• $65 total left! Pledge now!

    Only need $65 to get funded! $50 of this should be promised if we can just hit the $300 mark! So even $5 helps a lot! 9 days to go!!



  • Lady Goldfish Kickstarter Live!

    Alright everyone, I have created a kickstarter project to help raise funds to finish Lady Goldfish and future projects! I need your support, and you can donate as little as $1.. The funds are not applied to your account until the project is funded, *IF* it is funded, which would be August 30th! At the very least, if you can not donate, do me the courtesy of sharing this kickstarter project out as much as you can! Thank you for all of your support!


  • Who wants to be a tester?

    I will be updating and publishing various builds of Lady Goldfish on its new website, http://ladygoldfish.sfsgames.com . These builds will primarily be android based and will be alpha/beta versions not ready to be put out there on the market yet.. Unlike a lot of newer developers, I do not see the point in publishing a piece of software that has KNOWN issues, and listing it on the market as a beta.. If it’s not done… dont publish it.. DUH! I am asking for any feedback on the controls, UI scaling etc.. Comments may be posted here or on our facebook page. Any feedback is appreciated!

  • Working on the level complete screen…

    Lady Golddfish level complete screen!



    Slowly working our way towards completion and then an eventual release on at least Android and Windows.. Have the level complete screen in game, just need to finish up the animations for it.. and also have the new control schemes built. I think for now I’m going to stick to the standard touch control that was already there, and then I added a gamepad with an onscreen joystick. Both versions of the controls also include a left handed mode for those other players..

    Hoping to finish the level complete screen this evening before bed.. But we shall see.. I keep getting distracted by ESO..

  • 99 Cent Sale!! Share this post everywhere and get your copies today!!

    99 Cent Sale!! Share this post everywhere and get your copies today!!


    Kollectiv – A fast paced puzzle game combining the best of match 3 games and tetris! Only .99 through the end of the month on the Windows store


    Cannon #12 – Classic space shoot em ups are back, and you are humanity’s last hope! Only .99 through the end of the month on the Windows store


  • Lady Goldfish Bug Squashing…

    Spent the evening squashing some bugs in the code.. Thought I had some lighting errors, but turns out it was due to not scaling the Z axis properly which led to a loss of textures.. Got that fixed.. Also did some work on setting the next level up and making sure all of our objects are disabled between levels. More work was done and levels 1-20 are now updated and completed. I’m still thinking of adding a few more objects, but its getting there pretty quick!

  • 2D obstacle avoidance with raycasts

    Just got done setting up my islands in Lady Goldfish and doing some testing on the obstacle avoidance. Got to make sure that our whales and pirates don’t get stuck when navigating around any of the islands. In this video I have the raycasts drawn on the screen so you can see how they detect the obstacles and then adjust their direction accordingly.



  • Minor change.. Obstacle avoidance that took a couple days…

    Well, I broke down and went back to my original plan of using raycasts to steer the whales and pirate ships around the map.. Originally I had issues, didn’t have the patience and scrapped the whole system in favor of using waypoints.. which created yet another issue.. Do I manually build 2-4 paths for each level in the game, or do I attempt to implement a path finding system.. Waypoints did actually work, but not nearly as well as I wanted.. So the other day I ripped all of that out and started working with the raycasts again..

    As of tonight, each whale and pirate ship is now using a group of 5 raycast ‘feelers’ to sense the terrain around them. The only thing I’m paying attention to is the islands themselves.. Depending on which ray hits the island we make a turn in the opposite direction. Once the object hits the other side of the screen and goes completely off, a new target position is calculated and applied and our object turns around on its return path.. It may have taken me a day or two to work out, and while the code is mildly hacked together (including separate routines for left to right and right to left), it works beautifully. I got tired of fighting it.. get it working one way, and it failed on the return trip.. this solution worked out just fine and noone could tell the difference.

    Now I can return to building the levels for the game which will be 100 times simpler now! W00hoo!

  • Lady Goldfish Update Screenshot! Almost done…

    The latest in game shot from The Lost Treasure of Lady Goldfish! In this we have our whales, dolphins, fish, pirates, islands, coins and a whole ton of fun! Still have some things to do.. ad integration if I decide, high scores, proper game over screen and level designs.. but the heart of the game is done.. It’s fully playable right now as it is.. Enjoy!

    Lady Goldfish WIP 6/5/14

  • Progress Update…

    Ok, made some good progress on Lady Goldfish tonight.. All of the islands are done and have their colliders set up.. that was a big chunk of the day.. After some testing I noticed some of the ice flows didn’t bounce around the islands nicely.. so that started the modification to their script to determine if they get stuck.. If they get stuck now, they happily fade out of existence and a new one is spawned. Tomorrow I’m going to redraw the players sprite to match the rest of the game.. after that I think its time to build some levels.. Gameplay is almost done.. Not doing any of the star type crap I dont think.. its over done.. every single game out there has it.. Of course I may change my mind.. you never know.. .