo.

I envision this game to be set in the 1930s or 40s in a large city like New York or Chicago. The art style would resemble that of Edward Hopper link. (his art emphasizes themes of light and dark, interior and exterior, and lonely urban environments.) I have been working with this idea for a few months and have already created some 'concept art':

Different environments could include urban (night and day), indoors (office, casino, theater, etc.), Central Park, and sewers.

I have not fleshed out a story, but here are two possible premises:
-The character is an agent trying to stop an evil madman
-The character is a thief trying to steal a precious gem.

Suggestions/comments are appreciated!
I'm really digging this idea! Here are some questions/comments that may help refine this idea further.

Is there only one path through each level, or are there multiple ways to get through each level depending on play style? Is there some penalty for killing enemies?

Using smell as a detection mechanic: are cigarettes the only things that will cause the player to smell? Does the smell take a while to wear off? Maybe the player can hide in those big garbage bins which makes him impossible to detect by guards but he has a smell that doesn't wear off for a while. I would question the wisdom of including a smell mechanic if there were only a few situations where it would affect gameplay, but if you can make it integral to the game, it's a really neat idea.

I like the setting, but I feel like in a game like this, I'd like to see a teeny bit more noir to it (not full on black and white but maybe a bit more moody). I think the art style would pop more if there was even more light/dark contrast.

There are a number of things you could do with a story for this game, here are a few more ideas!

- The player is an escaped convict or mental patient on the run from the law
- The player is a person with no recollection of their past, and who wakes up at the scene of a murder
- The player has been wronged and is out for revenge
- The player is a cabbie that witnessed something they shouldn't have
- The player is in the mob (and wants out!)

I like the idea of the player being an agent as well, or they could even be a beat cop. As far as the thieving thing goes, you might want to take a look at Monaco and The Swindle before you go down that route.

Hope that helped!
Thanks for the reply, it definitely helped.

Is there only one path through each level, or are there multiple ways to get through each level depending on play style? Is there some penalty for killing enemies?

Since the game is side-scrolling, it inherently linear (though there are some side-scrollers that are nonlinear.) However, the player would be able to pick different paths to get to the same objective. For example, if the player finds an AC duct, he would be able to crawl through the duct and potentially avoid enemies and other obstacles below. Also, the player may need to backtrack to enter a lock combination he just found.

As far as play style, I think the game should allow for multiple approaches. If the player wants to predominantly use his gun, then there will be some challenges, but ultimately doable. On the other hand, if the player decides to play the "passive" role, his challenges would be different: instead of requiring good aim, the player would need to be good at performing evasive maneuvers. I think, however, most players would adopt a hybridization of both approaches using different styles for different situations.

Penalties for killing an enemy again depends on the situation. If you see a group of 3 guards, obviously it would not be wise to try and eliminate them. Or if you see a guard next to an alarm switch and you know your gun takes 2 shot to kill him, there is a possibility that he will flip the switch before dying. Another possible penalty (which ties into your point about role of smell) is that other enemies could be alerted by the smell of a decaying body. If you kill an enemy and do not dispose of the body, other guards will be attracted to the smell (though this is only dangerous if backtracking is required).

Using smell as a detection mechanic: are cigarettes the only things that will cause the player to smell? Does the smell take a while to wear off? Maybe the player can hide in those big garbage bins which makes him impossible to detect by guards but he has a smell that doesn't wear off for a while. I would question the wisdom of including a smell mechanic if there were only a few situations where it would affect gameplay, but if you can make it integral to the game, it's a really neat idea.

Definitely agree that smell should be integral to the game (or at least as important as light and sound). I think it's only a matter of coming up with ideas that would fit in the game. That garbage idea is great, by the way.

I like the setting, but I feel like in a game like this, I'd like to see a teeny bit more noir to it (not full on black and white but maybe a bit more moody). I think the art style would pop more if there was even more light/dark contrast.

Yes, 'noir' was the word I was looking for. I agree about the contrast (good examples: one two three.) The piece I posted was a copy of this.

There are a number of things you could do with a story for this game, here are a few more ideas!

You are much better at coming up with story ideas than I am :)
About the thieving: I just remembered Sly Cooper, so yeah, it's been done before XD

Posted on September 16, 2011 at 21:27

I moved into University of California, San Diego on Wednesday. Hooray!

Against better judgement, I'm majoring in Bioengineering which, from its four-year graduation plan, looks like a total bitch. But the good news is I'm probably going to switch to a different major that I didn't see when I first applied.

The Interdisciplinary Computing and the Arts major in the Music and Visual Arts Departments draws upon and aims to bring together ideas and paradigms from computer science, art, and cultural theory. It takes for granted that the computer has become a metamedium and that artists working with computers are expected to combine different media forms in their works. All of this makes the program unique among currently existing computer art or design programs which, on the one hand, usually focus on the use of computers for a particular media (for instance, specializing in computer animation, or computer music, or computer design for print) and, on the other hand, do not enter into a serious dialogue with current research in computer science, only teaching the students “off-the-shelf” software. The goals of the program are to prepare the next generation of artists who will be functioning in a computer-mediated culture; to give students necessary technical, theoretical and historical backgrounds so they can contribute to the development of new aesthetics for computer media; to prepare students to mediate between the worlds of computer science and technology, the arts, and the culture at large by being equally proficient with computing and cultural concepts; and to give students sufficient understanding of the trajectories of development in computing so they can anticipate and work with the emerging trends, rather than being locked in particular software currently available on the market.

The major requires you to take visual art and programming classes--both of which I enjoy. I so excited.


Posted on September 02, 2011 at 21:09

Anxiety and stuff.

Logos 2
Posted on June 22, 2011 at 13:08

Hey everybody.

I'm building my design portfolio and I need your guys' help. All you need to do is provide me with a company, service, website, organization, game, or anything that needs a logo and/or website design. The 'organization' can be made up, but something that currently exists or something in the works would be ideal.

Hopefully a more robust portfolio will attract more clients and in turn more monies!

Game Story
Posted on May 08, 2011 at 00:33

So, I've been working on an updated version of my shooting game, but I can't think of a story (which prevents me from coming up with environments to work on).

The playable character is a WW1 soldier who teams up with a scientist/engineer that builds stuff. That's all I have right now. Here they are in graphical form:

If anyone has some ideas for the story, please share them! Be sure to include stuff like setting, characters' goal, who the antagonist is, etc.


Here's an old video of the gameplay:

New Website
Posted on April 27, 2011 at 03:36

{ }

It's still under construction, but feedback is still appreciated.

If you want me to design you a logo / website, go here:

Highest Rated Comment
Posted on April 12, 2011 at 21:03

Feel free to share your best YouTube comments.

Posted on March 19, 2011 at 02:24

I'm starting to put a design portfolio together and I need more examples to include.

So... I will make logos and website mock ups for anyone that wants a new or improved "corporate" identity. All you need to do is post some info about your "company," website, group, whatever.

Just make sure to include a link to your site.


- Black Shadow

- Dia Games
- Roxas


3rd Person SHMUP
Posted on February 27, 2011 at 03:20

Current Video



1x View

New project I'm working on. The game will use the NES palette and loosely follow it's graphical limitations.

The game will play like Nam 1975 and Wild Guns, but with the ability to build and upgrade turrets and other machinery.

I want to finish a game before I die.
Posted on February 24, 2011 at 23:56

so if anyone wants to collab with me, send me a PM.


Today I found out that I was rejected to my top university choice :|

At first I was mad, then I became sad, but now I'm actually relieved because I don't like the major I applied for anyways (Biomedical Engineering). I've always liked the idea of being an engineer, but I've never been good at or particularly enjoyed maths or physics -- it's probably a good thing I wasn't accepted :)

So now I think I'm going to join Cyrus at the University of California at Davis, and probably major in art with emphasis in design. \o/

Robo Steam - Dev Blog 6
Posted on January 26, 2011 at 23:40

I didn't make much progress on my game this week -- I did spend a lot of time deciding on an art style.

One possibility was 3D, which I have never tried before in Game Maker. My first attempt:

Anyone know how to get rid of the seams?


//I have this in the draw event of block objects

Slow progress:

Robo Steam - Dev Blog 5
Posted on January 16, 2011 at 21:14

-4 basic enemy types
-implementation of animation (glitchy, WIP)

-more enemies

Robo Steam - Dev Blog 4
Posted on January 16, 2011 at 05:48

Demo video:

-basic enemy ai
-platforming physics / collisions
-damage / crit hits

Robo Steam - Dev Blog 2
Posted on January 11, 2011 at 22:23

New Running Animation:

Parser doesn't allow 2 videos in one blog so,

Changing robot to fit build:

Robo Steam - Dev Blog 1
Posted on January 04, 2011 at 02:06

I've begun a new project.

The game is based around building around a steam-powered robot and using your creation to fight enemies, save the world, etc.

Your robot has a pump that pushes steam to its extremities. The pressure of steam at a given position in the robot's body is determined by the distance to the pump (as you gain experience you can upgrade the pump to provide more pressure). Gadgets such as guns and jet packs can be placed on to the robot's body. The effectiveness of these gadgets is affected by the steam pressure. For example, guns placed at low pressure areas will have decreased range and jet packs will have a shorter thrust duration.

The player must increase the size of his robot in order to fit more equipment, which is where the strategy comes into play. If you lengthen your arms to facilitate more guns, for example, you are simultaneously decreasing the pressure that reaches those guns.

The graphical style is still being decided. Part of me wants to make the game without any sprites or backgrounds, but I know this will give me a lot of problems. Player animation will need to be controlled procedurally, which is a bitch. (All current graphics are placeholders.)

The 'build mode' is nearly complete and I've just begun the 'procedural' running animation.

Building and Running (@ :24)

Different shaped robots:


The Cool Minecraft Map
Posted on December 30, 2010 at 03:15

This will be updated often.

Up next: Clayton

Posted on November 18, 2010 at 22:30


Post your REAL desktop
Posted on October 30, 2010 at 22:26

Photoshop setup:

I may post my face later. done

Posted on October 29, 2010 at 23:48

Which one's you favorite?

Also, I want to make a game like this:

Dev Log: Intro
Posted on October 14, 2010 at 00:04



Basically, you play as an old peasant farmer who is seeking revenge for the death of his wife.


Agäpe is an adventure game with the mechanics of a platformer. The game's world is non-linear; when you reach the end of a level, you have the choice to go north, south, east, or west. Along your journey, you will be faced with different challenges (quests, hunts, puzzles, etc.) that will be required to complete in order to progress through the game.


Graphically, the game only uses colors from the NES palette. You can see some samples below.






Current Status

Currently, the game's development is a bit stalled mainly due to my lack of programming skill. I've created a giant plate of spaghetti code, and unfortunately I can't seem to sort it out. I've decided that it would be better if someone else did the programming. I just haven't found that person yet.

Good Words.
Posted on September 29, 2010 at 23:37

1. Amphibian
2. Exquisite
3. Influential
4. Gubernatorial
5. Dollop
6. Drizzle
7. Chipotle
8. Amalgamation
9. Tomfoolery
10. Cantankerous
11. Gusto
12. Epiphany
13. Travesty
14. Glacial
15. Jigsaw
16. Masquerade
17. Façade
18. Patina
19. Quixotic
20. Squelch
21. Crustacean
22. Defibrillator
23. Contrived
24. Exfoliate
25. Glitz
26. Glockenspiel
27. Mincemeat
28. Anaphylactic
29. Moribund
30. Skep
31. Subterranean
32. Cancerous
33. Pandemonium
34. Decipher
35. Tangerine
36. Ratify
37. Austere
38. Barbaric
39. Gorgonzola
40. Solitude
41. Mitochondria
42. Onomatopoeia
43. Delinquent
44. Dialectic
45. Mahogany
46. Nuance
47. Pontification
48. Quaalude
49. Solidarity
50. Vagabond
51. Alabaster
52. Supple
53. Succulent
54. Palette
55. Pavilion
56. Ghastly
57. Chartreuse
58. Hydrogenous
59. Erudite
60. Flatulence
61. Petroleum
62. Infarction
63. Nimrod
64. Stupor
65. Libation
66. Intergalactic
67. Grandiose
68. Kumquat
69. Decimate
70. Dilapidated
71. Erudite
72. Anesthesia
73. Kinesis
74. Lederhosen
75. Trajectory
76. Contraption
77. Cerebral
78. Jasmine
79. Truffle
80. Icelandic
81. Croquette
82. Anchovy
83. Derringer
84. Euphonious
85. Expulsion
86. Sarsaparilla
87. Salamander
88. Fibrous
89. Vitriolic
90. Monolith
91. Magnanimous
92. Abalone
93. Bayonet
94. Crimson
95. Utopia
96. Electrolyte
97. Transubstantiation
98. Periwinkle
99. Conspicuous
100. Lobotomy

Post your favorites.

NES Game Log
Posted on August 23, 2010 at 02:31



Unnecessary Animals:




- Directional
- Jumping
- Ducking
- directional
- gravity
- collision checking
- slash
- stab
- aerial
- ducking
- combo


- patrol
- charge (provoked)
- projectile (blind fire)
- projectile (provoked)
- Free flying
- homing
- object dropper (blind fire)
- object dropper (provoked)
- Jumping
- Boss 1
- Boss 2
- Boss 3
- Etc.


- textbox
- keyword coloring
- Intro
- Etc.

NES Update
Posted on August 02, 2010 at 16:32

WIP animations:

I started an attack animation. Not very happy with it though...

Posted on July 20, 2010 at 04:23

I've been playing a lot of NES games lately, including Duck Tales, Metal Storm, Contra, Megaman 2, Castlevania III: Dracula's Curse, and Metroid.



Mock Up Update

Posted on January 10, 2010 at 15:38

Made myself a new website:


So I started the Hundred Push Ups Training Program last week. Now I'm on week 2, day 1, column 3. After the first day I was so sore I couldn't move my arms past my hips, but nothing a little vicodin couldn't help.

Happy Birthday to myself.

Art Blog #2
Posted on December 29, 2009 at 21:10

I've been making some more sprites for an Advance Wars type game. Here's a helicopter:

Still needs blades and such.

Also I made a Secret Santa gift for someone at Pixelation. My secret santa-ee requested a NES mock up with a hot scientist girl and a dog with floppy ears wearing aviator garb. So that's what I did:

Screw thumbnails.

Game Maker 8
Posted on December 22, 2009 at 16:12

Game Maker was just released: Link
Hooray for alpha transparency.

In other news...

LOGO (new!)
Posted on December 05, 2009 at 16:51



In Action:

Fred at the GMC opened up a thread asking for logo suggestions / improvements. So I suggested something like this:

New Game Maker Logo
Posted on November 28, 2009 at 00:03

The wonderful people at yoyogames decided to update the old game maker logo with this new and 'improved' one:


Some feedback:

"This is literally like a piece of my childhood is being destroyed."

"Smilies carry feelings of banner ads that talk to you if you accidentally move your cursor over them."

"Oh Hell No."

"It looks like something a noob would come up with. And if that is modern than so is the Queen of England. "

I'm Black
Posted on November 10, 2009 at 23:18

(I did the airplane bit)

Posted on June 27, 2009 at 20:44



Not made by me

(Pixeljoint) (Pixeljoint)






Why the GMCG will Fail
Posted on June 25, 2009 at 00:20


Look at what's hot in the graphics section:

And in Project Discussion:

In 64DCG news, activity has seemed to slow a bit in the forums, but I've revised the main character's sprite from


The End.

The Poppenkast: 2 Hour Compo
Posted on June 08, 2009 at 17:52


Try to lasso the cows and unlock the different ranks.
Controls: Click

The Poppenkast: 1 Hour Compo
Posted on April 09, 2009 at 02:08

Decided to make a game for The Poppenkast's 1 hour compo:

The theme was Tragedy, so naturally I made this:


2 Week Game Collaboration!
Posted on April 05, 2009 at 22:24

While trying to think of things to do over spring break, I came up with the idea to organize a collaboration of 64digits members to make a game in two weeks.

Here's how it'll work: a team of 14 members (or less) will be split up into programmers and artists. Each member will have 24 hours to work on his/her part of the development process. The next member on the chain will pick up the project where the last person left off, and so on.

It's sort of like a game of telephone, only it's drawn out over 2 weeks and thousands of miles. It'll be interesting to see the end result.

Sound fun? Maybe it will be, only if I get enough interest.

Here's a schedule (subject to change w/ suggestions):

Day 1: Overall design: genre, mechanics, story etc.

Day 2: Character Design/Spriting
Day 3: Enemy Design/Spriting
Day 4: Character Animation
Day 5: Enemy Animation
Day 6: Background Tiles
Day 7: Music/Sound Effects

Day 8: Engine
Day 9: Engine
Day 10: Engine
Day 13: Special Effects?

Day 14: Put it all together!

Where have I see this before?

8-Bit Jesus
Posted on December 14, 2008 at 16:47

Haven't blogged in while.

I can see my draw_polygon example didn't go over too well :| . I'm itching to start a new never-to-be-finished game, but I don't have any ideas.

For Christmas I 'm getting a Guitar Hero World Tour band kit for Wii. I can't wait to own my little brother and then smash my guitar in his face. Good times...

Got a new computer the other day. A Dell Inspiron 530s with 4GB RAM to be exact, which is a four-fold upgrade from my last PC. I can actually play 3D games. Hooray.

Speaking of 3D, I've been playing Combat Arms lately, good game for being free , even though it's Korean (I guess Korean games are bad?).

<<Made myself a new avatar.

Got to go eat some dino-nuggets. Bye.

My contest entry so far.
Posted on October 23, 2008 at 21:51

Making myself one them good ol' farming/tower defense games.

I don't know if I'm going to finish before Halloween, but even if I don't I still plan on continuing it. Basically the point of the game is to accumulate money by growing pumpkin plants, while at the same defending your crops from zombies and what not. As with most zombie-themed games, I 'm going to put as much gore as possible \o/

I've been working on my team's site: . This is the first web-designing I've done so I had to learn the basics of html and CSS along the way. The graphics were made in Gimp.


I am winner.

Website Design
Posted on October 04, 2008 at 01:26

I haven't been here for a while. I lost motivation to do the whole reading of pointless blogs and clicking on random users' thing.


I'm creating a website for my team. I'm able to do the graphics and design part (even if it is generic Vista-lized shiny stuff), but I have no idea how to the programming part. All I need for the website are links that change images when hovered and page borders/frames.

Some buttons.

GM-wize, nothing.

Also, what happened to Polystyrene Man? :'(

More Shiny, Less Clashing
Posted on July 28, 2008 at 02:34

Here you go serprex:

Procedural Glossy
Posted on July 25, 2008 at 17:41

I've been experimenting with primitives and blend_modes to generate different styles to use for the interface of SpiritLess, but in the end I decided to use a glossy look:

(Completely procedurally generated, btw.)

How does it look?

For anyone interested, I estimate that the game is 8.306% completed.

I was bored so I made this:

+2 pts. goes to whoever can guess the sport. Now I want to make a game with it. >.>

I searched for some other games that also had procedurally generated graphics, and I found this: . The game is an FPS and all of its models, textures, etc. are completed generated by code. The amazing thing about it is that it's file size is only 96k!,+the+universe,+and+everything&

"Our galaxy weighs three times 10 to the power of 42kg - a number written as 3 followed by 42 zeroes, which has echoes of author Douglas Adams's fictional answer to the question of life, the universe and everything in his series Hitchhiker's Guide to the Galaxy."

Also, I made a new banner.

SpiritLess is still SpriteLess
Posted on July 18, 2008 at 21:36

Well, I just finshed the core battle engine (turns, basic attacks, health etc.). A lot more still has to be done, though. Here's the updated GUI:

At the moment, the robot looks quite bland, but I have been working on a simple script that will procedurally shade the robot according to its position and how far away it is from different lighting fixtures. To accomplish this, I'm beginning to realize that I may need to use primitives instead of draw_rectangle_color(). :/

At the beginning of the game's development, I wanted the story to start with the main character dreaming of a colorful flower, making him realize there is more to his monotonous life.

A week ago, when I was playing around in the draw event, I made this code:


col = make_color_hsv(i*2.4,240,210)




Which made this procedurally generated flower:

Here's a link of it animated:


SpiritLess Summer
Posted on June 29, 2008 at 16:54

Here's a screenshot of the interface I'm working on for SpiritLess:

I made a video to document my progress:

The game's graphics will be entirely made in the draw event and will not use any sprites or other image files.

I've also been creating and designing some terrain tiles for another outside project that I think has already went down the drain.


My summer has been relatively uneventful so far. The only thing I've done other than sitting at home procrastinating doing my summer reading is playing golf -- which I've never really done before. It's actually a lot more fun than it looks on TV but also a lot more difficult. The only other thing I have planned is going to the Six Flags park in Vallejo, CA with my friends.

I'm ready for a new competition.

Quote from the GMC:

I Have Big Problems With My Mmorpg Platformer., Name still undecided

First: I cant get the other players to goto the places there at on there side.

Second: i cant get my chat to scroll.

Third: My server keeps freezing btw I'm using the ("-0NL1N3-") engine

Fourth: I can not get my characters to be somewhat custom.

Fifth: I'm using masks to get my character to run smoothly but After I used this function it wont run smoothly "mask_index = 2;"

Sixth: My name for the Robot Platformer MMORPG

If you need any more info just ask.

P.s This post would be better if I didn't need to go!

Posted on June 07, 2008 at 17:59

Quote: GMC

i need a script that could do division by zero, because im sick of making 2 copies of the same script exept one that can divide when a variable is zero.

Posted on May 27, 2008 at 15:54

SpiritLess will be spriteless.

V2: Full Body Running Animation
Posted on May 13, 2008 at 20:25

I have just completed the 2nd version of my fully automated, spriteless, running animation. I 've decided to release it as an EXE 'cause I'm thinking about making game using the engine.

I still have to do a little more tweaking on the pelvis. After I 'm finished I think I'm going to try to do a walking version, which is a completely different motion in its own right.


I've also made a couple of pixel art pieces (click on them for details):

I made this for pixeljoint's "Monkeytar Fad"

This was done for the Meta Challenge using this Palette:


- EXE -

Formula for Running Animation
Posted on May 11, 2008 at 16:49

I was inpired by Excalibur333's platform example to try to animate a running cycle using GML.

I first used Excalibur333's code as a base for the person's upper leg animation:

//Right upper leg
angle[0] = 270 + (50*(sin(incr[0])))
end_x[0] = x + lengthdir_x(50, angle[0] )
end_y[0] = y + lengthdir_y(50, angle[0] )

//Left upper leg
angle[2] = 270 + (50*(sin(incr[2])))
incr[2] -=0.2
end_x[2] = x + lengthdir_x(50, angle[2] )
end_y[2] = y + lengthdir_y(50, angle[2] )

After studying how a human runs and many hours of trial and error, I came up with the lower leg's animation:

//Right lower leg
angle[1] = 310 + (50*(sin(incr[1])))
end_x[1] = end_x[0] + lengthdir_x(50, angle[1] )
end_y[1] = end_y[0] + lengthdir_y(50, angle[1] )

//Left lower leg
angle[3] = 336 + (50*(sin(incr[3])))
incr[3] += (50*(sin(incr[0]*-1))))/1000
end_x[3] = end_x[2] + lengthdir_x(50, angle[3] )
end_y[3] = end_y[2] + lengthdir_y(50, angle[3] )


foot_x[0] = end_x[1] + lengthdir_x(20, angle[1]-130 )
foot_y[0] = end_y[1] + lengthdir_y(20, angle[1]-130 )

foot_x[1] = end_x[3] + lengthdir_x(20, angle[3]-130 )
foot_y[1] = end_y[3] + lengthdir_y(20, angle[3]-130 )




/Body Placeholder


I still have to do the arms, body head, etc. I may also try to do a walking animation as well.


Even More Fighter Sprites
Posted on April 21, 2008 at 01:07


<--- Which one is better?

<--- weird legs.

<--- Finished Idle

Still to be done:

- Left Jab
- Left Hook
- Right Upper-cut
- Right Hook
- Walking Cycle
- Special Moves


If you haven't already noticed, I didn't submit the game I was working on for the ompetition. The reason: I suck at level design and I'm lazy. I guess all those piggies will go to waste :( . Back to work on Mo'W and various other projects that I won't mention because I know I won't finish.


On Friday my team beat De La Salle High School (the school that had a 151 game winning streak in football) 10 to 9, bringing our record up to 5 - 0.

<--- Me clearing the ball

Competition Screenies
Posted on April 05, 2008 at 16:25

As you can see, a lot has changed since my last blog.
-For one, the pigs follow you instead of the walking pills.
-Now the game is based more on exploration/finding than shooting.
-The character sprite has changed dramatically.
-The disease is not called "Health" anymore.
[Various other changes have been made.]

The way I'm going to integrate health is by using it sort of like a time bar. The pills you give the infected pigs only last a certain amount of time and so if the time(or "health) runs out, they become infected again.

Competition Game
Posted on March 27, 2008 at 21:39

Above is the title screen for my competition entry, Swine.


You are a scientist living on a distant planet where the "Health Disease" is spreading throughout the land, infecting the many pigs that roam the grass-covered hills. Because you need pigs to test your experiments on, you invent a cure for the Health Disease and fit the pills with metal legs to join you in your journey of total vaccination.


Swine is a platform-shooter with elements of the games Pikmin and my other project, Mo'W. You will use the pills that follow you to shoot at infected pigs, decreasing the "Health" bar which indicates the prominence of the disease on the planet.




Because I have to use music I made myself, I was forced to use my Jungle song. (the only complete song I've made.) HERE The bass sounds on beats 1 and 3 are to help keep time since the game is based on pressing the right button at the right time.

Posted on March 21, 2008 at 18:28

Has this ever happened to you?
After spending good portion of you're life on an engine, you come back from a break and gaze up at the wall o' code on your monitor. You are disgraced to see how horribly organized and commented your code is, and you suddenly realize, "What the fu-- was I thinking when I made this?" Immediately you revise your code only to realize your previous version was better.

(Blog designed for people with short attention spans.)




<---- Twitchy Arm


[No new graphic updates, but I'm planning on anti-aliasing the jagged lines on my sprites.]

AI News:
- Finished simple infantry enemy AI.
- Finished player's AI for attacking and advancing

Up Next:
- Retreat AI
- Ranged enemy and player AI

-Uber Actions
| Uber Break
| - Uber Attack: Air Strike
| - Uber Advance: Helicopter Pick-up
| - Uber Defend: Force Field
| - Uber Retreat: Helicopter Pick-up

[If anyone is interested in beta testing in the future, PM me.]

1. First idle or second idle?

Ctrl - Z
Posted on March 16, 2008 at 19:40

You know you've spent too much time on a computer when you spill milk and the first thing that comes to your mind is "edit, undo"

This has happened to me many times after longs periods of MSPainting, but I always thought I was going crazy until i read the above in someone's signature. Has anyone else experienced this phenomenon?

March o' War

Since all other long video game titles have acronyms, I might as well give my game one. March o' War is now officially: Mo'W (the apostrophe gives it a little flare). I guess I could say the game has progressed quite a bit, enough for me to create a tech demo that is.

Now that I've got the basic rhythm engine coded, I'm now going to move on to AI, something that I have not yet attempted at this large of a scale.

The other day Lethal decided to help me in creating some backgrounds, texts, and other graphics that require the use of another program other than Paint.

Here's a background he made:

I also got Brawl yesterday - 10 consectutive hours of gameplay logged (I even unlocked one of the game's features for doing so XD )

Does this make sense?
Posted on March 05, 2008 at 00:49

One of the questions asked on Juju's blogs:

Should you stick with your original choice or switch?
Juju: You should switch. I don't actually understand why.

Here's why:

Assume you had 3 face-down cards to choose from: 2 of them have goats on them and 1 of them has a car. The card you pick represents the prize you will receive.

You pick your card and then you are given the opportunity to switch your card for one of the other two.

You have a 66.6% chance of your card being a goat, and 33.3% chance it's a car. If you were to switch your card, assuming you did have a goat picked, the chance of picking a car is now 50%. So you should switch your card.

March o' War News

Things I have completed:

-Rhythm System (determines what score you get depending how close you are to the beat and how accurate you are in pressing the right keys.)

March of War
Posted on March 02, 2008 at 01:48

Above are sprites from yet another new game I'm developing called March of War. It's a game inspired by the PSP game, Patapon. The game is rhythm-based with elements of strategy mixed in. The player controls their army by pressing different combnations of keys for different actions the player wants the army to perform, including attack, defend, andvance, or retreat. The game is like Guitar Hero in that the player must press the keys at the right time in sync with the beat.

While Patapon is based around a tribal setting, my game is set in the WWI era. The story is pretty early in development but basically your army is fighting a war against an evil army. You will need to upgrade your units to be stronger an to get better weapons. The ones shown above are the default forms of the units, so they might seem a little bland.

I'm also planning to put an "Uber Mode" which you will have the option to use once you have strung together enought combos. In uber mode you choose whether to use an uber attack, defense, retreat, or advance. An uber attack will send a stealth bomber-airstrike to the designated area. An uber defense will set up a dome-shaped force field around your army making you temporarily invincible. And an uber retreat and advance brings you hellicopters in which your army rides either away from or towards your attacking enemy. (BTW, the uber in the name allows these technoligies to exist before the have been invented =p)

That is all. At Ease.

Idle Animation
Posted on February 09, 2008 at 21:32

New update from the fighting game I talked about in my last blog. I've just completed version one of an idle animation. I still have to animate the shoes, arms, add folds in the shirt, etc.


Here's version 2:

It seems like most the submissions of the competition seemed to have a dark, depreesing atmosphere. Personally, I enjoyed nighthawk's and Theo's games the best, but PY's game seemed the most creative gameplay-wise. If it had a little more graphical style, and better level design, I would've voted for it.


1. Which version do you like better?


Hope that's enough.

Idle Animation
Posted on February 08, 2008 at 13:32

New update from the fighting game I talked about in my last blog. I've just completed version one of an idle animation. I still have to animate the shoes, arms, add folds in the shirt, etc.


Here's version 2:

It seems like most the submissions of the competition seemed to have a dark, depreesing atmosphere. Personally, I enjoyed nighthawk's and Theo's games the best, but PY's game seemed the most creative gameplay-wise. If it had a little more graphical style, and better level design, I would've voted for it.


1. Which version do you like better?
2. Are you looking forward for the game's release?


Hope that's enough.

Fighter + Jello
Posted on January 30, 2008 at 22:25

A couple days ago, Zipper Head and I decided to make a scrolling fighting game, (like Street Fighter). Our game will have both fighting and platforming elements, to add strategic qualites to give variety, etc. ZH will be doing the programming/story and I'm doing the graphics. I already have a "concept" sprite completed and I'm quite happy how it turned out.

Now the real challenge is to animate it.

As you probably know, one of the main challenges of game making is to actually finish the game. I'm pretty confident (or maybe just hoping) that this one will be completed.

I hope Zipper Head is ok with me blogging about this :/


I also made some walls for Twinsoul's Jello Puzzle game.

Each one has a different function (ie: breaking, sticking, exploding, etc) which I will let Twin decide on. I haven't seen him on for a while, though.

That's all I have to say.

I love playing the sax morally
Posted on January 23, 2008 at 22:19


It's been a long time since I last blogged.

Random Updates

For those who remember Pierre's Cafe - I've started over due to incredibly disorganized scripts.

I've started a Isomtric RPG Tactics game (avatar) but as I get more and more deep into isometric motion planning, I'm starting to think I'm going to fail miserably.

Pixel Art




Sir Brock, Knight of Veggies


As for the title - it does have some relevance. I've made two midis one is Jungle themed song called 'Falling Fruit' and the other is a short melody called 'Le Mimic' (which features a saxophone)


Falling Fruit

Le Mimic

And plus the fact that I played the alto sax in my school's pep band today, orally.

Failed Example

The motion trail example I submitted was apparently a failure, but I'm determined to fix it by adding blending and multi-directional movement.


Bamboo Fun

The only thing I made with my tablet worth mentioning is my banner - even though it sucks shit.

Bamboo Fun☺
Posted on December 23, 2007 at 01:41

My Christmas presents. Hoorah.

[Wacom Bamboo Fun Graphics Tablet]

[Super Mario Galaxy]

Can't wait 'till I open my prezzies.
BTW There are 2 nights, 1 hour, 19 minutes & 26 seconds left until Christmas, but who's counting?

Game Maker-wise,

I've almost completed an archery physics example, which needs minor fixn's. It's probably going to be completed by tomorrow.

I just submitted an example which can be found in my Example Folder to the left. Try/Comment/Rate, please.

Fun Section,

1. What are the top (3) presents you're going to get?


3. Have you played Final Fantasy Tactics? If yes, how'd you like it?

4. For tablet owners: What model do you own, and how do you like it?

5. Have you heard the song "Bittersweet Symphony"

6. Have a nice day (night).

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