I am a programmer who runs a game site called Blazing Games in my spare time. At the time I am writing this bio, the site is mostly a hobby but I have some hopes of turning my hobby into something that can actually pay the bills. My plans as of the time of this writing is to focus on more ambitious games (instead of the small ones on the site) and use GameJams such as Ludum Dare to provide regular content for my site. In other words, like it or not, expect to see me participating in many more game jams.
About Spelchan (twitter: @https://twitter.com/BillySpelchan)
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Just posted the postmortem of Coffee Quest 2600. It is located at http://blazinggames.blogspot.ca/2014/03/coffee-quest-2600-postmortem.html . The game is my Coffee Quest game as it would have been like on the Atari 2600 keeping the hardware limitations of the system in mind. And boy does it have limitations.
What Went Right – emulating TIA playfield registers
Mixed Blessings – the map
What Went Wrong – Not able to write it for the 2600 (yet)
Finally posted my postmortem for my entry. http://blazinggames.blogspot.com/2013/12/schrodingers-kitten-postmortem.html For those who just want a quick summary:
What Went Right: One Game a Month Kittens.
Mixed Blessings: Recording Sounds.
What Went Wrong: Time Management.
While this still needs some polishing passes (which would have happened had I not gotten sidetracked too many times to count) it isn’t too bad. The game is modeled after a game-show sequence where you choose doors. Anyone familiar with Bayesian statistics should have no problem winning this game, while everyone else still has a chance. You need to find the kitten behind the door, with zombie kittens (created by getting a blind person to open the box – hence the name of the game) and dead kittens being the other two possibilities. The postmortem will be posted in a couple of weeks. Enjoy.
My Mini-Ludum Dare #45 entry has been posted and is located http://www.ludumdare.com/compo/minild-45/?action=preview&uid=15656 . It is my first NES game written in 6502 assembly language. I was already familiar with 6510 assembly language from my Commodore 64 days so the big learning curve was understanding the NES hardware. This worked surprisingly different from the C64 making this a more interesting challenge than I expected. Needless to say, if you want to try this game you will need a NES emulator. I plan on looking for a web-based emulator so I can have the game running on my site but that won’t happen for a few days. The goal of the game is to get to the treasure chest while avoiding the ghosts. There are 4 levels in the game.
I really like the idea of this Mini-LD so I couldn’t resist doing something. As part of the purpose of this challenge is to learn something, doing a C/C++ game wouldn’t really cut it for me, so to meet the learning requirements I figure it would be best to develop a game for a platform I have never worked with before. I decided to go with the NES as I really loved 6502 assembly language and I figured it would be similar to programming my Commodore 64. I have spent the last few evenings learning how the NES works and creating some skeleton code for creating a game this weekend. While I think I have the weekend free, this is not guaranteed.
Tools: JEdit, NESAsm, yy-char (tile graphics editor), possibly tiled
Good luck to everyone who plans on entering this one.
Just finished writing the postmortem to my Apple Harvest game. The link is http://blazinggames.blogspot.com/2013/09/apple-harvest-postmortem.html . Here is a quick summary:
What Went Wrong: Wedding.
What Went Right and Wrong: Flash
What Went Right: KISS.
Due to a wedding, I only had this evening to create a game so here is my entry for this Ludum Dare. http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=15656 The game was created in Flash with sound effects generated by cxfr. The goal of the game is to harvest as many apples as you can within the 10 second time-limit.
Finished writing my postmortem for Metal Galaxy. The link is http://blazinggames.blogspot.ca/2013/07/metal-galaxy-postmortem.html
For those who don’t want to read my blog post, here is a quick summary:
What Went Right – 1GAM theme of Metal
What Went Right and Wrong – Changing to a colonization theme
What Went Wrong – Fleet code not used
Even though I only had a couple of days to spare, I decided to participate in the 7DRTS. Had I an entire week, I would have tried for a space-conquest game with fleets battling each other. Instead I opted for a colonization game. Whoever colonizes the most stars wins. The metal available in each type of star determines how quickly you can build colony ships, so the game speeds up as you continue to expand your empire. The compo page is: http://www.ludumdare.com/compo/minild-44/?action=preview&uid=15656
I will be taking a few hours off then writing a postmortem. It looks like this challenge has a lot of submissions (for a miniLD) so even though I am not a big fan of RTS, it looks like I will be playing a lot of them over the next couple of weeks.
I have finished writing a postmortem of Towels for Earth. The link is http://blazinggames.blogspot.ca/2013/05/towels-for-earth-postmortem.html . Quick summary for those who don’t want to read the article:
What went right – incorporating towel day themes into the game
What went right and wrong – Developing the game on towel day
What went wrong – HTML5 issues forced game to be done in Flash
A quickly created entry so that I could release something on towel day. The entry link is http://www.ludumdare.com/compo/minild-42/?action=preview&uid=15656
I have written my postmortem for loot run. The link is http://blazinggames.blogspot.ca/2013/05/loot-run-postmortem.html
Quick summary for those who don’t want to read the article:
What went right – Keeping to the minimalism theme
What went right and wrong – Text and the garbage issue
What went wrong – 150ms keystrokes.
Unfortunately I only had a day to work on it. I was hoping to have a few more hours today to create more levels for the game but that was not meant to be so as I may not be back I am submitting this early. The game focuses on the theme by not having graphics or sounds but instead focusing on simple game mechanics. The title/instructions are actually incorporated into the gameplay. Submission link is http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15656.
Screenshot, as if one is really needed for a text game, is below. Will be writing a postmortem on Thursday.
I am not entirely sure I will have an entire weekend to work on this but am still going to try and get something done. With that said, the theme will determine which set of tools I use. Various CS6 tools will be used (flash pro/flash builder if go with flash, dreamweaver for HTML and additional ones if needed). Tiled, Audacity, and cfxr are other tools in my box. My gamejam library that I am developing is still very primitive but as I may be using it, the link is http://blazinggames.com/other/openLibrary/html5Libs.php and it is built on top of the starling library. If I go with HTML5, I will be using the createjs library.
Good luck everyone.