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Joeb Rogers

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A member registered Sep 03, 2015 · View creator page →

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Hey everyone!

I've just added my tweening library demo cart PICO-Tween to Itch! Hopefully it might be of interest to any of you who work with the PICO-8 or other fantasy consoles.

It operates as a PICO-8 optimised port of the Robert Penner easing functions, along with any math dependencies not included with the console.

You can view the page here: https://joebrogers.itch.io/pico-tween

And a link to the repository for the library here: https://github.com/JoebRogers/PICO-Tween

Enjoy!





Joeb Rogers | AAA Gameplay/Tools Programmer

I've experience in UnityUnreal and GameMaker, as well as frameworks such as Monogame and SDL2. I'm very comfortable programming in both C++ and C#, and am also pretty comfortable in JavaScript and Lua.

I'm experienced with both 2D and 3D games, so can comfortably fill a position on any team.

My rates are negotiable, as are the number of hours a week I can put in, whether you're just looking for some short term contract work, or a longer term commitment.


Here's a link to my portfolio, that at the least showcases the work I'm allowed to post online

https://joebrogers.github.io/

My role in the industry has had me working most recently on GTA V Online at Rockstar North, where I scripted gameplay and content creation tools, as well as worked on mission/technical scripting on the new heist.

 

My email is listed at the bottom of the site, so don't hesitate to get in touch if you have a project in mind.
Thanks!

Fun little game, the main menu polish was really nice. Cute art, if a little lacking in the animation department! :P

Wasn't too hard, wasn't too easy, nice job.

Thank you very much!

Thanks dude! Hahaha, death was supposed to be pretty minimal in the game over exploration too, so I'm somewhat worried about your abilities. :P

Thank you!

Thank you! Yeah that makes sense, with more time I'm hoping to go back and redesign the levels to provide a bit more leading for the player to figure out where they should jump etc, with an aim to still remain fairly punishing and not too dissimilar from old school nes titles.

I appreciate the kind words!

Heh, yeah you have to bounce off the one above you to land properly, it's a tough one! When I remake this properly there'll hopefully be a much more forgiving difficulty ramp! Thanks for comments!

Interesting idea, but felt a little bare bones. Perhaps I was playing incorrectly, but the rounds seemed to take way too long. I was going for ~3 minutes and round 1 was only half done - I couldn't go on much more without just letting them go on until I could rage out and kill them.

Ingame art was simple but nice, but there didn't really seem to be a lot of consistency in art style between the game and the menus (and even just the menus with the menus).

Very nice visuals and atmosphere, fun and simple gameplay. I think that the branches would have been a little better if they contrasted a bit more against the floor, as they do blend in a little with the floor. There were some minor performance issues for me, but overall it was a fun little experience.

Fun take on the concept, I immediately went for the stealth run. It was fairly difficult and took a few tries to not kill anyone, so there was some good replayability. Some things felt a little off, like the shot direction, and not so accurate detection of the enemy lights, but that's mostly just nitpicking. Was a nice experience.

Thanks for the kind words man! Oh a proper release will be on it's way in the nearish future don't you worry!

Thank you! Yeah Morti did an amazing job with the audio!

Thank you for doing all that work, I really appreciate it! I was worried that would be the case, the game requires WebGL in order to run correctly. Unfortunately this isn't a compatibility issue that can really be fixed from my end (I've tried a non-webgl build, it's very broken). It's quite surprising that you ran into that issue though, as webgl support is included in practically all modern browsers (including Safari 8.1+). 

Thank you for trying though! Means a lot!

Just to check, browser games that start when the page is opened like these look like they have input focus because music starts playing/stuff is happening on the screen, but they actually don't. Have you clicked on the game screen first then tried pressing Z? Just a thought!

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Oh, thank you for letting me know. I don't have a mac to test with but I'm unsure as to why there would be an issue on an HTML5 build, I'll look into it! Thanks.

Yes, unfortunately that's all the content I had time for in the timeframe! I did have a much cooler ending planned, but didn't have time to execute it in the 72 hours. I will be working on a post-jam release version that should be a longer and better designed experience based around the same concept over the next month or two though. 

<3

I appreciate the feedback! Yeah I can see what you mean about the jump, it was definitely a rush to build all the content in time, which ended up with a lot of distances not being very well placed. 

Thanks, yeah I understand what you mean regarding the level design. It ended up feeling very much like a nes game in that respect as I was developing it, so I ended up rolling with it full force - which also meant some of the hidden parts and design is a little punishing. That said, I would definitely have liked to have had the time to properly place and design the levels, at least in a way that leads the player towards figuring out where and how they should explore.

Thanks for the feedback!

Thank you! Hahaha, yeah, it doesn't help that some of the jumping platforms and layouts in the higher places are a bit of a troll to make you fall back down.

Thank you!!

Unfortunately I'm not able to play it due to the platform requirement, but congrats on getting something finished in the time! 

The levels were nicely put together, it was interesting to see some level of environmental storytelling in there. 

It's a shame that dying didn't work, since it's basically just space station sim now! The physics were nice, and it was cool that you could crash into other objects and they would float about.

As mentioned below though, movement was a bit rough and I got stuck in either the wall or floor 70% of the times I moved, which was a little frustrating.

Overall though, you did some nice work. Congrats.

Nice concept! Very nice shaders and art work. The game was kinda confusing at first, wasn't really sure what I was doing or the controls the first 2 times, and the fact you have to completely restart the program to try again was kinda annoying.

Gameplay-wise, I think it would have made more sense to be able to see a room after you've cleared it of sound, because in some cases, such as the outside area, if you stop all the sound you have to just press directions and hope you don't get stuck and find your way back to where you're supposed to be.

Overall though it was a neat game with some nice polish, good job!

Interesting concept! I think the balance could be tweaked a bit, I ran through with minimal error, only really flicking on the lighter when I was by the switch and then turning it off, but I still ran out with ~20 seconds to go.

I'm a little torn in regards to the way the levels have been built, on the one hand the small entryways to navigate, and abundance of furniture make it necessary to be able to see where you're going, but it's also a little frustrating always getting stuck running into walls, etc.

Also, as mentioned below, the mouse sensitivity is incredibly high by default, I had to really lower my mouse settings to make this playable.

Thank you very much!

About

BitPotion is a pixel font available in TTF format and will soon be available as a bitmap font as well.

The font contains both uppercase and lowercase letters, numbers and a range of commonly used symbols. I'm happy to provide any accented letters or symbols that aren't currently in the font upon request.

The average size of the characters is 4x7 for uppercase letters and 4x5 for lowercase, stretching to 7 with ascenders/descenders. 

Works best if used at font sizes in multiples of 16.

This font is free to use in both personal and commercial projects. Credit would be preferred. If you use it in a project of yours, I'd love to know about it!

Please do not resell or redistribute. 

Available under the CC BY-ND license.


Link

Here's a link to the page: https://joebrogers.itch.io/bitpotion

Screenshots

Yeah UI scaling is my most hated part of development for sure! I'm on a 1366x768 if that helps! 

Thanks for the feedback! Yeah the shots were a very rushed late night addition an hour before the end, so they ended up being way harder than they should have been! Yeah I can totally see that over such a short span of levels, it would likely need breaking in over a larger period to be easy to get used to!

Great idea, and really cool execution. Couple of issues I had, the browser version is pretty much unplayable, at least on a laptop, as the size of the iframe is way larger than the screen. It also basically freezes the browser. The windows version worked fine, but there were some small ui bugs, text getting cut off screen, not enough space for text in buttons etc. The game itself ran very nicely though, but was incredibly difficult! Might have been nicer to have a slower ramping difficulty curve. Great job.

Solid submission! I liked the art, and the particles added a nice level of polish + the colour changes at the beginning. Was a little too buggy and slow though unfortunately. I couldn't get the pressure pads to work at all, and eventually the cloning also felt like it got buggy and didn't work as intended. Would be cool to see what it would be like given more time though!

Interesting concept! Big fan of the new art as well, looks great. The polish was nice, the transitions were very cool. Only slight complaint I guess is that it felt a bit too slow. Once you're restarting a stage a lot, it can get a little annoying the speed it takes to restart and then move around the blocks to get back where you need to be. Cool job for such a short timeframe though.

It would've been nice to see some more content and tougher puzzles to show off the mechanics a bit more. Was pretty bare bones at the moment, but a nice idea. Also a small bug, when I tab out and tab back in, one of the cats is missing.

Really nice level of polish on this. Idea was cool and it played very well. Tutorials did a nice job of easing you into the mechanics too. Audio was good, if a little quiet, and the graphics were mostly nice too (besides that water texture lol). Only small thing to say is that the pop up text for interacting was a little difficult to see in that colour. Would've been nicer if it had the same treatment as the tutorial text on the boards, which was very nice.

Was a nice idea, and there was some good polish in what was there (wasn't expecting voice acting lol), unfortunately it was cut short very abruptly! Would've been nice to see what more content could have been there if you'd had more time. It played and felt very much like an old cartoon network flash game, which was interesting! One small bug I noticed was the thanks for playing screen was massively stretched and out of proportion for my screen. Good job though.

Nice theme and was a neat little runner. Unfortunate you didn't have an artist on the team to spice it up a bit! (Or audio). There were a couple of sections where it was pretty much impossible to get through and survive, and a couple of times I'd get stuck in objects. Also, damn that electric trap is hardcore, still can't avoid it! 

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Note that it was a song quote, and as such grammatical correctness was likely less of a focus.

Directory

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Screenshot Link! (I have no idea how to embed the image).

I often find myself having to copy over folder structures from previous projects, or having to create whole new hierarchies from scratch when creating new projects. This is a less than ideal solution, particularly when working on something large or collaborative, where you may have several different directories for assets, documents, promotional material, your source itself, etc.

Directory allows you to design your project hierarchy once and then save it as a template, which you can deploy to a selected path at any time, saving you from going through all the hassle every time.

I have a couple more features planned which will make the tool even more versatile, such as file templates, but this is it for the first release.

I created it because I find myself starting a number of new projects, and hate having to go through this process every time. I hope it can be of use to somebody!

If you have any suggestions, feedback or issues, then don't hesitate to let me know!

Link

Thanks!