A video of what we submitted of Hasan Kachal for IRGF.

This is first of 8 levels that we made for IRGF, first Persian game festival. This is a “Work in progress ” state and game changes from that time, but keep to this for now.I don’t reveal anything about gameplay mechanics or whatnot of it but you can grasp a few ideas if you watch it carefully.

If you have problems watching it, you can download it here (~14MiG).

I shall thank everyone that participated for this demo here again.


Hasan Kachal and Secret of The Red Apple.


After about two months of very hard work and very stressful management, finally we got the competition version of “Hasan Kachal and Secret of the Red Apple” submitted for IRGF, the first Persian festival of video games, our eternal love.

So since I neglected almost everything in this time, I have to do some catching up with things and then, we’ll continue developing features that we left behind to reach the deadline and things that we fantasized during the development but obviously didn’t have time to do so.

I’ll upload the IRGF demo after they give out the results, for obvious reasons, for now, take a look at our disc, yes, we made disks and it has cover too! Like “real” games!

I’m very proud and honored to work with the team I worked with, from guys who did the music and sound FX to my very own Hossein Hoseinian, my best friend and brother, who never did and never will leave my side, especially when we need him the most, to one of the best graphic artists I know, Behzad Rahimi, who rocked our cover and HUD design and introduced to us another great artist, to my innocent Sara Salimpour who during her deadlines but we couldn’t use her work much, accepted all my nags and little edits and others who helped me on forums.

Thank you all, you all rock.

I learned a lot during the development of this game, I actually did more managing that coding/developing the game. Since we are “indie” and is not funded, we had to find network friends and people who we could rely on doing work for us, not asking for money and most importantly work on our tight schedule, not to mention my high expectations of art.

The experience was very valuable lesson of team development, which is my reward actually.

Even if we don’t get a prize, we already won. Having a deadline is very important for bed room developers since it’s a driving force. It’s like that old Persian story that an old man called his children on his death bed and told them there is a hidden treasure beneath our farm but didn’t tell them it’s exact location. So his children started digging around to find the treasure so as you might guess, they found nothing. After some time, their dogged farm started to grow and they found that the treasure was there all the time. It’s the same thing for us, if we don’t win the competition, we already have a full game under our belts, which is great already. Don’t forget international competitions, *cough* IGF *cough*.

Until the next time I return with our dev plan for next release.


p.s. If you want help the team, you can donate us and get disc version of the game with the OST. Mail me or ask here for info on how to doing it.

It is always a fight.

Everywhere I look I see problems, whether inside or outside. Everywhere I go I’m unwelcome, every face I face I feel hated, every step I take I feel the rotten net waiting for me, every character I type to code, I face billions of bugs and crashes, every click I do with my mouse, I face BSOD, every light I see at end of the tunnel is just a freight train coming, every moment my loved ones get one step closer to death, every second I get closer to the due of IRGF, first Persian competition of computer video games, hosted by IRCG.

but …  nothing can stop me.

Life as a Technical Artist.

Me presenting.

Last year I was honored to present about one my roles at developing Garshasp video game (along side Special Fx and Programming which I presented at another conference), I thought it’s a good idea to post the presentation files online here too.

You can grab it here.

Many thanks to Mr. Fassihi (the project lead and an elegant programmer) for giving me the opportunity and honoring of working on this great game.

MyMario 0.14.10

I just uploaded my last year’s 2D Platformer that I made with ActionScript 2.0 in Flash for a friend, thought it’s time to put it here too:

The graphics are borrowed from NES’s Super Mario Bros. and was just a placeholder for my own characters and environments, which will be used in this year’s game.

These bAD Days.


It’s been quite a while since my last post and that clearly shows how productive I’ve been in terms of gaming dev and my world, which is slim mostly because I’ve been doing my conscription service which takes at least half of my day and makes me wake up at 6am, which kills afternoons, if there is any. But I managed to delete alot of fancy stuff from the game and rewriting lots of code, like getting rid of state management and other things. I’ll probably won’t make an editor for this game, I have better thoughts.

I just wish I could get back to how I used to work on Garshasp, on my own game.


We got DebugInfo

With this class I can easily monitor anything on the screen. On programming non-interactive software, you can easily put breakpoints and wait for it to get hit, then with help of your IDE, check the what-not but in games, you can’t do that for obvious reasons such as everything is much more dynamic and putting a breakpoint will prove useless and similar problems.

Here’s an screenshot showing current state and DebugInfo in action:

we got debuginfo

Now with this tool, I can finally solve the big bug of states.

Here we go.