Van Sang’s Pain v1.6. released!

I’m happy to announce a new version 1.6 of the game ‘Van Sang’s Pain’. Available here are the pre-compiled, packaged x64 versions for Linux, Windows and FreeBSD.

The reasons for this update were plenty: To get a more playable version of the game and to update the technologies for developing and publishing games for various platforms in general. In addition to that, there was a real need to refactor a lot of the underlying code, move to a newer Python version and fix some issues with the input and handling and other small bugs.

The intention here is to bring this game into FreeBSD as a package to learn doing this for this very fine OS, as well as provide Linux, Windows and Macos versions launch-able through the itch.io app.

I still have some more ideas for content but would need to build a new asset (sprites, levels) pipeline to make that work.

You can get everything available for download on the game’s page as it becomes available.

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Happy New Year 2020!

Happy New Year everyone!

This year should be quite interesting as new hardware is coming out shortly or is already here, specifically Retro platforms such as the C64 Maxi and other Retro handheld consoles.

Add to that the new XBox and Playstations, and it seems to be gearing up for quite something.

On a personal side, I would like to do some Game Jams and get updates to the bigger games I’m working on done.

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LOWREZJAM 2019, 1st to 17th August, 2019

I have joined this year’s LOWREZJAM running from the 1st to 17th August, 2019.

It will be extremely challenging to get a good game into a 64×64 pixel viewport but having more than two weeks to complete a game certainly helps. As always, the game should become available here and at itch.io.

I plan to stream at Twitch, hopefully stability on my Linux development computer will allow for that.

The v1.2 update for “Synk” ist now available at itch.io. It’s feature complete so I feel this version has all it needs and what I originally imagined for the Jam.

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HTTPS available here!

Happy New Year everyone,

HTTPS is now available here at this site, use https://www.micahkoleoso.de/ for secure access now.

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Game Off 2018 Jam – 1.11 to 1.12.2018

Hello all,

the Game Off 2018 jam has started today! The theme is ‘Hybrid’, which sounds quite interesting and has lots of potential for me.
I’m currently considering taking part as it would fit my schedule very well and I have some ideas for the given subject.
Check here for updates as the month goes by and I plan to stream parts of the development process on my Twitch channel.

Update #1:
I am developing a 3D RTS-style client/server game for two players and involving resource collection and strategic unit deployment. However, no direct combat mechanism is currently intended.
The client is being created in Unity and the C# .NET Server will provide player pairing and handle session data transfer using TCP connections.

The public Github for the project source and assets is here: GameOff2018_MKS_Entry, I will be pushing to there daily during development.

#Update #2:
The GO 2018 Jam game page for “Scamper Fields” is now available here.

#Update #3:
The game ‘Scamper Fields’ v1.0preAlpha client and server is out and available at the game page here or at the itch.io game page.
The most current source code is also downloadable at the GitHub link on the page.

See you there!

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Highsight Game Jam #1 – 2nd to 12th Feb. 2018

Hi all,

the Itch.io Highsight Game Jam #1 (Atari Remakes!) runs from the 2nd to 12 February 2018 and I’m considering participation as it would be enough time to complete something.

I looked through the list of Atari 2600 games and there is absolutely crazy amounts of old games to choose from.

I decided on a further development of the game ‘Combat’, putting in modern elements and features expected by players nowadays.

Software used for this was Phaser.io (Typescript), Photoshop, Illustrator, Tiled and MODO as well as Visual Studio 2017 as IDE, source archiving with GitHub.

Development was done on Windows 10 Desktop and a Windows 10 Laptop using Visual Studio 2017 CE & Wamp locally.

As always, I streamed on my Twitch channel during the event. I will be spending the run-up time to the jam fleshing out my ideas and determining the technology stack to use for this submission.

*** UPDATE ***
The v1.1 submission is now available here at itch.io. I will be setting up a game page for it asap.
It is currently also playable from here at this site.

**************

Greetings!

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Unofficial Gameboy Jam #UOGBJAM – 2nd to 17th September 2017

Hello there,

I have signed up for the itch.io Unofficial Gameboy Jam 2017!
The Jam will run from the 2nd to the 17th of September 2017.

Software used for this will be Corona SDK (Lua), Photoshop, Illustrator, Tiled and MODO as well as Visual Studio Code as IDE.
Development will be done on macos 10.12.06, a Windows 10 PC and a Windows 10 Laptop, depending on my location.

Have a peek in at my Twitch stream when it’s live.

*** UPDATE: The NOE game page with my result from the jam is now up here! ***
*** UPDATE 2: The Win32 and macOS v1.1 of the game is out at the download location given above. Both OS versions fully support and strongly suggest twin-stick gamepads to enjoy the game as it was intended.

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Participating in the Post Apocalyptic Jam 2017 running 23.07-20.08.2017!

Hi all,

I will be participating in the month-long Post Apocalyptic Jam 2017 running from this Sunday, 23rd of July to the 20th of August 2017.
I really do enjoy the Post Apocalyptic genre in general, and it would be a great opportunity to try a single-player game idea with Unreal Engine 4.

I’m off the first week so can only do designs away from the computer, but hope to stream a few sessions during the remaining 3 weeks jam time on Twitch showing the C++ coding, Blueprinting and 2D/3D graphics creation.

*** Update ***
Sadly, I didn’t get enough of the game done in time to submit a playable prototype to the public.

Basically, it came down to me having lots of problems with setting up physics, problems with the creation, movement and collision of vehicles and their surroundings. I lost a lot of time working out technical issues which prevented me getting enough content and logic done to make the game playable.

What went well was the C++ coding, the Component and Blueprint creation, UI as well as the material setup, so this is lots of learning and experience for my next UE4 project.
My thoughts are to stick with UE4 compared to Unity 3D for now and continue learning those areas which are still less known to me: (Character) Animation and Physics.

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MKS Unity Tool Scripts v1.0 available!

Hello all,

our collection of Unity Tool – Level Export Scripts is now available at itch.io!

The available scripts export Unity scenes in JSON and TEXT formats, providing hierachical object, camera and light data in these two common text formats.
Head over there and see if these scripts can help you making content using Unity as a Level Editor.

Greetings.

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MKS Launcher Tookit v1.0beta available!

We’ve just launched the MKS Launcher Toolkit v1.0beta at itch.io!

The MKS Launcher Toolkit is a collection of two dependant tools which are the MKS Launcher Client and the MKS Launcher Backend.

The Toolkit enables a user to configure a software package called the MKS Launcher which can used to publish a custom client executable and data that checks a HTTP file repository for updates at each client program start prior to launching the wrapped package. If a newer version of the software is found, the client is updated automatically and can then be launched.

This type of functionality is generally used with MMOs and more recently in online multiplayer games which need to be updated at each launch to enable the user to connect to the servers with only the most recent software version. Examples of this kind of software is the itch.io app or Steam.
This package can be used for any kind of software though and is not limited to game applications.

Check it out as it’s currently available for pay-what-you-want!

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