• Live Aber Die

    It’s been a long time since I’ve mustered up the will to write a blog post. Lot’s happened, huh? Lot of dark grim stuff? I suppose I’ll try to be a bit positive in these bleak times and talk about something fun I did. Recently, I participated in Ludum Dare 46! Ludum Dare is a popular weekend game-jam and the theme this time around was Keep it alive. For my entry, I created a tiny arcade game named Live Aber Die in which our hero must feed the capitalist pigs (the two big ugly heads on either side of the screen) until said hero can no longer stand to feed them. It’s the first release using my game engine, Macabre2D. You can check out the source code and download a release here.

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  • Shelf Life / Simple Boy

    New singles Shelf Life / Simple Boy by Comet Overdrive available now! Download here!

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  • Macabre2D 0.3.1.0

    The latest alpha release of Macabre2D is now available. The biggest changes are the ability for Macabre2D to be used by multiple platforms instead of just Windows. It follows .NET Standard 2.0. The source has been cleaned up considerably by removing submodules in favor of NuGet packages. Macabre2D.Framework can be found on NuGet here. The release can be found here. See below for a full list of changes!

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  • Introducing Cosmic Synth

    So, yeah, in my never-ending quest to never release a game on my game engine, I created a synthesizer that can be used inside Macabre2D (and any MonoGame project, really). It’s called Cosmic Synth.

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  • Macabre2D 0.3.0.0

    The latest alpha release of Macabre2D is now available. Major features include auto-saves in the editor, a save data manager for games, and editable graphics settings. The release can be found here. See below for a full list of changes!

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  • Unfulfilled

    New album Unfulfilled by Comet Overdrive available now! Download here!

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  • Macabre2D: Auto-Tile Maps

    I finally finished a Macabre2D feature I’ve been mulling over, developing, and restarting over the course of a few months now. It’s honestly not even that complex of a feature, but creating an editor for it sure was a challenge. Macabre2D now features Auto-Tile Maps. What in the heck is an auto-tile map, you ask? Well heck, I’m gonna tell ya!

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  • Making a Game Engine Named Macabre2D

    You may or may not know (if you’re here, maybe you even care), but I’ve been working on an open source 2D game engine since April 23, 2016. It’s called Macabre2D and it’s built on top of the wonderful MonoGame Framework. I just thought I’d collect some thoughts on Macabre2D, so here we go!

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  • First Blog Site One

    I guess I’m officially starting up a blog/website. Been meaning to do this for a while (damn you, ADHD), but glad to finally get something out there. The brain-barrier to doing something like this gets a lot smaller once all the initial steps are out of the way. I’m using jekyll for this thing, which seems pretty dope. I’m a simple man, I don’t need a huge complicated behemoth of a website. Mostly just want a place I can journal up my thoughts and share my progress in a way that’s a bit more coherent than a twitter thread.

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