Visit our booth at Maker Festival Manila in Glorietta!

September 9, 2014 - 8:10 pm

10519575_271497563058234_880921328823570498_o

If you’re going to be around Makati on September 13-14 then please drop by at Maker Festival Manila! It is an event where content creators from different fields gather to show off their works!

We will have a booth at the event from where we will showcase Escape of the Minibots and Pop Puff and Away! So be sure to drop by and say hi!

 

“This Way!” postmortem and the best thing about finishing Ludum Dare

September 1, 2014 - 10:08 pm

Note: This game has already been improved and renamed to Pop Puff and Away! Check out the latest version here!

I cringe every time I watch people play my LD entry.

I saw people taking a long time to figure out what to do. Some never got it at all. Those who did, saw potential. Potential that could have been realized if it were not for the horrible design decisions that I’ve made in an effort to make it more fun.

I wished I had more time so I could have improved it some more.

Capture2

But that’s the thing. I realized that without Ludum Dare’s really short time limit, I would not have finished a game, I would not have gotten feedback and criticisms, and I would not have learned anything at all.

The trick is to accept what you’ve made, learn from it, and move on.

(Click to read more…)

Posted under: Pop Puff and Away!

Escape of the Minibots Gameplay Video (8/14/2014)

August 17, 2014 - 11:53 am

I’m prepping the game for Steam Greenlight. For now, here’s a short video of the current build of the game.

Learn more about the game by clicking here!

Development of Escape of the Minibots has resumed!

August 12, 2014 - 11:24 pm

I have been working on Escape of the Minibots on and off for the past four years. I halted development last 2013 when I got a job at Indigo Entertainment but picked it up the development again recently.

I’ve made a lot of improvements on the engine, level editor and replay feature. I’ve also managed to squeeze in some visual upgrades as well such as scanlines and level borders as seen below.

But probably the biggest news is I finally managed to create a logo for the game. Finally!

minibots_logo_square_182px

It turned out pretty great that I went ahead and redesigned the logo for my site as well:

website_logo

More will be coming soon. Hopefully, this sprint would last long enough so we could see release on Steam Greenlight in the coming weeks.

Learn more about the game by clicking here!

Posted under: Escape of the MiniBots

Source code for SudokuBoy released!

April 16, 2014 - 11:30 am

After a long time of searching through emails, I finally found the source code for SudokuBoy, a game that I made in Assembly Language back when I was in college.

The reason for unearthing it from its grave is because for the past few weeks, I have been getting requests from people (I’m guessing mostly students) to share the source.

Keep in mind that I did not make any changes to the code. I am not even sure if it is the latest or even if it works at all. But at least, I am hoping that these snippets can help people get an idea on how such a game can be built in a very low level language such as Assembly.

To those interested, I have included the source code inside the downloadable zip file found at the bottom of this page. Please do not forget to read the read-me for details and instructions.

I hope that this helps!

Posted under: Blog Post Technology

Feedback Friday: AI Tweaks for Dice Kingdoms

April 12, 2014 - 12:40 am

I have been working on Dice Kingdoms on and off for the past few months. I am at the polishing stages now and I am in need of feedback with regards to the AIs of the game.

DiceKingdoms-1

Try out the game here.

Dice Kingdoms has 4 different AIs.

  • Normal AI – Your basic AI behavior. Picks attacks where he thinks he can win.
  • Cautious AI – Only selects attacks that has a higher chance of winning
  • Defensive AI – Amasses huge armies before making their attack
  • Aggressive AI – Likes to take risks

Quick guide

  • To see what type of AIs the enemies have, just press the pause button

Feedback I am looking for

  • Is the AI too easy or difficult?
  • Can you easily see the strategies the AI are using?

Short Description of the game Dice Kingdoms is a game based on one of my favorite browser games called DiceWars where you capture other territories through dice rolls. Kinda like a simplified version of Risk.

PixelArt-Dorm

March 18, 2014 - 8:28 pm

Posted under: Art

DiceKingdoms – Update 1: Laying out the Land

November 30, 2013 - 2:34 pm

This article is a part of a series of posts detailing the development of the game DiceKingdoms. The aim is to demystify the world of game development by showing what goes on when making a game. Effort is made so that everything is easily understandable by non-developers but still contain some juicy technical stuff for those who are.

So the first step to recreating DiceWars is that we need to lay out the land.

For this game, we use hexagonal tiles instead of squares. This means that laying them out side by side won’t give us the results we are aiming for:

PlayAreaSideBySide

If we want the tiles to look similar to the one in DiceWars, we need to change the placement a bit. It’s a good thing that I learned a thing or two from my game Complexitivity on hexagonal tile placement.

hexaTilePositining

The trick is to reposition the tiles depending on their column number. If a tile is on an even column number we reposition them a little bit to the left and up. The diagram above shows 2 and 5 have been re-positioned because they are on column number 2. Just repeat this on all the columns and we will end up with:

PlayAreaStart

(Click to read more…)

DiceKingdoms – Intro: Gearing for Battle

November 24, 2013 - 10:15 am

This article is a part of a series of posts detailing the development of the game DiceKingdoms. The aim is to demystify the world of game development by showing what goes on when making a game. Effort is made so that everything is easily understandable by non-developers but still contain some juicy technical stuff for those who are.

As mentioned in my previous post, I will be working on a new gamedev hobby project based on the game DiceWars. But instead of being a browser game, it will be targeted towards mobile phones. The game will be called “Dice Kingdoms”.

But before I can begin working on something, I need to equip myself with tools that can take on the job. In this case, these tools will come in the form of a game development frameworks and/or game engines.

tools

While certainly kid-friendly safe, these wont do.

While there are some people who would just pick anything and make something great out of it. I tend to prefer thinking things through. I do a lot of research and test each one to see if they are a good fit to the needs of my project.

Alas, after a lot of thought (and a couple of tinkering with sample projects), I ended up with two these two:

  • Cocos2D-X with Lua, and
  • HaxeFlixel

(Click to read more…)

DiceKingdoms – Intro: A War is Brewing

November 23, 2013 - 9:06 am

This article is a part of a series of posts detailing the development of the game DiceKingdoms. The aim is to demystify the world of game development by showing what goes on when making a game. Effort is made so that everything is easily understandable by non-developers but still contain some juicy technical stuff for those who are.

For the past few months I have been working hard as a professional game developer at Indigo Entertainment. While the job is certainly a lot of fun there is a part of working on your own games that I really miss. And that is the freedom to do whatever you like. And so, I have decided to embark on a new hobby project.

Let me start by prefacing that I have started numerous projects before that never got finished. This one might not be an exception. It may get released or it may end up half-finished. Either way, I will be logging the development so we can have something to look back to and read, and maybe learn a thing or two along the way.

Alright! So what are we making?

dicewars

DiceWars is a flash game made by a certain Taro Ito from Game Design Japan. It has fairly simple mechanics that is described by others as a simplified game of Risk (Yes, the board game. Which I have not played so I’m taking other people’s word for it).

It’s simple, fun, and easy to pick up. It works well as a online browser game but I have a feeling that it would also work on mobile phones where you can wage wars between breaks or while you are in the John.

(Click to read more…)