Archive for December, 2011


VVVVVV is now available for the Nintendo 3DS!


VVVVVV launches for the 3DS next week

Merry Christmas, everyone! I have a small bit of VVVVVV related news to share: the 3DS version of the game is finished, and is going to launch next Thursday the 29th on the US eShop!

I’m really happy with how this port came together – Nicalis did an amazing job with it. The game feels fantastic to play on the 3DS.

– We were hoping to launch in both the US and Europe simultaneously, but unfortunately there were hold ups with getting a rating from PEGI. So sadly, we’re gonna have to wait till the new year to launch in Europe.
– The game’s gonna cost $7.99 on 3DS.
– Just a reminder that you can currently get the PC version for as little as $1.24 on steam, or for $5.33 as part of a bundle of 12 amazing indie games!



I spent a little more time working on my old Ludum Dare game over the last couple of days. It’s a pretty silly game, but I’m learning a lot about how to make multiplayer games from it.

I think this is gonna have to wait until the new year for me to finish it up, though – I’m taking a holiday!


Ludum Dare 22: End of Day 2

Looks like I’m throwing in the towel. My game is playable, but isn’t anywhere close to finished, and I don’t really want to submit it as is. Might finish it up in the next few days if I have the time.


Ludum Dare 22: Day 2, 6:30pm

Ludum Dare is going well! Just ran a server test of my new game on twitter. It’s supposed to be a two player online multiplayer game, but there was a bug where people can keep joining a room and occupying the second cat, causing it to go spastic. Hmm.

I’m very into this idea now, but I suspect it might be a little ambitious for the remaining time. At least I’ve managed to do most of the really hard technical bits now – I might finish it up before Christmas.


Ludum Dare 22: End of day 1

I ended up spending most of today trying to get a network library working in Flashdevelop. Which didn’t really leave me with enough time to make the game I wanted to make this weekend, so I decided to spend the rest of the evening just trying to make the Player IO networking stuff work well with my framework. Look, there’s a lobby system now!

Now that I have this stuff working so nicely, I’ll have a think about what else I might be able to use it for tomorrow instead.


Ludum Dare 22: Day 1, 7pm



Ludum Dare 22: Day 1, like, six or seven hours in

Alright, awesome! I think I’m got a handle on this flash networking stuff, at least well enough for this project. Now maybe I can actually make a start on the game itself…


Ludum Dare 22: Day 1, 4 hours in

Making a game for Ludum Dare! It’s stupidly ambitious, but whatever, I’m in a stupidly ambitious mood this weekend.

It depends on flash networking. Using PlayerIO, but haven’t quite got it working yet.


Oíche Mhaith

A short game my flatmate Increpare and I made this week.

[Play it on Newgrounds]


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