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KilledByAPixel Working on adding NPCs to my game. There's a facial animation system for the eyes/mouth, and a system for the text… https://t.co/zICsPlX8PQKilledByAPixel @Froz3nSlack5r Awesome, I would love to hear what you think!KilledByAPixel Showing off the new bubble blocks and lighting effects in my game! #piroot #screenshotsaturday https://t.co/dH76Xfx4FeKilledByAPixel Just beat #TheMessenger. Awesome game with many cool twists both narratively and mechanically. I love the cloud ste… https://t.co/aob2SPZQ5TKilledByAPixel How (not) to Pronounce Piroot https://t.co/BDCJFOxzvHRecent Comments
Frank Engine Commits
- improve EaseElastic - 02.14.19
- fix GetZoomInterpoalted spelling - 02.13.19
- noiseVector2 - 02.13.19
- PreProcess skip _ - 02.13.19
- fix some minor font rendering stuff - 02.11.19
- GameObject::ShouldCollideParticles() - 02.11.19
- fix screen vs cone collision - 02.10.19
- GameControlBase::TerrainDeformTileCallback - 02.09.19
- fix bug with delayed trigger boxes - 02.07.19
- fix some bugs with delay trigger chains - 02.07.19
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Tag Archives: rapid prototype
“(R,G,B)” – Ludum Dare 26
“(R,G,B)” is a minimalist adventure game I made for Ludum Dare 26. The theme was “Minimalism”. My goal was to experiment with pure color values and explore the flat 2D space while keeping the game itself very simple. I also … Continue reading
“Squaresville” – An open world adventure for Sifteo
This months experimental gameplay project was all about making games for Sifteo Cubes. So far I’ve released 2 prototypes, Peong and Twisteo which gave me a good sense of how to leverage the cubes unique capabilities. For my final concept I wanted to really … Continue reading
“Peong” – Sifteo Pong
I’ve been spending a few days experimenting with Sifteo cubes. One hand Sifteo has extreme limitations but on the other it has capabilities that no other system does which makes it a fun platform to develop for. There are not … Continue reading
Posted in Projects
Tagged experimental gameplay project, pixel, pong, rapid prototype, sifteo
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“Twisteo” – My First Sifteo Game
This month’s experimental gameplay project is to make a game for Sifteo Cubes, a really cool and unique gaming platform. I was inspired to try playing around with some ideas and spent most of the day implementing a simple puzzle … Continue reading
“Dark World” – Postmortem
This was my 4th Ludum Dare, I planned to use my own open source game engine and was eager to experiment with the new dynamic lighting system I added. When the theme was announced on Friday night I was at … Continue reading
Dark World – Ludum Dare 25
“Dark World” is a platformer/shooter game I made for Ludum Dare 25. The theme was “You are the villain”. It scored 158 overall out of 1327 entries and also received 38th in the mood category. My idea was to put a spin on … Continue reading
Spacescape
“Spacescape” is a platformer shooter game I made for Ludum Dare 21, the theme was “Escape”. This was my best entry so far receiving 18th out of 599 entries! It also got 20th for the audio category. The premise is that … Continue reading
Light The Way
“Light The Way” is a game I made for Ludum Dare 20 (the 48 hour game making competition). The theme was “It’s dangerous to go alone! Take this!” I had to work at my real job for most of the weekend … Continue reading
Protractor – Postmortem
Last weekend I participated in Ludum Dare 18 and worked intensely for 48 hours to create an interesting little game called Protractor, here’s a link to my competition entry. Leading up to the comp I played some winners of the … Continue reading
Pill Bug
The theme for May’s experimental gameplay project was “high speed”. My idea was to do a modern re-envisioning of sonic the hedgehog. I got started a little late and this entry is still a work in progress. At this point … Continue reading