Cave Encounters was released a bit early and is now available for download! You can follow the link below to download and try out my game!

Any feedback would be greatly appreciated! Be sure to leave a comment and a rating!

Thank You all,


My goal for the October Challenge was to just finalize and complete the game I started nearly a year ago. Although I’m not releasing under a market where I can gain profit from it, I’d rather just let my first full game creation go without a fee.

I’ll be releasing Cave Encounters (Formerly: Cave Runner) onto the YoYo Games market for free on October 30, this coming Tuesday for PC. I have finalized the game and I am 100% certain that there are no bugs or glitches in it.

I’m still working on the multiplayer function with hopes of getting it fixed sometime early next year.

That’s all for now,


Hello Everyone!

Here we are. We are ending the month of October very soon. With that in mind I would like to happily inform you all that Cave Runner in coming along very well. All of the glitches that were stated in my last post have long been fixed and then some.

I added a whole new menu system and scoring system that looks a lot nicer and runs and acts a lot better than before. I also added a multiplayer option (more on that later). Also added an exit button made the game run very smooth and well all the way around. As of my most recent build there are no bugs to report (YAY!)

More on that multiplayer support. It doesn’t work. The framework I’m using (Game Maker 8) does not support multiplayer functions that well using the default functions for multiplayer which is called “mplay”. The function is there, the usage and limits are very strict. I’ll get into more on this is a later post (I Promise!) So I put the multiplayer menu selection in and most of the coding is there, you just can’t access it as of yet. I’m still working on getting that working properly over a network rather than a LAN.

All in all I’m far from done. I have about 20 to 30 more levels to add and I’m looking for a release on the YoYo Games sandbox at the last day of October (This could change, I’ll also make another post about this as well)

That’s all for now!


Well Ludum Dare 48 has ended and I thought I would go through and review my weekend of how it went. What I did wrong and what I did right.

What went Right

Once the theme was announced I spent about 15 minutes on the design. I instantly knew that I wanted to do a minimalist graphic design and do a basic platformer. All I needed was a title and motivation. I had both. My Friday night was spent doing the graphics. With a minimalist design I didn’t need to do much. 

On Saturday I programmed the movement, environment, tokens and everything else that needed programmed. Fun. Also near the end of Saturday I started doing level designs.

Sunday was the big day. I started realizing what could be done and what couldn’t be done. I finished off my levels, tested, debugged, packaged, and submitted my 48 hour of joy.

What went Wrong

I was introduced to ping pong…


As you all may not know my Text-based RPG called Nova was written in Python 2.7 and since then, due to other projects, I updated Python to 3.x.x — As many of you may not know, Python 3.0.0 provided many updates to the syntax. Thus is doing so, I am forced to update and re-organize the source for Nova Alpha_04 and push back the release until further notice.

Alpha_04 will be the final Python release.

On the other hand, I am rebuilding Nova in Java (Java > Python) and have created only the menu system that has yet to be functional, but is practical. From here I will rebuild Alpha_01 and take proper steps in reaching the progress of Alpha_04 and beyond.

Development on my Text-based RPG, Nova, has been suspended due to Humans vs Zombies (HvZ). HvZ is only a week long event and I am proud to say that I am one of the zombie horde. During this week I will be very busy doing missions around my campus and doing schoolwork. I won’t have time to work on any new features or patch any fixes. I will let everyone know when development begins again.

There was a bug is Alpha_03.1 that didn’t allow the player to flee battle. This has since been fixed and is ready for compile and release tomorrow evening.

Nova Alpha_03.1 has been released after a few issues were found and weeded out:

  • The reset command was invalid
  • Fixed experience point bug
  • Added Gold

Happy playing!

Nova Alpha_03 has been released and features quite a bit more than it sis in Alpha_02.

Things that are included are:

  • Experience points
  • A Game reset command
  • Stat menus
  • 32 and 64 bit versions

We have no leveling system as of yet but that is planned for Alpha_04 which I’m not planning a release as of yet but will be “soon”.

I hope everyone enjoys the completely new battle system and features.

You can download the Alpha releases from our website at:

Hi Everyone,

I’m know some of you have played my Alpha demo of Nova and I would like to say to you all, Thank You for playing. I’ve received feedback and I’m currently structuring another Alpha release around that.

One of the many things that was mentioned was the battle system. Continually typing “atk” or “attack” during battles was a bit tedious and boring. I’ve designed an updated battle system where the the battle happens automatically in front of you.

Along with the mentioned update I also plan on using stats to track your level, gold, experience, current weapon, health, etc.

This update won’t be uploaded for at least another month as I am still designing most of the major commands.

On a side note I am still working on the Android release for Nova — Alpha 0.2 currently runs well on Android 2.1 and above, but due to major changes in the code for Alpha 0.3 we have hit a snag in Android development, but none-the-less I will release 1.0 for Android.

I think everyone who has played the first Alpha demo (0.2) will love the way that 0.3 will feel when it gets released.