1. ANAmap 19 | ♥ 8


    My tabletop RPG map editor is now known as ANAmap!

    ANA stands for Anaximander, a greek guy known for creating one of the first world-map.

    Current version is 7.1 and features:

    • easy to use and ergonomic interface
    • available on any browser without any installation (requires Flash 11.2+)
    • beautiful maps without any effort
    • can be saved to JSON or PNG, and printed directly from the app
    • many generic assets to fit all your needs
    • text labels
    • available in English and French

    If you use it, please leave a comment :)

  2. RPG map editor v0.4 8 | ♥ 6


    This new version comes with a LOT of changes! I really hope you will enjoy it.

    • Brand new interface! The look is different, and it’s also much easier to maintain for me. I’ve rewritten a super simple and minimal UI system in Haxe.
    • New file format: goodbye XML, hello JSON. It’s slightly lighter, and much more maintainable too. Don’t worry, if you load an old XML, it will still work. Saving will create a JSON format though. Should be totally transparent.
    • New ergonomy: please read the help inside the app! It should be easy to get used to, and I believe everything is much easier to do with this new control scheme. Tell me what you think!
    • Rectangular painting: you can now use SHIFT-Left click to quickly paint or remove a room!
    • Cancel: you can now cancel almost anything using CTRL-Z :)
    • Many minor changes and optimizations: I’ve re-written many components to keep this project maintainable.
  3. “Purpose” (LD 28) post-mortem 0 | ♥ 3


    If you haven’t tried it yet, please do it so first! And also, don’t forget to rate it :)

    I couldn’t participate to the LD28 this time: many personal obligations and an urgent need to have a break. Luckily, I found a few hours on Monday to work on a small idea my wife & me discussed. And there it was: “Purpose”. Even though the time frame was really short, I think it’s still possible to write a small post-mortem out of it.

    What went right

    • 7h to code, 48h to think about it: while I couldn’t technically code during this weekend, I actually had a full weekend to think about the concept and elaborate upon my first idea. I made lots of level design in my head, talked about it with my wife, exchange ideas etc. So when I started to code, on Monday evening, I already knew what to do.
    • Art & efficiency: I knew that, because of the short time available, I had to be as efficient & minimalistic as possible on this game. This meant: lots of filters (glows), no-limit on particles, and no texture. The black shapes for the walls were more a consequence than a real artistic choice. I kept focused on doing the most with the least.
    • The texts: I felt comfortable writing the few lines you can read in-game and I’m pretty happy with the resulting mood :)

    What went wrong

    • Level design flaws: the gameplay seemed good at first, but it had many major flaws I only discovered while creating real levels. For example, you can stack the 3 characters and by making each one jump, you can easily reach many high spots. That’s the main reason I couldn’t finish the game: I was unable to create really difficult and interesting levels and it was too late to add interesting elements to fix that.
    • Platform physics: it requires quite a long time to perfectly tune the controls on a platformer. I didn’t have this luxury, so they are a bit odd in Purpose.
    • The stress: making a game in such a short time is nice to talk about after the fact, but it’s an awful amount of stress during it. Every simple bug becomes a very very unpleasant and difficult situation. I probably won’t do that again.
    • Fatigue: the weekend before was a long one. Coding after it was not that pleasant. I almost felt asleep a few times and had to take a few coffees during the night :)
    • No sound: no time at all for that. I wish I could create music one day! “Purpose” really lacks a moody track.
  4. No Ludum Dare this time. Probably. 0 | ♥ 4



    Unfortunately, I won’t participate the next Ludum Dare. It really makes me sad, because I really love the sensation of making a game in such a short time, and I love the community gathered around this single idea.

    Anyway! If, by any chance, I find free time this weekend, I will post something! Be it a prototype or an unfinished concept, it doesn’t matter :)

    I wish everyone the best: please make great games!

  5. Bresenham magic: raycasting, line of sight… 24 | ♥ 19

    Bresenham is a quite common algorithm I actually discovered only a few months ago. And it proved to be incredibly useful for many purposes.

    This algorithm is basically used to draw a line between 2 points in a grid based space (ie. pixels). The result is a pixel perfect line, which is cool.

    But this algorithm has also many other interesting usages:

    • line of sight
    • pathfinding optimization
    • pathfinding smoothing
    • field of vision (cone)
    • lighting
  6. Goodbye Blogger, hello WordPress 16 | ♥ 8

    This blog was migrated from Blogger to WordPress.

    I known, it’s not like anyone cares. But you might find some broken links: in such a case, it would be really cool to report them right here, in the comments :) The same goes for any oddity you could find on this site.

    Also, my website url is now just: deepnight.net (and not blog.deepnight.net anymore).



  7. Post mortem of Proletarian Ninja X 3 | ♥ 1

    What went wrong

    • 3 games in a weekend. My first idea was to make a “Dungeon Master”-like game where the labyrinth shape changed every 10 seconds. But I gave up the idea after a few hours because of some problems I encountered with the pseudo-3D engine. Then I switched to a top down arena shooter where the gameplay rule changed every 10 seconds (like “pick the enemies to score and avoid bonuses”, “going to the left is forbidden”, …). The idea seamed cool in theory but proved to be really frustrating and not fun to play. Gave up again. And I finally got the Proletarian Ninja idea. I lost almost one entire day on these. (more…)
  8. LD27: Proletarian Ninja X 2 | ♥ 1

    [ Play the game ]
    [ Source code ]
    [ Official LD page ]

    The year is 1930. You are the Proletarian Ninja X. You fight the great capitalism with murder and violence. Peace is for the weak.

    Problem is: you really have many many people on your Kill List. Consequently, you definitely cannot spend more than 10 seconds on each contract. But, hey, you’re a ninja, remember?

    Stay out of sight and kill everyone in the room in 10sec or less!

    There is a ninja hidden in this picture. Can you spot him?

    Here is the timelapse video: