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jacklehamster
I live in a cage and build games all day.

Jack Le Hamster @jacklehamster

Male

Hamster wheel athlet

Academy of Art

San Francisco

Joined on 4/11/10

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jacklehamster's News

Posted by jacklehamster - February 5th, 2015


In case anyone's interested, I'm back at working on this game I started 2-3 years ago.

I will try to finish it for #FinishAGameJam.

 

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Posted by jacklehamster - December 20th, 2014


More details here.

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Posted by jacklehamster - June 27th, 2014



Posted by jacklehamster - June 26th, 2014



Posted by jacklehamster - June 14th, 2014


I was getting sick of looking at my NG profile, and it occured to me. It's that damn picture of Randy Quaid coming from my own post!

I need to find something to post, just anything so that I don't have to see Randy Quaid's face anymore.

That's it, I got a Tutorial for making multiplayer games in Flash. I will share that instead. You can find the tutorial on my blog right here: https://jacklehamster.wordpress.com/2014/06/10/tutorial-create-realtime-multiplayer-games-using-player-io-part-1-server/

Player.IO makes it really easy to produce multiplayer games. It's now own by Yahoo so it has a different name, but I find Player.IO more catchy and easy to remember.

  • You can work with or without server implementation to produce a game.
  • There's support for a database, where you can implement a leaderboard
  • Clients supported are ActionScript, Objective-C, Unity, Java., C#
  • Server implementation is all in C# (but you dont' actually need that, as the tutorial shows you).

Ok I hope it's a long enough post to push Randy Quaid out of the way. Damn what a dumb post that was....


Posted by jacklehamster - February 7th, 2014


So there was this #candyjam going on, which I didn't plan to participate at all. The idea is to protest against King.com for trademarking common words like "candy™" and "saga™" (and probably "crush™" too). Ironically, all the publicity around candyjam is probably benefiting 3303991_139177042031_1bo9uR.pngKing. Last weekend was the deadline, then I thought... f*k it, let's just do it.

First, I had to find an innovative game idea. I failed at that.

Then I had to find a word that rhymes with Candy. That's it, Randy!

 

Last but not least, I had to find a Randy... then it just dawn to me. Of course, Randy Quaid!

Play Randy Qurush Saga on newgrounds right herehttp://www.newgrounds.com/portal/view/633432

And if you really love the game, also rate it here: http://itch.io/jam/candyjam/rate/1459

And if you can't resist the awesomeness of this game, might as well rate it here and here, retweet my announcement here, donate to my website here and be my fan :-) ... HERE!

 


Posted by jacklehamster - January 30th, 2014



Posted by jacklehamster - January 24th, 2014


Lately, I’ve had a few decisions to make in terms of the difficulty of the games I produced (Dragonworm Megablastard and upcoming My Champion). I made this soccer game, which was apparently insanely difficult. I did spend a lot of time trying to win a match, and felt pretty satisfied when I did. When it came to releasing a test run of that game, it turns not only nobody was able to beat it, but nobody could even get a draw! (ok I think one person managed to win). Still, I struggled before reducing the difficulty, because I felt that players should really try to beat the challenge. On the other hand, one thing to keep in mind is that a level of difficulty that’s too high really drives popularity down, because let’s face it, it’s no fun when you can’t win ;-/ I decided to tone down the difficulty so that winning a match now is as difficult as it was to get a draw, and now it’s still very difficult to win by more than one. (I’ll try to add more levels in practice mode to draw people in.). Okay, I had to cave in. It’s concerning though, have gamers become softer, are easy going games now becoming the standard?

read the rest on my blog entry


Posted by jacklehamster - December 13th, 2013


Good luck for anyone participating in LD28

http://www.ludumdare.com/compo/


Posted by jacklehamster - December 3rd, 2013


Lately, things have been productive. Three new games got release, each part of a game jam.
- 0h maze: Made in 3h for 0h game jam
- Divine Techno Run: Made in a week for Game Jolt's Contest (Theme: Party)
- flo: Made for Charity Jam. Sometimes I skip jams, but I really didn't want to miss this one.

Interesting fact: To produce flo, I actually used pre-made art from the artist. (I had to cut out the characters from the image). So the art was actually not produced for the game. I also lack time so I basically hacked Divine Techno Run, which uses a semi-3d engine. I didn't use the Youtube API of Divine Techno Run, it actually slows things down a lot.

0h Maze (pronounced zero hour maze) was produced for 0h game jam. I didn't really understand the rules, but I guess I was supposed to produce the game in less than 1h, and during daylight saving time... whatever. Nobody's really anal about the rules for those jams.
Still, 3h is the shortest I've done to make a game. I was working on some other game and I needed a break, so I made that one. I was also planning to work on Shark Jam during that weekend but that one fell through (too bad).

Anyway, I've been working pretty intensively on a game engine (used in the last 2 games) which will allow me to make more performant games. The next project should be interesting.