Screenshot of Heroine Dusk

Heroine Dusk is a simple, classic style dungeon crawler I created for One Game A Month. It is a spiritual remake of the first game I ever created (nearly 15 years ago). It's quite ambitious for a month-long project and turned out fun. I created all the code and art.


Screenshot of Book of Lost Lore

Book of Lost Lore is a chapter of interactive fiction I created for One Game A Month. It was primarily a chance to practice some writing and revisit the types of games that excited me in my youth.


Screenshot of Bicycle

Bicycle is a mini game I created for One Game A Month. Besides the sentimental value of the game, the main drive behind the project is to continue building a toolset for creating tile-based HTML5 games. This project covers basic input handling, tile sets, and isometric maps.


Screenshot of Flare in action

Flare (my free/libre action roleplaying engine) has reached the v0.16 milestone. Check it out! Also the site is now hosted at the more official domain flarerpg.org.


Your game idea is too big! (screenshot) Karma Slots (screenshot)

This week I launched two new mini-projects. The first is a tongue-in-cheek website aptly named Your Game Idea Is Too Big. It's a reality-check for young developers who tend to dream far bigger than their current skill. It also includes some helpful advice on how to start small.

Speaking of starting small, the second project is a tiny game! Karma Slots is a game I made in 24 hours. It was mainly an exercise in learning HTML5 + canvas + javascript, which is the new hot way of doing games on web sites. Karma slots is a Reddit-themed slot machine where you are trying to win Karma instead of credits. The sound effects are by Brandon Morris. All of the art and code is released under generous licenses (MIT and CC-BY 3.0).


Screenshot of Home Sweet Bone's new web site

This week we launched the all-new web site for Home Sweet Bone! The owner of HSB has long dreamed of running a dog daycare and boarding service, and we're proud to be part of her new venture.

Bellanger Software created the Wordpress template code, and the graphic design comes from our friends at Evenpar Solutions.


Screenshot of the Yellow Pages Halloween Easter Egg Sample from Oct 2011 issue of JS Mag

It's always exciting when my Creative Commons licensed art sees new uses! Here are two new sightings.

For Halloween, the Yellow Pages Deals section had a hidden "Easter Egg". If you search for "braaains" (at least 3 'a's) you get this secret page featuring my zombie sprites. And it's interactive! Hint: the zombies only stay down if you land a head-shot.

Yesterday I got word that contributing author Dino Gambone over at <jsmag> (a magazine for javascript professionals) has featured my minotaur sprites. My art appears as part of his series on using Javascript to create video games!


Screenshot of the 90dayturns web site Screenshot of the Jeffrey Galt web site

I've recently completed two new projects. The first was a small programming task for the new site 90 Day Turns (designed by our frequent collaborator Evenpar Solutions). This was an interesting bit of code that controls a form to choose automotive vehicle makes/models. The site uses Wordpress taxonomies to allow admins to maintain the make/models list. Because the form data needed to match the site's internal database ID fields, we went with an AJAX solution that fills form data in real time.

The second project was a blog site for Jeffrey Galt. This site is a simple Wordpress set-up with hosting provided by Bellanger Software.


Screenshot of the game Detribus

I'm proud to see one of my tilesets used in a 7-Day Roguelike Challenge game! The developers, Ido Yehieli and Corey Martin, really poured some life into this minimalist tileset! Congrats to those guys -- making a game in a short amount of time is quite a feat.

Play the game: Detribus

Ido is also raising funds for a more in-depth roguelike. Check out Cardinal Quest on 8-bit funding (only 3 days left)!


Screenshot of the article from Free Software Magazine

One of my works from Open Game Art gets mention in an article by Terry Hancock over at Free Software Magazine entitled "7 Things We Don't Have to Invent for Animation Production (Thanks to Free Software and Previous Free Culture Productions)". Thanks for the mention! And it's great to see my works being put to use by the folks over at Lunatics.


The goblin RTS units are coming along! First up is the Goblin Lumberjack. He's rendered in 8 directions and 10 faction colors, along with a standard set of animations.

goblin lumberjack choppinggoblin lumberjack carrying


I have one project wrapping up and another project just getting started.

First is a project with Auburn University Admissions for their Very Impressive Tigers program. This will be a website that helps connect high-scoring potential students with the info and contacts they need at Auburn. The project is near completion and looking good. Just need to smooth out a few new features and it'll be production-ready. Written in PHP and MySQL.

Next up, I've been commissioned to take my goblin character and create RTS animations for it: chopping wood, mining rock, farming, shooting bows, etc. This will be done in Blender and will be released on OpenGameArt.


I'm starting a new project this week with the crew from Auburn University Admissions. This new website will give the highest-scoring potential students a place to learn more about Auburn based on their major and interests.


Richard Stallman answered a list of questions from the Reddit community. One of them was from Bart K ("lendrick") over at Open Game Art.

We get this question a lot at OpenGameArt: "If I release a piece of art under GPL, can it only be used in games that are also GPL?". Stallman seems to confirm the answer is "no" -- it is still possible for your art to appear in proprietary games, as long as they abide by the GPL just for your art.

In the case where your art is intentionally modular (e.g. submissions to OpenGameArt are hopefully used in many games), even proprietary games might treat your art as modular.

An easy to understand example: imagine a proprietary game that allows user-created levels. Someone could create a level using all GPL'd art and distribute the level under GPL, but the game itself doesn't need to be GPL. The level is modular, so the game itself isn't a derivative work.

It might get grayer if a proprietary game is built on top of GPL art. I would discourage a proprietary game to use my art without asking. (If asked, I would likely negotiate a specific license with that developer).

(I am not a lawyer; this is not legal advice)


I'm very interested in HTML5, both from a web design perspective and for its potential in online games. Impressive demos have been appearing over the last few weeks.

Google showed the world a simple HTML5 game when it celebrated the anniversary of Pac-Man on its homepage. We see HTML5 can handle sprites, inputs, and sounds quite effectively.

Next is this demo of palette tricks done in HTML5. Many old games used this style of art because it is less demanding on computers (though it does take a very skilled pixel artist). I am thoroughly impressed.

Several HTML5 game libraries and engines are already in progress. Though I am currently making a heavy duty action game in C++, I think my future game projects will be simpler and done in HTML5.



Clint here. Just finishing setup for the all new Bellanger Software website. Settled on a simple design I really like. Over the next few days I will be putting together the Portfolio section to showcase some of my recent work. I have good stuff out there, between OSARE and some of my interesting work at the library.

OSARE and work have been keeping me very busy, but I want to prepare now for taking on new projects soon. I will need to draw up contract templates and probably consult someone local about setting up a sole proprietorship or LLC.