Development on Detective Rizal halted

August 15, 2011 - 7:02 am

I would like to apologize to everyone who have been waiting for the release of Detective Rizal. Development of the game has been temporarily halted as I am currently bogged down with an important game development project as part of our school curriculum.

When will I plan to continue development? I can’t really say for sure. Since I’m already on my final year of college, I am focusing all my efforts to finish my studies. Maybe I’ll continue once I finish the project I’m working on right now. Or maybe when I find the time during a school break.

How much is left for full completion of the game? I’m already done with the game engine so the only thing left are a couple of art assets, the script, and the coding. So I’d say still around 35%-40% until completion.

What is this development project I’m currently working on? It’s for our Software Development class where we were asked to create our very own Facebook game. Development is expected to span for a few months. I’ll start posting more details on this blog soon for those who are interested to know more.

Feel free to leave you comments below.

New Teaser Trailer for Detective Rizal and the Jaded Ruby

June 9, 2011 - 6:49 am

Here’s a teaser trailer I’ve made for my upcoming game, Detective Rizal and the Jaded Ruby.

Learn more about the game by going here!

Posted under: Blog Post Preview Videos

Global Game Jam Entry: The Pacifist

January 31, 2011 - 1:58 am

This is the game that my team and I have made during the Manila Game Jam 2011 held last weekend.

Take note that this game was only created in 48 hours! So there are still some bugs and problems in the game. Don’t worry we will be fixing them soon.

Game Description:

You take control of a boy who needs to go through a forest full of endangered species in order to get home. You remember your mother’s warning that you should never hurt or kill any animals as they may become extinct and respawn as ghosts and haunt you forever.

The game highly discourages killing. If you happen to kill an animal, they spawn as ghosts and try to exact revenge by preventing you from reaching your goal. The more ghosts there are, the harder the level becomes.

The levels are designed so that you will be forced to making decisions on whether to kill an animal or not. There are times when killing, makes things easier. There are times that it doesn’t. It’s up for you to decide what choice you make.

Videos: Cute Little Witches

January 20, 2011 - 9:14 pm

Here are some videos of me digitally inking my very first character concepts for the game Battle Witches. They won’t be in the final game though so I figured I’d give them their shine on the spotlight here on my blog.

While you’re at it, please subscribe to my Youtube channel! From there, I will be posting a lot of videos on the development of my games so be sure to check it out!

Took on another project: Witch Battles [Tentative Title]

January 18, 2011 - 1:56 pm

Yes, I am quite aware that I already have an ongoing project in the oven but this one is too special to pass up.

The TigSource Forums has just recently started their newest compo with the theme “Versus”. It’s a theme that has the community coming up with really cool ideas on having unique multiplayer games both offline and online. Since there are a lot of benefits in joinging compos (learn new stuff, exposure, collaboration) I decided to jump in on the bandwagon as well.

However, for this project, I won’t be doing it on my own. I have teamed up with another TigSource member, Aik, he’s gonna be doing the programming while I do the art. I was initially planning on doing it solo but since I lack the knowledge on how to do online connectable games, I decided that collaborating is the best option for me. Furthermore, this arrangement would still give me time to finish my own game.

So far everything is looking great. Aik and I have come up with a really unique game idea and we’re really excited to get started. We already have the basic concept down but we still need to flesh it out before we reveal more.

So stay tuned! I will be posting more about the project here along with Escape of the Minibots.

New site design!

January 16, 2011 - 11:16 am

I decided to make a new design for the site as a preparation for the reveal of the game I’m currently working on.

If you’re reading this post from a feed reader or somewhere else, I suggest that you go and check out the site as the new design contains some elements that can be found in the game. It’s more like a sneak peek of what you should expect.

Here’s a before-and-after shot

Woah! Look at those things on top! Kewl!

The header might be a little too lacking now, but I’ll be sure to add more stuff there as soon as I get around to designing more art assets. For now, that would suffice.

I’ll start to post details on the game starting tomorrow so stay tuned!

Posted under: Blog Post

They’re coming…

January 6, 2011 - 10:47 am

Yep, it’s a new game I’ve been working on that I started last September.

I haven’t revealed anything until now because I want to make sure that all the basic stuff (like mechanics, etc) are ironed out before making it public.

Expect a post with details about the game soon. For now, I need to get some sleep. Zzzzz…

Posted under: Blog Post

Manila Game Jam 2011

January 1, 2011 - 1:56 am

Game jams are a frequent sight in the indie game development scene. To those who are unfamiliar, A “Game Jam” is a term used to refer to meetups where game developers of all fields (game designers, programmers, audio designers, artists, etc) get together and create a game for a pre-determined amount of time, in one whole day, or in a weekend.

Here in the Philippines, game jams are quite  rare. I always get a little envious every time other places hold their own game jams as I’ve never been to one. For the longest time, I’ve wondered what Game Jams are like and if ever I would get to take part in one.

Well, I won’t be wondering any longer as this January 28, IGDA Manila, in partnership with UP-ITTC will be holding the Manila Game Jam!

The Manila Game Jam is a game making event in tandem with the Global Game Jam, an event where numerous sites around the world simultaneously make games in a huge game-making exercise!

So if you are a game developer or even an aspiring one, and you are free this January, then I advise you to check out the Manila Game Jam. Check out their website for more details!

And yes, I will be taking part in the event! Feel free to holler at me. ;D

Posted under: Blog Post

SudokuBoy: A Sudoku Game Developed in Assembly Language

December 15, 2010 - 11:40 pm

Update (4/16/2014): Included the source code of the project inside the zip file. Please take the time to read the read-me!

Here’s a game that my group and I have created for our Assembly Programming Laboratory as our final project.

It’s a simple Sudoku game that has all the features you’d expect from such a game but with more features like:

  • Error checker – Clicking the “Help Me” button will highlight all the incorrect answers that you have entered so far
  • 99 Puzzles – Lots of puzzles to choose from with varying difficulties! We have 33 Easy puzzles, 33 Medium, and 33 Hard.
  • High Scores Page – Each Puzzle has its own High Scores page. The ones with the fastest times are displayed here.

What’s so special about this game? Well, it’s made entirely using Assembly Language!


Only works on 32-bit Windows.

Posted under: Blog Post Created games

Trapped in Time Poster/Logo

September 7, 2010 - 1:39 am

I decided to take a short break from all the game making and created a poster/logo for TiT.

The artwork came from a sketch I drew while I was bored. It actually turned out great so I had it inked and voila! Although there are no Rose thorns and leaves on the game, I decided to leave it there since it looks nice. Hey, not everything on a box-art ends up in the final game, right?

Click on the image to make it bigger.