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The graphical interfaces present three buttons (start, options, exit) and a window for some very simple graphic options, disable shadows that can drastically improve performance or disable the Bloom effect of the scene, as well as being able to raise or lower the audio effects sound. New options are expected to be added in the future. For now this will suffice. 

Similarly when you press the exit button, a dialog box is displayed to confirm if you really want to leave the game, this happens in the same way in the x of the title bar. 

That's all for now.  :)

Development version MC 9.19 Alpha state is released.  Great work has been done to solve resource load problems on different computers and this is already stable at the moment. Where resources are loaded in a second thread parallel to the main one where a load bar is shown.

It has also been organized in how the buttons of the main menu should be, and establishing a message for when you want to leave the game, either from the title bar or from the exit button. On the other hand there is a new button called options, which is currently inactive. 

It is remembered that for the operation of the free camera are the keys o,k,k,ñ together with the mouse, and for the operation of the vehicle are the keys w,s,d,a and space key to brake the vehicle, in addition that the hydraulic lift is manipulated with the arrow keys.  Already to return to the main menu of the game is done by the escape key, likewise to return from the menu to the game when a game has already started.  All this in case you want to try this Alpha development version. 

See you in another post.  ;)

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Release Development Demo MC - 8.19 Alpha

What's an Alpha?

An Alpha version is a project very early in development, which has as its main feature that it is not a finished project and therefore is full of bugs to correct. 

That said, we release this development version, where we continue working on the system of loading the resources of the game, which consists of programming threads. A main thread and another thread that loads the resources in the background, while in the main thread is displayed a simple animation of a bar indicating that something is happening. 

This release contains a drastic increase in its uncompressed size, this is because the root directory has an image in bmp format of an average size of 50 megs, which is loaded into memory to display the load bar correctly. It is intended to solve with this release certain drawbacks, and hopefully solved this we can focus our forces in other parts of the project. 

Good luck. 


MC 7.19 Alpha development version is released. Work continues on general error corrections and optimization of executables that weigh less than one megabyte. 

This development version has two executables that allow resources to load faster or slower when starting the game. 

Thanks to the settler user of the Monkey 2 community. They have tested the project and motivate us to improve things. Thanks settler. :D

We continue in development. 


Thanks to a beta tester user, total virus reports that the executable is contaminated with virus.  The contingency plan is then activated to assess what causes this warning.  First it is discarded that some antivirus, based on the size of the file think that it is an antivirus, but this is not the case, so it comes to the conclusion that an engine module is analyzed in the created executable and launches the warning, which from my point of view is a false positive. 

So to give more confidence to the user, are selected exclusively the engine modules to be used, which is something like this. 

Framework   Engine.3D
Import brl.threads
Import brl.linkedlist
Import brl.system
Virus Total  Yes Virus. 
Virus Total  Not Virus. 
The new executable weighs much less in debug mode and in a final version, it will weigh much less.  This is due to the fact that a large number of modules that are not useful at the moment are no longer loaded. 

In the same way a correction is made in the loading time of the resources in the background, in my computer works well even though it is a computer of more than a decade old.  But in an i7 processor it lasts up to a minute with 30 seconds in the load, something that is abnormal. So fix the root problem. :)

The map

The creation of the map has been finished, still incomplete and more details in the future. The tests carried out imply an increase in the moment of loading, but I suppose that this should not be a problem in today's machines, although mine is from 10 or 11 years ago, but it is going well.

The idea is to give an urban environment to the sector where the forklift is handled, it is not perfect, it is not real, it is just a game, because if it turns out that I want to think about real things, then I better not do anything, and that's the point, a simple game, simple, as when it was done some decades, for example pacman. 

So, I'll see you in another post on this blog.  :)

Test City on Game

A small update, a video to see the progress made so far.

Release Development Demo MC 6.19 Alpha

This new released version contains certain corrections in bloom effects, hydraulic system for lifting objects with a fork, such as pallets with boxes.  Similarly, problems have been corrected in the loading thread of the assets.

Every time we approach a playable level, but I still have to work on certain technical aspects and stage props.  

We would love to hear from you. :)


Programming computer threads

The programming in threads, implies that several tasks at the same time can be executed simultaneously, the clearest example is that while I write this, in another thread runs an antivirus in the background, and in another thread I listen to music on youtube. Something that a few decades ago was impossible where a command had to finish a task and pass to another.  This has greater advantage when we have processors with several cores in one. Because with a single processor or core, a simulation is performed. 

In the case of video games, I use a thread loading resources in the background, this to load meshes, audio, sound and so on. While the main thread runs a simple animation of loading these resources, this allows the user to inform that something is happening and that it's time to wait, something much better than a simple message "Loading".

Not everything is usually perfect, there are advantages and disadvantages to programming with threads, and one of the problems is the synchronization of data, but can be solved with some ingenuity by using something called traffic lights and mutex.

The cone

Creating utilitarian elements for the game, in this case a simple traffic cone, to establish circuits and different kinds of tests in the game to overcome. 

The cone is a mesh of low quantity of polygins and a simple texture of their respective colors in jpg format.

That's all for now.

A very short update. Corrections have been made in the shader of the bloom effect, its brightness has been lowered, to give more the impression of a sunset and not noon.

We continue with the development progress. 

This image shows the system of loading two boxes, a pallet and a box, the result is not 100% real, but well, I think I'm happy with the result, you can move pallets and goods from one place to another in different missions.

That said, I will soon release development version 6.19, to continue in the development of the project.

The problems at the moment is that the palette and the box have a slight tremor, but I suppose it is nothing serious and the theory of this is that I'm handling a very small scale in relation to the physics engine, so if I want to correct this, it seems I will have to triple the size of all objects so far created, but I think that for now can stay that way, we do not have users with many demands. 

Happy night. 

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Progress of the project

We continue in the development of the forklift. Eventually solving problems for the correct lifting of pallets with the fork. This has involved studying deeply the behavior of the different parts of the forklift, since it is necessary to find a balance in the mass of each element that compose it, such as the rims, the chassis, and the hydraulic system of the fork composed by four parts. 

This means that the weight of the pallet also influences behaviour. For example a pallet with a lot of mass in relation to the fork weight system would be impossible to lift, on the other hand a lot of weight on the chassis means that it is difficult for the rims to pass over a wooden pallet. 

In such a case is only a game, however the idea is to seek the exact balance between all parts for proper functioning.

At the moment it is already possible to lift a palette correctly, it is not perfect, however it fulfills the objective, to reach a certain degree of playability to make it fun.

What next?, well, improve certain aspects of the colliders on both the blade and the paddles

And we'll see you at another entry into development. 

Everything related to the development of the project. Any suggestions? Constructive criticism? Concerns? This is the place assigned for that.

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An entertaining puzzle game of moving boxes, pallets and merchandise. It is in the development phase, and gradually updates the development versions where it shows the progress.

Consider supporting me if you like what you see, that is the best motivation to continue with the project.

The theme of the game is simple, but fun, it is about solving problems by putting boxes, pallets and goods in the respective places. 
For Windows. :)

Download development demo

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Greetings, I share my project in development, a video game engine to create video games for Windows operating systems.  Something very simple, an executable that reads scripts from a Main.lua file and with which you can give rein to your imagination. 

You can download the demo and I would love to read your opinion.  :)


Site Web:

We have a new model that we believe is more in line with the previous Russian satellite. 

The next step is to correct a mistake where the first person player always goes to the right or left. Debris will then be placed in the landing zone, and the arrival at the target is set for other tasks.  I also have to implement a compass to guide the player..

Collision System with shelter

Thanksgiving system for the users who give their financial support for the project. :)

The name of the astronaut, people who in one way or another support the game.  :)

Testing Display Resolution on Game

Well, we continue with the development, this time we bring the test of the game launch where you can choose between different types of resolution that are supported by the player's machine.

Now, in this test it becomes evident an error is caused by the thread that loads the resources in the background while viewing the red planet, I think the next thing is to correct that error, because it prevents the game from running correctly in Windows 8.


Initially the game launcher will have a pre-defined option that automatically selects the screen resolution that the player has on his desktop, another option to set whether the game runs in full-screen mode or windows window.  And the field defined for the astronaut's name, this name is established as a reward for people who have donated money for the project.  So other options will be implemented in future versions. 


For your collaboration and to stimulate the project, we offer you the possibility that your name appears in the game for the astronaut.  This name can be selected from the game launcher and will appear next to the astronaut's health bar. 

Kind regards.

Improving the game's launcher. 

The control route test shows how to get to a certain world on the map, where we will have the refuge.  This test has allowed us to find the right balance between the number of rocks and a balance between performance and graphics. That's when we have 500 rocks rendered and only a few visible near the vehicle. 

At the last checkpoint near the mountain there will be a refuge where the astronaut has to arrive.

That's all for today. :) 

Enhanced Particle System

The checkpoints are intended to guide the astronaut as he takes the vehicle to his destination, the refuge. 


Here we have the final image of the game. This happens initially when the character dies from lack of oxygen and his life reaches zero.

This effect the user will have the possibility to activate or deactivate it in the respective game launcher.

I continue with the advance for the new development version. This has a significant change in lighting and terrain. It has been established that the angle of light is above the vehicle.

On the first mission, the player is already able to start the game, take the oxygen supply, get to the vehicle on foot and finally to the shelter. 

There are several things to consider, such as thinking about the possibility of implementing a radar, or relying entirely on the player's common sense to advance to the refuge by only looking at certain aspects of his position after landing on Mars. 

So we'll see what happens. 

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Oxygen Condensers

The oxygen condenser is a simple model that establishes the amount of oxygen the astronaut carries in his space suit, refuge or car. These capacitors have colors that establish the state of functionality found: Red, yellow and green.

In the game you have the possibility to model three different objects for each color, but the most feasible thing is that by means of code these colors change in a single model. 

The models have surfaces, in our case the oxygen condenser model has four materials that are applied to their respective surfaces. In this case only by code we recover the desired surface with a brush and establish its new color according to the need.  And that's when we have an oxygen condenser with three possible states.  

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Thanks You! :)

They'll be used in my Mars game. 

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The terrain is constructed by means of a height map, the clearest parts are the highest. In this case I was initially using a map of 512 x 512, and now the terrain is much larger, twice the size, as the measurement is 1024 x 1024 with a detail of 8000 triangles that are displayed near the camera.  The size of the terrain in the game is about 10,000 square units (meters) and that is where we will develop the game mechanics.

The mechanics of the game is based on the character, starting point and finishing point. Point A, initially has a landing capsule where our player is presumed to land in emergency on the red planet.

And the destination point named B is the refuge.

In the middle of the map at an altitude of 110 meters we find the explorer. This scout is there from a past mission and is presumed to be in good condition. And the main objective is to reach the shelter to stay alive.

Mechanics of the game first objective

This is very simple, get to the shelter from point A to point B alive. Eventually this would seem impossible since something happens to the oxygen condenser that does not work well and therefore the oxygen ends much faster, it is then when it is time to open your eyes and look for an oxygen condenser in the forced landing zone.  

In the same way, a single capacitor will not work, this is because you can see its deterioration by looking at the colors on your panel, a green color implies longer duration of oxygen, a yellow color, a medium quality of the capacitor, and a red color implies that it is damaged and if used the result can be unnatural because it produces a lot of carbon monoxide but may be repaired.

It is then that several of these objects are needed to reach the car's position and reach the shelter.

Tasks to be completed for 1.0 Alpha

  1.  Set the types of condensers: Oxygen condensers can be set by creating three meshes with different colors, however you can from code recover the surface of the panel displaying its status and change that color.  
  2. Establish mechanisms for the player to collect these capacitors from the ground surface, or inside other objects.
  3. Determine when condensers need to reach the explorer, their position of those capacitors on the ground, the route to follow, and the dangers they may face. (Meteor, Dust Storms etc.) 
  4. Set a car power indicator, car power batteries for your movement. 
  5. Establish correct positions of both the starting point, car position and shelter position.
  6. Graphic options on the launcher (screen resolution, rock density, gloss effect on/off, etc.) 

Already for the next development version, 1.1 we will have the sound engine implemented. So that's it and let's get to work. 

Hi, I'm working on a video game project on Mars, I can't offer money at the moment, but I suppose you'd appreciate it very much to join the project and in credits put your name and your website. 

Kind regards.

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I have been designing and developing TestPace X for Windows operating systems for two months.  So here I'll be updating the progress of the project. 

The game itself is an astronaut stranded on Mars, whose main goal is to stay alive as long as possible.

Currently the project is going for the development version 0.9 alpha, where there is a character in the first person who can get into a car and move freely through the hypothetical terrain on Mars, nothing special, using the keyboard, and the mouse to interact with the stage. 

About the character, it initially has a health bar that is closely related to the oxygen bar. If the oxygen reaches zero, the health bar is immediately affected and declines dramatically. When the oxygen reaches zero, the vision is affected and when the character dies, the screen is shown in grayscale. 

I hope for version 1.0 to have the first mission ready, and from now on work on improvements, and implement the respective audio. 

It's true that I don't have the slightest idea what the red planet is like, but it's just a game, so anything can be possible or not

Kind regards. 

And who am I? Well, I'm a video game enthusiast, both in terms of gameplay and wanting to make them.

I'm currently working on a personal project on Mars, and I'll be around here all the time.   :)

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Greetings community, I present you my project in which I am currently working, any concern, ready to answer. 


An astronaut on Mars who has to do everything he can to stay alive.

Hi, please sample for character controller. :)