I am Jonathan Whiting, a games developer, keen climber and part time geek.
About Jonathan Whiting (twitter: @whitingjp)
Jonathan Whiting's Trophies
![]() The Bill Rizer "Rendezvous with the Sikorsky" Award Awarded by pekuja on September 5, 2010 | ![]() The Cute Distraction Award Awarded by GBGames on August 21, 2010 |
Jonathan Whiting's Archive
Armies March on their Stomaches
Forgot to put up pictures of my breakfast, so he’s a double value food photo post:

On the left is my second breakfast (the first was cereal, it was a long morning okay, OKAY?!). On the right is my lunch, chorizo + caper pasta, lovely
Work on the game is going pretty well too. There’s a build containing most of the core game mechanics that I’m planning to use (but very little gameplay) up at http://jonathanwhiting.com/ld/18/build02.html
I’m really pleased about how well the shot enemy rolling thing turned out. With a bit of luck I might be able to make the game feel really punchy. For now, back to work I suppose.. There’s still loooooads to do.
Building Steam With a Grain of Salt
So things are progressing pretty nicely. It’s a while since I’ve put enemies into a game that I’ve made, so doing so is quite a fun challenge.
A first build is available here. Contains movement-y stuff, and a teeny bit of animation. Certainly nothing that special yet, but it’s a solid start.
Thought I’d also share a photo of my rather excessive ‘desktop’ arrangement. My housemates have gone off on holiday for a week, so I’ve decided to claim the entire dining room table to myself:

Also, my housemates being away means I’m looking after this little madam:

As far as I can tell Tinkerbell’s main job this weekend is to be really distracting (and cute).
War, what is it good for?
Well I wasn’t all that happy with the theme to start with (last night I was saying that it was the only theme I really didn’t want). I prefer to make non-violent games, obviously this theme isn’t great for that.
Anyway, some brainstorming and a shower later and I had an idea that I liked. Maybe it’s not such a bad theme after all. It’s not going to be straightforwardly violent either, so thats cool too.
Working on getting the basics down at the moment:

Reporting for Duty
Hey all,
After how great the last one was I wouldn’t miss this for the world. Going to be using much the same setup as last time, flex, some base code, the GIMP, as3sfxr, audacity, whatever. Asuming I get the time I’ll probably be making music in HighC.
My base code is available here. For those that care about how ‘from scratch’ everything is, it’s probably about the same level of leg-up as Flixel or FlashPunk, but I started it before those emerged, and I’m comfortable with it now. It’ll be enough to hit the ground running, but not to take all the huff out of the sprint.
Oh, and as it seems to be the done thing, this is what I’ve done here before:

I hope everyone is as hyped as I am. Have a great time, and make something amazing!
Islands in the Distance
So, a small collection of post-compo stuff here, timelapse, post mortem + bugfixes.
My timelapse is up at http://www.youtube.com/watch?v=NJ2UFsvPK4k if anyone’s interested. Looking back I spent a *lot* of time creating levels, but I kind of knew that already. It’s kind of fun to see them grow, though with the benefit of hindsight, taking more screenshots, and producing a ‘highlight reel’ after the event would lead to a more satisfying video.
What went right:
Had a clear design idea. I was lucky enough to start Saturday with a very clear idea of the game I wanted to achieve. It was (overly) ambitously large, and relied on being able to do a large amount of decent level design in a short space of time, but having such a clear vision of what I wanted kept me on task, and prevented me from wasting much time simply trying things out.
In-engine editing. I’ve been converted to the idea of doing level design in game ever since playing around with Cube god knows how long ago. So early on I wrote a system to support editing of levels without leaving the game (I didn’t even have an edit mode to flick into, editing happened literally at the same time as playing). There’s simple no way I’d have been able to design as many screens as I did if I’d had to keep flicking between level editor and game (or, worse, text editor and game).
Simple mechanics that interacted nicely. The 3 core mechanics (springy things, ice, and rocks) were chosen mostly on a “what can I implement quickly” basis, but I was very happy with how well they ended up slotting together.
What went wrong:
Too damn big. Whilst having a clear idea was great the specific idea I had committed me to making waaay more content than was comfortable within the timescale. There are 40 screens in the final game, and nearly as many puzzles, and this is *after* I’d scaled back my original vision significantly. I took a huge chunk of total time, probably approaching 8 hours on pure level design. I ended up having to cut other things I wanted to put in (extra animation, localised fauna etc.) as a result. Having said all that it was really cool to realize something on that scale.
My music is dull, repetitive and quickly annoying. Just a combination of of it being a generally a weak area for me, and having very little time to burn on it (1hr fairly late into Sunday, when I was completely knackered). I came very close to not bothering including music at all though, so I guess overall I’m glad I managed to put something in. More practice required before next time though.
Less testing time than it could have done with. There ended up being some significant and unpleasant glitches (infinite-loops, an inescapable area etc.) that I just didn’t have enough time left to find. Ties pretty heavily into the “too damn big” point, with that much content there’s going to be problem areas, and it’s going to take hours to find them.
Not taking Monday off work. Simple, but regrettable, trying to do a full days work after a 36hr game development marathon was not fun!.
So, all in all, I shot pretty high, way too high in fact, so it feels pretty great that I managed to realize my original idea fairly convincingly.
The glitches + bugs have been annoying me a lot, so I’ve been working on a fixed up version, available to play at http://jwhiting.nfshost.com/ld/17/islands_better.html. So far it has fixes for all the specific glitches people have reported (thanks for the info!), as well as a few I found myself. Also I’ve put in code so that if anyone does run into an icky infinite loop situation it should at least recover from it fairly gracefully. I also plan to add some sort of progress saving system, so that it doesn’t have to be completed in one session.
Anyway, that post was pretty epic all told, congratulations if you made it to the end
Now I’ve just got a lot of games to play
The morning after the night before.
I mentioned in my final I’m-Just-Gonna-Write-This-Then-Go-Pass-Out post that there was a bunch of stuff I wanted to write up but was too tired to at the moment. So:
Yesterday afternoon/evening was a real struggle. I’d done most of of the level design by then (a pretty herculean task in it’s own right), and early afternoon wrote two lists of the things I needed to do to make it a game, and the things I wanted to do to be happy with the result.
The first list read:
- Finish level design.
- Put in overarching game logic.
- Add intro and ‘outro’.
- Test that all orbs are reachable.
The second read:
- Add sound.
- Add music.
- Add ‘epilogue’ levels
- Add map
- Add sound + music toggle buttons.
- Add reset button
- Save game progress to cookies
- Test Test Test.
.. and I only had about 12 usable hours left. Obviously my work was cut out for me. So I put some music on, stopped blogging, stopped eating (not wise, I just forgot I needed food) and got my head down.
Somehow I managed to get everything on those lists done aside from progress saving (oh and possible one or two of the three ‘Test’s). Hard, but, I think/hope it was worth it.
Just worked out that I spent approx 18 hours each day actually working, so, 36 total, ouch! Had a really brilliant time though, cheers everyone for making it the event that it is, particularly everyone on irc. Being able to chat to people going through the same stuff really buoyed me up when I needed it most.
There’s a timelapse video coming (it should be moderately entertaining as I spent so much time on level design), and I’m sure I’ll write up a proper postmortem at some point once my thoughts have settled a bit. Will have to get voting too, over 200 entries!? jeez!
and that’s it..
Finished. Finito. Over at last.
That was a truly epic weekend. Apologies for the lack of interesting posts this afternoon, but I was having to crunch like crazy just to get the damn thing done. There’s a bunch of things I want to say about it, but I’m stupidly tired, and can barely focus let alone type, so I’ll leave it for a post tomorrow.
For those still struggling on, good luck!
An animated breakfast.
Took a break from the level design for a bit, and went to the shops to get some milk for breakfast and other supplies.

Then I did some work on tidying up some of the most irritating sticking points, as it was making the game a little unplayable. Finally I’ve just finished doing some little two frame animations to give my hero a bit of life.

You can check out the animation in action here, because of my bug fixing it ought to be a lot more playable than the last version too.
Building Paradise
Well, it’s been a little while since I last posted. I’ve mostly been working on level design. I slept for a little, but was feeling very restless (I even got up again having turned my computer off for another hour or so). So i’m running on less than 5 hours of sleep which is less than ideal.
Level design is being fairly interesting and enjoyable, but boy is it taking a looooong time. I’d figured on spending around 3 hours on it total, and I’ve put in at least that amount just to get to the halfway mark. I kind of knew from the start that doing something so level-centric was going to be a tough call though, so there’s no-one to blame but myself. I *think* that’s a good thing.

There’s a build with the half-finished level design in at http://jwhiting.nfshost.com/ld/17/build05.swf .. If you get stuck you can usi vi-keys (hjkl) to move between the screens (badly).
Part of me wants to keep plugging away at the levels, but I think I’m probably best fixing up the many quirks and rubbish things, thinking about sound etc. now. I pretty firmly established last night that I can do the level design bits whilst v.tired, so I should do the harder things whilst I’m fresh.
Time to go and find some breakfast.
but what is it?
This is important, honestly, no, really!

Also, I made myself some chorizo and red pepper pasta for tea. Which was pretty great, and I made too much of it, so I’ve got some left for when I undoubtably get peckish later.

Sokobanic Doldrums
I’ve just been putting in sokoban-like boulders in (although it might not be obvious yet I do have a plan here!) It was pretty irritating to do, and it was something I’d picked as “oh, that’ll be easy”, so also somewhat annoying.

The difficulty came from having sokoban-like elements in a game that has smooth-ish player movement, complicated further by wanting the boulders to be affected by the ice and springs in the same way as the player is. In other words, “Now entering Special Case City, population YOU!”
I expect there’s a few odd cases I’ve not caught yet, but I think (hope) the worst of it is over now. Check them out in this build.
On an Island in the Sun
I spent another hour or so pluggin away at things (collision/player control always seems to need endless tweaking to get right). Then stopped for a bit to cook a worryingly healthy spicy vegetable soupy thing for lunch.

The weather was so good I couldn’t just bolt it down and get straight back to work, so I spent a quarter of an hour dozing in the sun and listening to music. Waste of time? Possibly. Worth it? Definitely.
After that got back to work and started putting some gameplay building blocks in:

Check out the latest build to check out what’s actually going on. Still looooooads to do, so time to fetch yet another cup of tea and get back to the grindstone.
Silly Isles
Okay, I’ve been plugging away for a few more hours, putting player movement + collision in, adding stuff so I can load and save levels in some way.

Annoyingly I wasted about half an hour on a completely silly bug that I really should have spotted sooner. If you’re relying on a variable to be different in each instance of a class, make sure you haven’t made it “static”.. Grarghh..
Liberal application of tea and ginger biscuits got me through it though.

Feeling rediculously hungry already, but it’s only 11am here (UK), so I’m going to try and hold off on lunch for a bit longer.. In the meantime, more tea and biscuits!
You can walk around, between screens, and can’t walk of the islands.. There’s a few glitches still, but nothing horrific.. Next step is probably to add some actual gameplay mechanics, might need to do some design work first though, my ideas are still a little vague.
The Lonely Sea and The Sky
Woke up earlier than intended this morning (5:30am rather than 7:00am), probably due to excitement x). This might mean things are going to be a bit harder later on today, but, hey, it also means I’ve got an hour and a half headstart.

The theme is Islands, this makes me happy, I had an idea what I wanted to do for islands.
I’m a good couple of hours into development now. The first hour was mostly spent getting getting a rough visual look sorted out, and then splitting it up into useful sprites.

Then I got myself some breakfast (leftover sausage sandwhich and a mug of green tea).

Since then I’ve been getting cracking on the actual source code, putting in some tile based functionality, and code to make those tiles render prettily. It currently looks like this:

In my into post I mentioned I’d be trying to post lots of builds along the way to really show the evolution of the game, so in that spirit, here’s build no 1 (you need flash) http://jwhiting.nfshost.com/ld/17/build01.swf
You can click around to toggle between land and sea. This isn’t how the gameplay will work, it’s just my game’s going to be a bit level design centric, and as such I’m going to be putting in in-engine level design tools as I go.
So yeah, feels like a lot of time burnt already, but on the other hand, I guess I’ve done quite a bit too
Woo
Hey,
I’m Jonathan Whiting, aka/formerly MrPiglet. Haven’t done one of these seriously since LD13 (Roads), though I’ve often meant to other commitments kept getting in the way. Seems I’ve got a properly free weekend coming up though, so I’m in!
Flex is my platform of choice at the moment, and seems rather suitable. So I’ll be aiming for a Flex + Gimp + other random things approach. I’m going to use home rolled base code that has support for blit-style rendering, simple animated sprites, truetype text, and the highly useful as3sfx. It also has little bit of very lightweight generic game/fe framework so I can hit the ground running on Saturday morning.
My work enviroment looks like this:

If you’re getting ‘corner-of-a-bedroom’ vibes from it, that’s because that’s exactly what it is. Not much exciting going on, two screens, well-used notepad acting as a mousemat, ever-present mug of tea, and some highly macho desktop wallpaper. So, basically it looks like I’m pretty much set, roll on Saturday, I’m ready!
Will probably be lurking around on irc (as JonathanW) for most of the duration, and I love to see other people’s creation process, so I’ll try and keep this well updated with what I’m up to and why. I’m actually really rather excited.
Well, it looks like I’m not going to get any further on my entry, pretty bored with my idea now. Having said that this *is* a complete entry, it’s just not as fun/interesting as I’d hoped it’d be.
So yes, here it is: fauna.zip faunasrc.zip
You can browse through the vast array of remarkably similar species, and name them to your hearts content, there’s even some internet based sharing of names, (but it’s decidedly flimsy, and involves lame command prompt windows popping up momentarily).
*sigh*, not my finest hour, I think I might stick with a more conventional game idea next time around, and/or only enter if I’m actually feeling fairly commited. It was good for trying out LÖVE though.
Sifting through life.
Well, progress has been pretty good today. I’ve been using LÖVE http://love2d.org/ for the first time to do this, and it’s been a very pleasant experience so far.
I’m up to the stage at which I’ve got something that is basically a complete, if unexciting game, which is a really nice place to be at the end of day one. Still not sure how motivated I’m going to be tomorrow, but ultimately I’d be okay with going ‘final’ with what I’ve got now, so I’ll be happy even if I barely touch it.
A screenshot to show how things look at the moment:

The idea is you sift through undiscovered lifeforms, naming them as you go, and ultimately hoping against hope for a sample of one particularly mythical species to arrive. It’s distinctly casual in nature, to the point of being more a toy than a game. That sits oddly with me, but I think trying to force challenge into it wouldn’t feel right either, so I’ll guess I’ll stick with the way it is.
Fauna
Hey all, haven’t yet decided how involved I’m going to be in this mini-ld, I’m not feeling rediculously commited, but we shall see. I’ve spent the last couple of hours working on a system to generate a load of semi-randomized species of odd pixel insect flying things. Kind of a poor mans version of this sort of thing http://www.davebollinger.com/works/pixelrobots/
Seems to be working okay, so heres a first screenshot thing:

Good luck all
Post Mortem + Control Improving Update
Right, now that I’ve taken steps to correct the control irritations in Only Forward (see below for the updated version) this seems like a good time to write up a postmortem for the competition.
What I aimed for:
LD13 was my first Ludum Dare competition, and whilst I’ve previously dabbled in coding with tight time limits it’s the first games competition I’ve entered into, so it was all pretty new to me.
My goal from the start was to try and make a game that was essentially complete/polished etc. I was less worried about managing something technically impressive, or dramatically original, I just wanted to *finish* something in the time. This ended up shaping the majority of the game, I picked the concept I did because it required minimal simulation, the graphical style because I wouldn’t need to make too much etc. etc.
What went well:
I’m really happy with the direction I took, and particularly my choice to bite off as little as possible. I ended up being able to get the core gameplay, graphics etc. down very quickly, and that left me with a lot of time to polish and polish. Were it just a prototype (say what I had at the end of day one) I’m not convinced it’d have been very good, but I’m pretty happy with the fleshed out version.
Following (not quite to the letter, but not far off) the Survival Guide paid off to, it’s a very good set of advice. I think even the time I spent blogging/on irc/or cooking all ended up helping me keep sufficiently distanced to be able keep polishing and improving something despite being so close to it for such a short length of time.
What went badly:
The controls! I was a little bit worried about them from the very start, and with all the time I spent polishing the rest of the game I could have easily taken the hour or two I’d have needed to do something less frustrating. I think the problem was that by the time I had the free time to deal with such things I was so familar with the controls I’d put in earlier on that they just felt natural to me. I should perhaps have got more feedback during development (and listened more to that I did get).
The other issue was that I couldn’t really see a simple solution and I didn’t want to spend time faffingiaround on something that might not have even worked. The solution now seems very trivial with the benifit of hindsight, you just allow directions to be pre-selected before the junctions. It’s the only thing I’m *really* unhappy with in the game, and as such I spent a little time fixing it. The updated version can be downloaded from http://jwhiting.nfshost.com/coding/onlyforwardfixed.zip it is perhaps worth mentioning that the only thing I’ve changed is the controls, and also that if you’re still judging entries do play the genuine entry instead. The updated version for the unlikely event that anyone wants to play a better version after they’ve made their mind up.
Conclusion:
Wow, that was a bit more epic than I was expecting, congratulations if you’ve just struggled through all of it!
Overall I really enjoyed the competition, I’m definitely looking forward to the next one (fingers crossed I’ll be able to enter it). It was all a lot of fun, and some extremely impressive stuff was done (just not by ‘safe option’ me). I’m quite looking forward (only forward, har har..) to seeing the results tomorrow too, I never thought I’d care about that side at all, but it’s kind of exciting nonetheless.
Only Forwards – Finished
Well, I am completely shattered now, but it’s been worth it, because now it’s done! \o/
http://jwhiting.nfshost.com/coding/onlyforward.zip

I spent the few hours implementing a special ‘Survival Mode’ that is unlocked after completing level 5. Apart from that, general just generally tweaking and fixing up bugs.

Final important stats update
Hot Brown Caffeinated Beverages: 12
Time Spent Actually Working: around 24hrs
Total new Lines of code written: 1216
16×16 Sprites drawn: 20
SFX Generated: 9
It’s been a lot of fun, cheers for the support everyone
Right, now it’s time to sleep for an age.. Hang on, work tomorrow, grahrg!!1





