Wednesday, August 3, 2016

New Engine, New Game: Battle Princess Madelyn!

Wow, another year of University just flew by! A few more video projects completed, lots of essays, and already completed a full year of working as a Research Assistant on a few cool projects under my professor from the Design and Code class in second year.

Aside from the new features and bug fixes to Insanity's Blade (on Steam with Chris, we have also been working on our next title: Battle Princess Madelyn! (

It's a 2D platformer with a GnG feel, but with a difficulty that scales to the player ability (or can be locked-in at a super challenging skill level), and Chris had finished the prototype in Construct 2/HTML5 a while back which has this video out:

Over the past few months, we've both been working on porting that to Unity! Native performance, console export, all the things we really need to get this project way beyond where IB could go! :D

We're keeping a dev blog on our website, but have a few screenshots of the early work in porting the game so far (even some added fancy lighting effects!):

Tuesday, January 13, 2015

University Project: The Baby Is Coming

Last term I had a really fun project where I could choose a public domain story and write an interactive program about it in the Processing 2.0 IDE (Essentially Java with some really helpful graphical and OpenGL functions built-in).

After some searching around I stumbled across the story 2BR02B, which was written by Kurt Vonnegut and first published in 1962, and loved its image of a future where the utopian dream of eternal life was still imperfect and almost dehumanizing. I then set about creating a small adventure within that universe and took about a month and a half to make the game, with most of it being written from scratch or based on the awesome examples in the Processing Reference.

Short video of the gameplay:

The game and its source can be grabbed from GameJolt at:

Back to work/university/homework!

Friday, December 5, 2014

Insanity's Blade on Steam!

It's been a while since I've posted here, but between being really busy at university (I'll share some code soon), working, and developing Insanity's Blade I have some cool news, Insanity's Blade is officially released on Steam for Windows PC's today!!

The game has really changed since the first Kickstarter, Chris upgraded all the graphics to 16bit, and it now has both an 8bit and 16bit soundtrack (changeable in the options!), and we added 2 player local co-op!

Go check it out on it's store page at:

You can also check out these cool screenshots below :) 


There was also the really cool arcade machine that Richard Black from Old School Games made for the game at Hal-Con 2014! Here's an image of him (right) and Chris (left) standing by it:

Wednesday, November 20, 2013

Launched a Kickstarter! - Insanity's Blade The Ultimate 8Bit Experience

I've teamed up with my good friend Christopher Obritsch to form Causal Bit Games! ( ) and we're running a Kickstarter for our first game together: Insanity's Blade!

What's it about?

Insanity's Blade is based on a comic series of the same name that Chris wrote a long time ago, the game itself though also pays tribute to the classic NES/8-bit style, right down to using nsf format music (actually playable on a real *Japanese* NES console!).

However, we're also bringing some newer graphical features and effects, and putting way more action than the old NES could handle (without icky slow-down and flickering!). We're also adding a dash more violence to make you really feel like a man who's hell-bent on revenge against the demons that killed his family (oh, did I not mention the story is of a man who's hell-bent on revenge against demons from hell that killed his family?)

What's it look like?

I'm glad you asked, here is some media from the game:

Can I try it?

Yes! We've uploaded a demo to the Kickstarter page!

So.. where's the Kickstarter?

It's right here at , we hope you like how the game looks and would love your support in making it even better!

Friday, September 27, 2013

Packt Publishing - 50% eBooks this weekend!

The publisher of my book Construct Game Development: Beginner's Guide is having a pretty cool 50% off sale this weekend on all of their eBooks!

Details of the promotion are in the image above, just enter the promo code BIG50 at the checkout page to use it!

Sunday, August 25, 2013

My First Ludum Dare - ESCAPE BASE 10

I've been itching to participate in the Ludum Dare for a while now, so I'm very excited to submit my first game - ESCAPE BASE 10. This definitely reminded me that graphics and SFX/Music aren't my strong points, but it was fun to make a complete game in less than 20 hours.

To play the game, visit

Created in Construct 2, music recorded in Audacity, SFX generated in SFXR, and graphics drawn in MSPaint/Paint.Net combo =]   (HTML5 version currently uploading, source and Win32 binary available now)

Sunday, May 26, 2013

Construct Classic R2 - Examples Kit

I've been using Construct Classic, a free & open source Direct-X 9 based 2D game development tool, to make games and share a few examples on the Scirra forums for a few years now. After looking through how many files "a few" is, I figured it might be handy for newer users to have a compiled version of all* my examples and source files in one zip file =]

I'll keep an updated changelog at the bottom of the post, so check back once in a while for updates!

Download the zip file here: Jayjays (70.6MB)

Download the latest version of Construct Classic [vR2] here: Construct Classic R2 (16.2MB)

Construct Classic is getting a bit old now, but still works well while its successor: Construct 2 is another great tool from the Scirra team and exports to multiple platforms thanks to its basis in HTML5.

*Note: Example code from my book: Construct Game Development: Beginner's Guide is not included as it belongs to Packt Publishing
-Version 1 of the example kit uploaded

Usage Permissions:
All example files (subfolder "Examples") and graphics (subfolder "Graphics") are free for commercial use unless otherwise stated in their documentation. Credit is optional but appreciated.
Full game source codes (subfolder "Games") are free for learning purposes/non-commercial works. Credit is again optional, however any commercial use of the resources or base codes of those games is not permitted.
For further usage concerns not covered please contact me.