Thursday, August 15, 2013

How I do it.

So I've compiled quite a bit of feedback from people this week. The first order of business is to re-work the map interface. Many people have been talking about changing the animation and using the buttons to reinforce the main game mechanic. So... I'll totally do those things. Here's the first thing I do when I'm working on a system. I think about it. Then comes the sketch of the re-work on paper. This is a most valuable reference in the context of this feature. Image related.

I love paper. Soon I'll be out. Gotta get more. 

Monday, August 12, 2013

So we're rolling forward again.

Got some real good feedback over the weekend. Right now the return rate of feedback to add to the game is in the 'hood of 10% or so. I expect about 3 times as much a week from now. Lately my wishlist has been thin. But with this feedback there are some good things that I'm going to move forward on after this post. If you haven't checked it out yet please play the game and send me a message/leave a comment with your thoughts. You can catch it on the games tab or you can play it here:

Help us get to beta. This game could always be better. But it's UP TO US! 

Sunday, August 11, 2013

Coffee Stain Art Week #6

This week we have what used to be a tarantula. Underneath Thomas the train engine. There is also a curly mustache. We're using the President Obama birth certificate mug. 
What do you see?

The more you know.

So we've begun to do mass testing of HTUR! It's going real well so far and I look forward to as many insults to my work as possible. Also been busy making a nerdcore album. Because I really love those dudes. We're gonna kick off the week with some new features based on the feedback from our testers. If you want to be a part of the beta experience please email me angrycrow at Gmail dot com! Thanks!

Friday, August 9, 2013

Ramen Review 007

As the name implies this is number seven of what could be hundreds of these. As of this post my ramen supply is out. But I still have some good things to say. This is the "Fresh Soup Noodles Creamy Tonkotsu". I held out for a long time on this one. I have to say still that the broth while creamy is a little bit sour and doesn't quite deliver the same experience has the big yellow bowl from weeks past. Next time around I'll know to not put such a large weight/wait on such a small package. Comes with dried seaweed and green onions and of course a package of slightly sour tonkotsu concentrate and a sealed bag of large squishy noodles that somewhat smell like playdough. I'm gonna go ahead and give this one three asterisks. Ramen safe everyone. 

Sunday, August 4, 2013

Coffee Stain Art Week #5

This time we are using the Dunkin Donuts Drives MA mug.
We have what appears to be a joshua tree under the stars. Or perhaps an angelfish navigating through the sea. Likewise it could be a Protozoa searching for food particles in the form of smaller near shapeless lifeforms. What see you ?

Saturday, August 3, 2013

Time for the talk.

I had a little pow-wow with my buddy Cislunar the other day. We uncovered some serious bugs in HTUR and I'm tackling them this weekend. Not to go into too much detail but I have encountered what is known as a showstopping bug. In this case. Once you get a game over and restart the game. You won't be able to move when you start up the first level. The other bug. The INVINCIBILITY bug .. also came as a surprise. I'm really shocked. I feel like a total of perhaps 50 people have played this game in its infancy and yet I've received little to no feedback as to whether the thing is broken or not. I am immediately disqualified as a tester because when I go back and play the thing for the three-thousandth time, It's to check on specifically if a feature is working or if I still have a bug to take care of. Ummm... Recent news.... I've completed the second track for Cislunar's upcoming artGame called "Spark Of Life". I plan to do between three and six more tracks for his game before his dev cycle comes to a close. You can check it out here! : 

Sunday, July 28, 2013

Coffee Stain Art Week #4

Don't you love it when you're right about the number scheme you're using? I do. 
We have what appears to be an under water rollercoaster. A flaming manta ray that is collecting ballons. The elephant ballerina. Some other forms of extinct animals. And children with mustaches. 
What do you see? 

Friday, July 26, 2013

I asked shorty if she wanna get inside. She said might as well.

HTUR !!! 

Is ready for show. The demo is up on r/breakmygame and.... I'm taking the day off! But please check out the project if you haven't already. Also thank you +Vinny Parisi for hosting! 

It's time ( part one )

To sleep. If you get a minute check out the games tab. There have been about 20 new builds of HTUR in the last two days. I'm running on fumes basically. It's not a bad game after all. People seem to like it. But What do PEOPLE think? Anyway. I'll update soon. Waiting and restless and all that stuff. It took me about seven years to get over the artists postpartum depression. Now I'm ready to let go of all that. Continue to fight like we used to do. Above all; make stuff for the sake of stuff being made. 


Monday, July 22, 2013

So. Here's the plan.

I've got quite a crunch this week. I'm adding another dimension of mechanics to HTUR and optimizing as I go. You can play the new version in the Games Tab as usual. Basically this is a whole other game. If I had the time to enumerate all the things that I've learned so far on this project ( as we reach the halfway point ), I absolutely would. Maybe I'll have the time to do a recap when the project is through. But as it stands I'm pretty booked till the end of the year. Travel prices are going to suck. But I have faith in the hard work paying off. Take care you folks. Also check back in this weekend for the interview with IGXPro on HTUR. ( The reason for the crunch. Gotta keep the eyes on the prize I always say. Once you know your goal, all you have to do is take the steps to get there. Did I say peace?

Ramen Review 006

I know. It's too soon. Today we have ' fried noodle soup'. It's kinda the same. Buckwheat style noodle. Not a real distinct smell. But what I found interesting is a mint like leaf among the freeze dried things. Actually compared to the other day the noodle is really good. And wide so that it catches more soup in each fork. It's good. But not remarkable. It's fresh, satisfying. Yea.  Four asterisks. ****

Sunday, July 21, 2013

Ramen Review 005

I've been holding on to this one for a while. Right off the bat it's really miso-ey. That's a promising thing. Smells good and all. One thing that I don't dig on the appearance is the large 'fresh' noodles. Smaller would've been better methinks. Despite appearance the noodles are better than most and the re-hydrated seaweed is a fine touch. Ummmm.... it's a little sour. It separates the broth from the noodle a bit too quickly.
Gotta give this one four asterisks. ****

Coffee Stain Art Week #3

Again we see a Mickey Mouse figure. Possibly a dragon shooting the flames. The famed mouse appears to be giving the finger to the firmament. This was done with the graduation cut my head off mug. What do you see?

Thursday, July 18, 2013

Ramen Review 004

Today we have what appears to be another super big ramen. And I'm gonna shoyu like soysauce what I thought of the experience. It came with a little packet of oil along with the dried and powdered ingredients. Looks and smells like a serious shoyu style ramen however. It even has freeze dried fishcakes ( that sink to the bottom) but nonetheless deliver a semblance of the image on the lid. The noodles seem thicker than the tonkotsu counterpart from last week. Surprisingly it's a little less salty. I give this one five asterisks. 

Sunday, July 14, 2013


I've been nose deep in watching the entire ExtraCredits catalog all weekend. I discovered that it's actually kind of an amazing thing to be so far behind or out of the loop on something that you're interested in. There are 2 major reasons for this. One is in your pursuit of fulfillment in an area of interest. You will likely find expansive and relate-able materials that people somewhere are pouring their soul into. Second is the flip side of that journey. Where you feel like nobody is listening to your rant or appreciating the soul that you've put into the path that you're on. In any set of experiments you have to grow past the need for recognition and CONTINUE your adventure for the sake of the experience itself. As an artist my highest aspiration is for the internet to protect what I spew and the small links between those artifacts so that one day I will be discovered and explored by ONE PERSON. To eventually communicate by having a trail instead of taking every opportunity to gain a following. Sure it'd be nice to have been heard while I'm alive but the journey is rolling with the punches and acting on the inspirations that come along the way. All the while respecting each crest or valley for the moment that it exists in. I used to tell my circle to make stuff for the sake of stuff existing. Not for you, not for your audience, but as a contribution to our duty of representing reality and a spiritual nod between us and the moving mountain of inspiration that we choose to climb. I'm lucky to have shaken hands with a few of my living heroes. And pay respects to the past or distant hands that strengthen the climb. 

Coffee Stain Art Week #2

Using the Abbey Road Mug. 
We have what appears to be dreams of the flying spaghetti monster. There is also a wicked motorcycle Perhaps a man in a wheelchair, frowning, looking into the sky or blowing bubbles.
What do you see?

Friday, July 12, 2013

Ramen Review 003

This one ... yea. It's tonkotsu flavored. At first I didn't believe it but the broth alone certainly does the trick. It's fatty and kinda creamy. A bit more salty than the last 2 bowls. But it's savory. As good as I was hoping. This one's a favorite. 

I'll let you know if a bad one comes along. I promise. 

Return of the Games Tab.

If you saunter on over to the games tab today you can hear the first pass off the audio for the game. As well as one new enemy. Ummm.. I'll be working on some wishlist features for the game all this week and next. Don't plan to re-master the audio until after the game is more complete/balanced. We're 1/3 of the way there! This is turning out to be quite the adventure.


If you haven't checked out /r/breakmygame on reddit .... you're not missing much. YET!

We're going live as soon as we get 10 developers to post their works in progress on the site. ( HTUR is already there if you'd like to break my game. Please feel free. )

Uhh... That's it for today. Please come back around for more coffee art and ramen reviews.


Follow this blog on google plus or by entering your email at the bottom of the page!

Peace! \/\/\/\/\/\/\/\/\/\/\/\/\/

Thursday, July 11, 2013

Ican hakz.

Using tcl. My cat has made a Facebook robot that impersonated Satan. 

Wednesday, July 10, 2013

Ramen Review 002

Ahh the path of a thousand ramen. It was pretty darn good. Buckwheat style noodles and soysauce / miso flavor broth. The best thing about this was it came with these other packets including a sauce pouch, dried vegetables and a pouch of mushrooms! This is pretty close to delivering the image on the cover. This experience was twice as goo
d as the last! **

Pulling it all in.

Today we're going to get all the audio assets into the game with little script hooks. Make sure to check your OGG vorbis files in everyone! 
Let's see if I can get this player working... 

Monday, July 8, 2013

This week in HTUR Development.

I'll be working on the music as well as the sound effects. I should have everything I need implemented within the next six days or so. There are about ten songs in the game and about thirty sound effects. Umm... Here's a picture of what I'm working on today. 

Sunday, July 7, 2013

Instant Ramen Review 001

Smells alright. Seems to have a tempura vegetable patty. And buckwheat noodles. 
It's not too salty. The tempura thing gets real soggy. It all mixes together pretty well. 
Vague overall rating. Pretty tasty. 

CoffeStainArt Week#1

Using Dunkin Donuts Massachusetts Mug. 
There appears to be a drummer playing under the sun. The entire scene is watched by Pikachu. 
Could also be Mickey Mouse playing a bagpipe. 

Saturday, July 6, 2013

How awesome!

Thanks to top dog aaron u. He delivered the wild selection of ramen supreme.  A million thanks! 

Friday, July 5, 2013

So... Idea time.

I was wondering if any kinect hackers out there have implemented a sign language interpreter / trainer. Seems like a pretty obvious solution to me. Umm... Open NI anyone?

Wednesday, July 3, 2013

Im so proud of you!

LAPPO been about five years now. Keep on reaching for those cherries.

More checklists. Less Post-its. It's all good.

Enemy On horseback prototype ( grabs multiple slaves ). [ ] Enemy KKK ( destroys empty carts with torches ) prototype [ ] End of level slide out of the cave to view ‘end’ art [ ] ‘ticking’ Counters for level complete and game over screens [ ] Google Analytics Class implementation to track alpha and beta testers [ ] Level A and B scripts featuring variation in gamplay and difficulty [ ] FIX: Pin Up item effect, Make it fun. Perhaps add a material animation to enemy [x] Maybe add a enemy location notification to the top of the screen - OR - Better enemy AI > More engaging > More fun. Please. [x] FIX: Only use one moonshine at a time. [x] FIX: Screen press to force pressing alternately. [x] Add Scaffolding emitter prototype. [] Add Rubble emitter prototype [] Captured slave travels to slavers hand when nabbed. [] I'm on my stinkin way!

Monday, July 1, 2013

The "Camera" of game development.

This is a concept that I've been fighting with for a little while. I envision in my lifetime a tool where everything for a game can be generated in one place. Right now that all-in-one tool is called a "Computer". With any combination of software you have many options for creating fantastic interactive software. Will there be a tool in the future that encompasses everything in a game from project management to asset creation ? Is there even a need for such a thing considering the numerous options out there for developers already? The closest thing I can imagine is IdTech 5. Unfortunately I don't know anyone who's gotten a hold of that so I can't speak for its use. What do you think internet?



Saturday, June 29, 2013

Tryin like hard to now blow my cover.

I'm researching git this weekend. I kinda get it. But It doesn't make full sense to me yet as to how I'm going to organize this project. Still scritchin.

Mini project. Ionian typeface.

About twenty percent complete. 

Friday, June 28, 2013


All 4 of you people! We have HTUR alpha! We have new music for cislunars game. We have GPLocks Indie Project. THE ABUNDANCE!

New Projects coming around!

I've been talking with the google+ indie developer community. I think we're going to try and cook something up for the OUYA . We're still in the beginning phase of development. But I think it'd be quite cool to get people from all around the net to organize a project. I'll keep you posted of course.

Tuesday, June 25, 2013

Time for a quick break.

We're about ready to do the first round of item implementation.
I've done the moonshine.

ALSO! We got arrow key navigation for most of the game. Check it out!

Monday, June 24, 2013

GUI 100%

Dinner time!  /\/\/\

I can smell it!

HTUR GUI is 90% done.

Just need to make some buttons for the in-game state so we can start testing the items.

Todays post it :

Implement upgrade system , Item Spawning, Weight of slaves on cart. And we'll round it up with game mode camera zooming.

This list get's shorter everyday.

Check out the GAMES tab! SUBSCRIBE!

Sunday, June 23, 2013

GUI @ 80%

Check the link below. The UI is in place but not completely functional.
I should give the player some cash to play with at the start of the game eh?
umm... long story short.  Check out the link. Listen to the new tunes.

Saturday, June 22, 2013

Check out the GAMES tab!

My unity project builds and uploads to dropbox! You can play a new version of the Pre-Alpha Every day!
Sometimes there are multiple builds in a day. Watch as this game comes to life! I know nobody is reading this blog ... for now. But this is a good method for logging and stuff so I'm going to keep on!

Tomorrows post it notes:

Item Class
Shop UI Implementation
Player Upgrade Implementation
Item Implementation
Enemy Base Class test
Camera Zooming

Tie up missing ends. ( Game Over, Continue, Scoring )

See you there!

Thursday, June 20, 2013

Tired of donut holes?


HTUR UI/UX Design notes.

This is basically how its done. The left and right panels become the controls on touch devices.  Top shows state in game and bottom will show items. Its psychologically reinforced yo. From the outset.

Tuesday, June 18, 2013

Current Projects

Check out the new Game and 3d pages!

Also I'm workin on music for an art game by Cislunar. It's beginning to look a lot like a creative season!

Monday, June 17, 2013


New REBEL> Goodbye Love2d

function love.load()

-- GM Stuff 
 mode = "title" -- other modes game, map, store, end 

-- handcar stuff
 hcar ="handcar.png")
 car ="handcar.png")
 hcarB ="handcarB.png")
 x = 100  
 y = 288
 speed = 7 
 drag = 20 -- the amount we slow down every second. 
 isMoving = false;
 rhit = false
 lhit = false
 canL = false
 canR = true
 sql ="squeak.ogg", "static")
 sqr ="squeak2.ogg", "static") 
 brake ="break.ogg", "static") 
-- slavecar stuff 
 sico ="coin.png")
 scar ="scar.png")
 numSlaves = 5
-- enemy Stuff 
 enemy ="tyrant.png")
 take ="take.ogg", "static") 
 ex = -225
 ey = 100
 eRate = 25
-- background stuff 
 bg ="bg.png");
 bgx= 0
 bgy= 0
 -- tile background
 bg2x = 746
-- UI stuff
 score = 0
 vPos = 46
 vMax = 714
 trackLength = 15
 slaves = 1
 levelComplete = false
 gameOver = false
-- Map Stuff
 map ="map.jpg")
 tarOff ="markOff.png")
 tarOn ="markOn.png")
 nBtn ="headNorth.png")
 canStart = false
 cities =  { 
     { name = "San Antonio", dist = 40, cap = 2, x = 250, y = 420},
     { name = "Vicksburg", dist = 36, cap = 4, x = 385, y = 379},
     { name = "New Orleans", dist = 27, cap = 6, x = 415, y = 437},
     { name = "Atlanta", dist = 22, cap = 4, x = 511, y = 340},
     { name = "Savannah", dist = 19, cap = 3, x = 590, y = 378},
     { name = "Pittsburgs Landing", dist = 14, cap = 2, x = 433, y = 313},
     { name = "Petersburg", dist = 10, cap = 1, x = 628, y = 241}
 location = "*****"
 capacity = "*****"
 distance = "*****"
 -- yea! The ol curtain. 
 curtAlpha = 255


function love.keypressed(k)
   if k == 'escape' then
   if mode == "game" then 
    -- managed to get some control in here let's gate it up! 
    if levelComplete == false then 
     if k == 'right' then 
    rhit = true;
     if lhit == false and canR then 
      x = x+speed
      isMoving = true
      canR = false
      canL = true
     if k == 'left' then 
    lhit = true;
     if rhit == false and canL then 
      x = x+speed
      canL = false
      canR = true

function love.keyreleased(k)
 if mode == "game" then
    if levelComplete == false then 
   if k == 'right' then 
    car = hcar;
    rhit = false;
     if k == 'left' then 
    car = hcarB;
    lhit = false;

function keepTiling()

 if bgx < -750 then 
  bgx = 747
 if bg2x < -750 then 
  bg2x = 750


function updateEnemy()

 -- let's find some good enemy logic. The player should be able
 -- to outrun the enemy. plus we have to fake some kind of collision behavior
 if not levelComplete then 
  if vPos > 100 then 
   ex = ex + eRate*love.timer.getDelta()%rate
   if ex + enemy:getWidth()*1.5-50 > x then 
    numSlaves = numSlaves -1;
    ex = ex - enemy:getWidth()-100;
  elseif vPos == vMax then
   ex = ex - eRate*love.timer.getDelta() 
  -- move away if on screen at end of level. 
  ex = ex - eRate*love.timer.getDelta()*7


function love.update(dt)

-- let's start separating these game modes. 
 if mode == "game" then 
 elseif mode == "title" then 
 elseif mode == "map" then 


function fadeOut(nextScene)
 -- change the game mode and then fade to the scene 

 if curtAlpha < 255 then 
  curtAlpha = curtAlpha + 15
 elseif curtAlpha >= 255 then 
  if nextScene == "map" then 
  mode = nextScene
  curtAlpha = 255


function fadeIn()
 if curtAlpha > 0 then 
  curtAlpha = curtAlpha - 15
 elseif curtAlpha < 0 then 
  curtAlpha = 0

function resetGame()
 score = 0
 location = "*****"
 capacity = "*****"
 distance = "*****"
 canStart = false
 vPos = 46
 levelComplete = false
 gameOver = false
 ex = -225
 x = 100 

function updateMap()
 -- we have to reset the game .. kinda .. aintwe~?
 if love.mouse.isDown('r','l') then 
 elseif curtAlpha > 0 then 


function updateTitle()

 if love.mouse.isDown('r','l') then 
 elseif curtAlpha > 0 then 

function updateGame()

 if curtAlpha > 1 and gameOver == false then
 rate = x-100 -- player position from resting place. 
 if rate < 0 then 
  rate = 0
 dt = love.timer.getDelta()
  if isMoving then 
  -- move BG and player 
   x = x-drag*dt
   bgx = bgx-(drag*dt)*rate;
  -- bg2x = bg2x-drag*love.timer.getDelta()*rate;

  -- keep handcar on screen ( CLAMP )
   if x <= 100 then 
    isMoving = false
   if x > 600 then 
    x = 600
    ex = ex-50*dt
  -- move tracker and keep track on level progress. 
   vPos = vPos + rate/trackLength*dt
   if vPos >= vMax then 
    isMoving = false
    vPos = vMax
    levelComplete = true
  -- scoring
   score = score + math.ceil(rate)
  if levelComplete then 
   -- bells and whistles don't update vpos
   if x > 100 then
    x = x-drag*3*dt
    bgx = bgx-(drag*dt)*rate;
    -- we win if we free at least one slave. 
    if numSlaves > 0 then
     gameOver = true
 if gameOver then 
  fadeOut("map") -- should go to some review scene. or something.

function drawSlaveIcons()

 for i=1, numSlaves, 1 do, (x-128)+(i*10), y+15)


function drawMapIcons()

 for i=1, #cities, 1 do tarOff, cities[i].x, cities[i].y )
  if love.mouse.getX() >  cities[i].x 
   and love.mouse.getX() < cities[i].x + 40
   and love.mouse.getY() > cities[i].y
   and love.mouse.getY() < cities[i].y + 40 
   and love.mouse.isDown('r','l') then
    canStart = true tarOn, cities[i].x, cities[i].y )
    -- and display the information in the info box. 
    capacity = cities[i].cap
    numSlaves = cities[i].cap
    -- speed adjustment for slaveload. 
    speed = 10 - cities[i].cap
    distance = cities[i].dist
    trackLength = cities[i].dist
    location = cities[i].name
    -- maybe will change the art one day. 
  if love.mouse.getX() >  450
   and love.mouse.getX() < 450+nBtn:getWidth()
   and love.mouse.getY() > 100
   and love.mouse.getY() < 100+nBtn:getHeight()
   and love.mouse.isDown('r','l') 
   and canStart then


function love.draw()
 -- if mode is inGame , menu, map , shop 
 if mode == "game" then 128,128,255 ),255,255),bgx,bgy),x,y);,x-128,y);
  -- UI stuff,0,0) "fill", 0, 0, 768, 100 ) "fill", 0, 412, 768, 100 ),255,255) love.timer.getFPS()..":fps",x+47,y+80)  -- show fps !!!,50,718,50)"S",30,40)"E",730,40)"V",vPos,35),25,25)"LEVEL : "..location, 25, 425)"SCORE : "..score, 25,450);"SLAVES : "..numSlaves, 25,475);
 -- perhaps we draw the transition over everything. That'll be fun. 
 elseif mode == "title" then"Harriet Tubmans Underground Railroad",250,250),0,0)
 elseif mode == "map" then,0,0),0,0,150)"fill",0,0,400,275),255,255)
  -- info corner for stage selection "STAGE SELECT: ",50,25) "Choose a starting point in slaver territory >>",50,50) "Target: "..location,50,75) "Capacity: "..capacity,50,100) "Distance: "..distance,50,125) "Alternate pressing the Left and Right Arrow Keys \nto push the cart Northward. \n\nIf all of your slaves get captured you lose!\n\nHold HEAD NORTH To Begin.", 50, 150)
  -- drawing the map targets. 

Thursday, May 23, 2013

HTUR prototype is out among friends.

So PooLatka got a hold of my prototype: 

This is beyond valuable information! Let's see how this project grows! 


I have to get my laptop back in working order so until then I'll be using love2d again for game prototypes.
It's a good tool but there is little support for web and mobile deployment.

I am still stuck in Texas. But at this point if I can get work I'll go anywhere . I know I can do it!

 Keep smiling yall.