Lazy coder and occasional hobbyist game developer.
About Codexus (twitter: @codexus)
Codexus's Trophies
![]() Motivational Speaker Award Awarded by krangGAMES on August 18, 2011 | ![]() The Montage Meme Starter Award Awarded by Terry on August 20, 2010 | ![]() Your art makes the rest of us look bad trophy Awarded by Tyler on April 25, 2010 |
![]() The Madk Award for Excellence in Graphic Art Awarded by madk on December 15, 2009 | ![]() Award for Game Most Likely to Cause Persued-By-Orange-Jello Nightmares Awarded by Frimkron on August 13, 2008 | ![]() The "Ooh Shiny!" Teapot Award Awarded by edwardoka on August 12, 2008 |
Codexus's Archive
Timelapse + Post Mortem
Wednesday, December 21st, 2011 5:18 amGood
- My zombie! I’m really proud of my ugly zombie. Yes, I spent a lot of time on it and it isn’t good art by any standard but I don’t care. It was worth it to see it “alive” in my game
- I only realized that after I was done but I kind of made the game I wanted to do for December 2010′s LD. Except then I had found myself making an alien instead of the zombie I had planned to do and then gave up before I had gameplay anyway. So it’s like I tied up a loose end.
- The jam. If not for the jam I wouldn’t have been able to finish my game and the LD would have just ended in bitter disappointment for me.
- My trusty ZBrush was awesome: sculpting/painting the zombie was the most fun part of this LD, Blender was also great for animating it.
Gray Area
- Making the low-poly retopology took more time than I thought. I tried TopoGun which I had just bought a few days before the compo and never used. That added a few hours of work but then TopoGun worked really well for generating the color and normal map from the sculpt.
Bad
- I missed the compo deadline and had to do the jam
- I was generally not very fast. Lack of concentration maybe? Everything seemed to take just longer than it usually would.
- I spent the same amount of time on the environment than on the zombie and yet it really doesn’t show. I just wasted time noodling with bits cut from my original hallway model and just made a mess and had to restart again. It was a time sink for no reason.
- Simplistic gameplay. I wanted to make the game more about stealth.
- I still suck at using Modo. It’s a great software I have no doubt of that and I mostly knew how to use it. But somehow I still find myself struggling against it every step. I don’t know how to explain what it is exactly. It’s weird and it’s probably just that I lack the practice to have the right instincts but it’s really annoying when trying to speed model and everything reacts in a slightly unexpected way and I keep having to undo and try again. I’ve got to spend more time using it.
- Still no time for particles effects. I put them on my priority list for this LD and still neglected them.
Time use
- Code: 11.2h (includes setting things up in Unity)
- Model: 9.3h
- Texture: 4.7h
- Animation: 3.5h
- Sound: 2.4h
- Level building: 7.6h (half of it wasted on a discarded version)
- Sleep: 24h
- Doing other things: 3.4h
- Misc: 5.5h (probably 50% actual work the rest being posting WIPs, chatting on the IRC channel, etc)
- Total spent on zombie (including sounds, code, etc): 15.5h
- Total spent on the environment/level (incl. medkit props and ambient soundtrack): 15.4h
Alone in the Scary Darkness with Zombies (final version video)
Monday, December 19th, 2011 8:51 pm
So I managed to finish a game. Not in 48 hours as intended but 72
Well, I thought that might be the case. So I didn’t worry too much when I lost a lot of time doing the cute little character.

WIP video #2 now with extra scary sounds
Monday, December 19th, 2011 1:19 pmKilled by a zombie – WIP video
Sunday, December 18th, 2011 5:19 pmHere’s what I have so far. Unfortunately it’s not a game yet. Maybe I’ll be able to get something fun to play tomorrow for the jam.
Pizza and status update
Sunday, December 18th, 2011 10:53 amNot alone after all
Saturday, December 17th, 2011 9:11 pmSo I finally have my zombie all rigged and ready for animations. I lost a lot of time in Topogun doing the low-res version from the ZBrush high-res sculpt. It was the first time I used Topogun and it was a really slow process :/ Also I had some problems with the Rigify auto-rigging thing in Blender, I’m not sure what happened but last LD it worked right away. Unfortunately I have not used it since then and I must have done something wrong this time. All sorted now but I’m far from having a game done. It already looks like I’ll have to do the jam instead of the compo.
Alone? First Screenshot
Saturday, December 17th, 2011 1:00 pmAlone in the LD
Saturday, December 17th, 2011 3:10 am
OK so the theme is “Alone” (you probably know that).
So here are my thoughts after 1 hour of waking up/brainstorming:
- Survival horror, rather obvious but it’s still my #1 idea. It might be a lot of fun to create. I can make ZBrush zombies and monsters which I love to do
But a decent 3D environment takes a lot of time and I’ll probably end up with a not very polished game (as usual). - SETI. Find out if you’re alone in the universe. Nice but what would the gameplay be like? All I can think of is rather simulationy and GUI heavy which is not my style. (or shmup, now that you’ve found life, exterminate it!
) - “Home alone” themed tower defense. Might be fun
- Dating sim / visual novel.
But I don’t have the right skill set for that (my drawings are horrible)
So I guess I’ll get started on the survival horror to avoid getting stuck doing nothing.
Desk video
Friday, December 16th, 2011 9:38 amBecause desk photos are so last century.
My weapons:
Engine: Unity 3.4.2 Pro
Language: C#
2D: Photoshop CS5 Extended, Filter Forge 3, Painter 12
3D: ZBrush 4R2, Topogun 2 beta, Modo 501, Blender 2.61, Vue Infinite 10
Sound: Reason 6, Audition 1.5, SFXR
Strategy for this LD:
Ooops, do I need one?
I hope to make a game with better gameplay than last time. So I’ll try to get that working early. Also I really want to have some sounds and “music”. I might switch to doing the jam if I can’t get something good enough in the 48h. Also particles. I often neglect particle effects and they can really bring life to an otherwise empty 3d world.
Good luck everyone!
I maed a game!
Wednesday, August 24th, 2011 2:08 pmFirst the timelapse:
Time Use:
Code (9 hours):
- 4 hours on helicopter and camera control
- 4 hours on NPC behavior, gameplay logic, GUI and integration
- almost an extra hour of debugging a silly bug at 4am when it was time to submit
Graphics (22 hours):
- 1h for the skybox
- 30m for taking photos for textures
- 14h30 (!!!) world creation (modelling and texturing, the buildings and roads and being OCD about it, including 5 hours on the stupid modular road thing)
- 3h15 helicopter model
- 2h40 prisoner model incl. animations
Misc:
- 2h brainstorming
Total: 33 hours / 48
And now post-mortem:
Pro Style:
- Motivation: I was really motivated to get a game done no matter what. I didn’t get distracted by other things, woke up early and used all my available time. At the beginning of the second day I thought about restarting another game as I wasn’t too pleased with this one but I kept going. 4 hours before the deadline I hadn’t even started adding some gameplay but I still continued and in the end I made a game in less than 48 hours (I was a bit late on the dead line due to last minute debugging but since I was sleeping when the compo started it’s still less than 48h total)
- Ideas: I didn’t feel the usual frustration of “bleh, I don’t know what game I want to do”, I had several ideas right from the start.
- Blender: I switched to blender for character animation and it was actually the first time I tried to animate a character in blender. I had watched a few tutorials weeks before so I wasn’t completely clueless still this could have turned into a time sink It wasn’t Blender Just WorksTM.
- Unity 3D: still awesome, ZBrush: still awesome, not much else to say about those :]
Noob mistakes:
- Not being so good with my 3d software. I just don’t do enough 3d, I do spend time learning them, watching video tutorials (because i can do that while being lazy) but it’s hard to be fast when only actually putting things into practice twice a year for a ludum dare.
- OCD. I wasted a lot of time obsessing over unimportant details. Getting good UV maps, editing small texture details. This was ridiculous, I don’t know why I got so obsessed with little things this time.
- The modular road system: I had a perfectly fine road grid you can see it in my WIP video post. Sure it wasn’t perfect, the roads kind of ended in weird ways but it was Good Enough. Instead I decided to make some modular elements: intersections, turns. Why did I think my helicopter game needed good roads that badly? Then turning my roads into modular tiles didn’t work as expected. I hadn’t carefully planned a good system. So nothing was aligned properly. And then persisted, I wasted 5 hours on those tiles until I was satisfied they aligned properly. 5 hours! More than I spent on coding the gameplay!
- No time to tweak the gameplay. It’s very boring as it is. Due to the time I lost I barely finished some gameplay in time and had to debug in overtime. I could test the gameplay logic by accelerating the time but I didn’t really play my game until after I had submitted it. Too late to fix the gameplay.
- no sound or music :/
I wish I could have made a jam entry out of it and taken the extra day to polish it, but since I had to work on Monday and then finally get some sleep after that I wouldn’t have gained anything by not going for the compo. A lot could be added to this game, I wish there could have been some shooting involved and cars and it could become like a mini-GTA! well if only I had a few months or years
Video WIP of my helicopter game
Sunday, August 21st, 2011 6:07 amNo gameplay yet v___v
well, almost 13 hours left!!
I’m making a helicopter game
Saturday, August 20th, 2011 5:18 amMy advice
Thursday, August 18th, 2011 1:19 pmI don’t think there is a single best method to do the Ludum Dare. I’m no expert and you may agree or disagree with my ideas but I’ve finished an entry for 9 different main LDs since LD #1. I’ve also failed many times and learned from those as well.
Get übermotivated
Making a game in 48 hours is hard. There will be times when you feel discouraged by your lack of progress, skills or inspiration. If you’re going to finish a game this weekend, you need to make that your #1 priority. Don’t start the LD without knowing that no matter what, you’ll make a game this weekend. Maybe a very shitty game if things don’t go your way, maybe an awesome game, but a game no matter what. Don’t have any doubt about it and it won’t be a problem.
The excitement here and on IRC before the compo is a great way to build up that motivation, but be careful that once the compo is started it can work against you when others seem to be advancing their game more quickly.
I’m ni!
Tuesday, August 16th, 2011 11:26 pmNothing will prevent me from completing a game this weekend!
Engine: Unity 3D Pro (coding in C#)
Graphics pipeline: Modo 501, ZBrush 4.0, Blender 2.59, Photoshop CS5 Extended
Sound: Reason 5, Audition 1.5
3 hours in
Sunday, May 1st, 2011 5:58 amYay another LD \o/ (noms and tools)
Friday, April 29th, 2011 11:05 amI’ve got all I need for another LD. After the ‘disaster’ of not finishing the last one, I’m super motivated to not let that happen again.
So I’ll be using Unity Pro 3 and code in C#. I’ll make some 3D graphics with Cinema 4D or maybe Modo, ZBrush and Blender. I might additionally use Vue Infinite 9.5 for the skybox or weird stuff like Groboto. For sounds I have SFXR which I actually hope not to use as it’s just too easy instead I might record myself doing funny noises and use Adobe Audition to edit them and make music with Reason 5. Also I will doodle on my Wacom Intuos3 and edit that in Photoshop CS5 and make textures with FilterForge 2.0.
Also for the first time I’ll try to use motion capture recorded with my Kinect.
Also from the previous compo:
Video montage of my previous LD games (not need to update it since I did not finish last time)
My Zelda-esque Desktop (I might post an updated one later if I’m not too lazy)
mLD24 – Intention of declaring a participation
Saturday, February 12th, 2011 3:16 amOK, I want to try this one because it’s so crazy!
Theme: Tetris is now a Visual Novel! (and maybe true love as well)
Limitation: All audio must be your own voice (I mean technically you’ll only use the left mouse button, frame rate isn’t very relevant for a VN, it won’t fit in 60s so that leaves the voice things)
Rule: Use a tool/language you’ve never used before: renpy (I’ve wanted to use it for a long time)
I expect to probably fail as I’m very slow at drawing and a VN is too content heavy. Not that I can write a story worth two peanuts either. Anyway good luck!
PIZZA TIME :D
Sunday, December 19th, 2010 10:20 amStatus update and day 1 screenshot
Saturday, December 18th, 2010 8:35 pmSo I spent most of the first 24h procrastinating, being not inspired by the theme. As a result I only started 7 hours ago and I mostly used my time getting carried away with the graphics including a lot of zbrush sculpting and finding out how to export my sculpted details as a normal map.
So I don’t know if I’ll be able to make a game for the compo (maybe I’ll switch to jam instead).
I wanted to make an horror game and then when I started sculpting I made an alien instead of a zombie. So it’s going to be exploration of ancient ruins on an alien planet or something like that.
Super desktop and tools
Friday, December 17th, 2010 4:00 pmI haven’t made a formal declaration post yet, so this is it.
Stuff I might use:
- Engine: Unity Pro 3.1
- 3D: Cinema 4D R10 (old but I’m used to it), ZBrush 4.0, (also maybe Modo 501 or Vue 9 Infinite)
- 2D: Photoshop CS5 Extended, Filter Forge 2.0, Wacom Tablet Intuos 3 (9″x12″)
- Sound: Reason 5 / Record 1.5, Audition 1.5, SFXR, RolandED PC-300 midi keyboard
- Misc: Chronolapse, fraps
Also if you have missed it, don’t forget to see my video montage of my previous LD games.



















