Indie Quilt submission: Daring Ezkape

Indie Quilt is a game jam for charity. For some reason I was really compelled to make a small game that would fit right in. I was getting a bit tired of my huge-scoped projects, so a game I could finish within a couple of days was really refreshing.

Play it here:

A kid walks into a game jam

This is something I wrote in January 2014, I forgot about it for a while but I think it’s cool so I’m going to post it anyways. I hope this can help convince otherwise undecided people to come and join a game jam.


This year I decided to go to Montreal’s game jam after reading Noel Berry’s post-mortem on his entire development experience, really.

I’m 16, and I loved the game jam. It started on a Friday evening and ended at 3PM on the Sunday of that week, which gave us more or less 48 hours to make a game.

Pre-jam (Friday early evening)

It was a bit awkward. I didn’t know anyone, but the food was great. Soon enough the game jam began and we all sat down in a classroom. We were roughly 150 people. Looking around, I could see beards twice the length of my hair. Thoughts like “Oh man, what am I doing here, I’m not even sure I can make a prototype in 48 hours!” started popping up and now I thought I had done a huge mistake. I was literally regretting the moment I clicked the “Register” button at the Montreal Game Jam website.

And so there I was sitting amongst what seemed to be seas of beards and seasoned developers. There was an introductory presentation followed by a few inspiring videos. Also the presenter asked how many people were attending their first game jam. To everyone’s surprise more than half the room raised their hand. Suddenly I felt a bit less anxious.

Now it was time to announce the theme. After a roaring drumroll, the theme hit us like a soccer ball right in the crotch (I know how that feels). It was “We don’t see things as they are, we see them as we are”. Silence. People scratching their heads and saying “Yeah, that’s a tough one”. After a few minutes of brainstorm I still haven’t thought of anything interesting.

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Haxe command line argument parsing

I`m planning to make a game where the user will be interacting with shells, so I need to be able to parse some complex commands like

testcmd -testbool -testint 2 -testfloat 3.455324 -teststringlist what, are, we, testing, already?

I couldn’t find anything written in Haxe that would allow me to parse command line arguments, so I turned to C++. Pretty quick I found CLAP, and I decided to port it to Haxe. Took me a day, but worth it. Here’s the result: 

Website development with Docpad

I’ve tried web development once in the past with Laravel. It was fine, and quiet easy to get into, but I didn’t find it incredible. Docpad, on the other hand, is amazing. Seriously, it’s just so easy to get rolling. In a couple of hours I made this: , with almost no prior experience in that area.

Insomnia Haxe library

While working on my game SkullRush I realized that I couldn’t keep a server running 24/7 if my computer went to sleep after a while (duh). Google came to the rescue and I figured out it was possible to programmatically ask Windows not to fall asleep. Therefore I happily present Insomnia:

Open-sourcing SkullRush

SkullRush is now on GitHub:

I realized that I was making SkullRush for fun. I know that it won’t be an easy game to market, nor do I have a lot of marketing opportunities. So, I’m just going to release the SkullRush source code so that it may benefit others and frankly I don’t have anything to lose. At the moment the source code is very messy, but I’ll clean it up over the next few weeks.


TileSetter is like a complimentary tool to Ogmo Editor. Anyhow, the above link contains all I have to say about it.

SkullRush downloads and links



Master server implementation in plain PHP

For my game SkullRush, users had to be able to browse a list of servers to choose one. This essentially allows users NOT to type in IP addresses manually and also allows them to see detailed information about each server. OK, let’s get to the point: what online game doesn’t have a server browser?

But why PHP you may ask? Before you shoot yourself, let me explain. The game I’m making will probably never be marketed and will never reach a large audience. Therefore the amount of players using the server browser is going to be very low. In that case a free hosting plan satisfies all my needs. However, I can’t expect a free hosting plan to have Django/Ruby on Rails support. That’s why I chose PHP. It runs on any hosting plan, I believe. In the end it also allows to re-host it in case the official master server goes dead (ex: avoids GameSpy and all the crap PS2 and retro PC players have to deal with). I also chose the Laravel PHP framework because it has some pretty good documentation and it was one of the first search results that Google showed me.

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HaxeFlixel is in many aspects a better game engine than the original Flixel. There’s no doubt about it. Its best aspect, in my opinion, is the Haxe language itself. It compiles to a bunch of targets, has many advanced language features, and has external c/c++ support. Yeah.

The one thing it doesn’t have is straight-forward sockets. I’m sorry, but the socket documentation left me confused. That’s why I decided to just write a wrapper around ENet. ENet is all that a game needs in terms of communication, and now it’s coming to Haxe land!


Here are some links that explain how to get started with external C/C++ in Haxe. It often took me a couple of readings before noticing the important parts, they’re a bit heavy and still leave you guessing if you haven’t done any C/C++ before, like me. Just read them real carefully.