Gamejolt, what?

I recently discovered the indie game website called gamejolt, located

Without hesitation I signed up for an account because, “Hey, free exposure!”.

I’ve just uploaded our game Hue to the site, go check it out. NOW

I’ll be adding Everclimb once I fix a few final bugs with the game, with the hope that a couple people will notice our games and latch on as fans. We love you, fans.

As a final note, if you know of any other indie development websites where we can shamelessly plug our work (hopefully, that host competitions as well), please let us know.


And then the 3 man wolf pack became… A FOUR MAN WOLF PACK!

We are happy to introduce a new member of our crew, Tangleworm!

Now, young ‘un, lemme give you the spiel. A long, long time ago, Klassic would wail and moan about how his workload was so immense, he would bemoan his fate, curse the gods: why must he both code and sprite?! Anyway, this has always been a backburner necessity until Silhouette was finished (because the majority of coding and spriting is done) but a friend of ours, Mr Wormy himself, expressed interest in joining.

Now Tangleworm will be taking charge of artwork and art design, concept art and the like, and possibly a fair bit of spriting himself. We’re glad to have him on the team, and I think you will be too when you see the badass rehaul he’s done on our menu.

Yeah, WOW!

Dev Diary 3: Doing Nothing Also, Everclimb

Hello there, co-founder of Magnesium Ninja (mosescali) here (I just gave myself that title because it makes me feel a tad special)  As of this moment, I am playing Chrono Trigger on my DS, listening to ‘This is Happening’ by LCD Soundsystem, and I’m trying to sort out my anger due to Everclimb. If you didn’t know, Everclimb is the third game in the Magnesium Ninja library of video games. It’s is the ‘Super Meat Boy’ of the three so far. Now, I didn’t have too much involvement in it’s production, I had a couple beta testing stuff, that’s about it. But playing it in release mode… it’s still hard as hell, and I’m horrible at it. I applaud Klassic for making me angry. I don’t really have much to say as of this moment, since I’m not as big on the development team as the other two, but I’ll come up with an occasional blog post on how everything is doing at the moment I guess.

Also, as PR, I’m going to tell you my strategy… just kidding.

New Game: Everclimb

Greetings, peons!


While Silhouette was on hiatus I decided to work on a quick little platformer in my down time. I wanted to make something similar to Super Meat Boy, and I came up with Everclimb.

Everclimb is a constantly vertically scrolling platformer in which you must climb through 10 levels in each stage. You have to race against time as you make your way through each stage, hoping for success yet knowing you’ll probably fail. In other words, YOU WILL DIE A LOT.

This game is currently in beta-phase, but it’s more or less complete. As a team, we here at Magnesium Ninja challenge you to beat our top scores (posted soon!). If you do, we might just reward you with some extra content. Maybe.



Dev Diary Two: Writing

Hello, Worthington here. Thought i’d add my own dev diary, because I just want to fit in…so desperately lonely. Anyway, my ‘official’ title is game designer and writer. ‘Designer’ is somewhat of a misnomer, I am not the ‘traditional’ designer of the game industry (who is much like what a producer is in the movie industry). Rather, I research aspects of game and narrative design, discuss these with the crew, and conceptualize new ideas to make the game’s story better and the game itself a more immersive experience. Said research usually comes from:

A) Playing games and seeing what makes them tick and what aspects of them are successful.

B) Reading game publications and reviews, much information to be learned, there is.

C) The wonderful people at Extra Credits, I’ve given them a shout out once but I don’t believe that is enough. The amount these people have taught me about games and narrative have not only enriched me as a game designer, but also in my independent writing as well.

D) TvTropes, a better place for narrative, plot, and character mechanics is not to be found in all the intarwebs.

I also create/tweak the story. This is how I originally joined MN; my excessive nitpicking with some aspect’s of Klassic’s story led  me to overhaul it. From there we added new ideas to the story itself until we ended up with the finished product we have now.

The majority of the text you see in the game is also written by me. The general process is:

A) Klassic gives me the latest build of the game, with (it’s generally accepted by now) placeholder text. This text will almost never make it into the next build of the game.

B) I change the text around, so as it still conveys the original message, but with better wording, phrasing, and grammar so as to enrich the story’s plot.

C) Klassic tweaks the text so as it will fit inside the game, because I do not program it and I’m not fully aware of text box mechanics/what is isn’t possible. Either that, or he tells me i’m, as they say it, doing it wrong and I must yet again refurbish the text.

D) My overt pedantic-y-ness will invariably lead me to find some flaw with Klassic’s re-wording of my wording, however slight. I re-word it yet again, and the cycle begins anew.

Yet another reason why this game will never be finished! (kidding [I hope])

Worthington out.

P.S. Your move Cariboo.

Dev. Diary One

Hey everyone, omnipotent God and every day teenager here. In order to give this blog some degree of purpose and to kick start whatever it is I was supposed to be doing with Silhouette I’ve decided to put together a dev. diary on how I go about creating levels for Silhouette. This blog will feature equal parts writing and pictures, for those who are too lazy to read more than two lines of text at any given time. Let us begin!

STEP ONE: Create new ‘room’

Pretty simple concept here. Anyone who has ever used Game Maker knows that the game operates out of visual worktables called ‘Rooms’. I won’t go into detail because I don’t want to bore you. No pictures here because I want to hide my current progress into Silhouette (Hint: it’s not very much).

STEP TWO: Add depth

Important step here, since Silhouette’s graphics are 99% based on depth levels and shades of gray. Confused? Let me explain. If you look at a typical screenshot of Silhouette –

Oh hey, there’s one now! Anyways, looking at this picture you see 4 different layers of blackness. Black, dark gray, light gray, and what is basically white. When I design a level in Silhouette, I have to make sure that each layer is in the proper order. I can’t have dark gray in front of black. This design choice makes it simple for me to put maps together, albeit not quick.

Each map has 2-3 depth levels. 1500, 1000, and -500. everything above zero is beneath lights, and everything below is above. Wow, if that wasn’t confusing… Just think of it this way: Lights in Silhouette sit at depth level ZERO. the smaller the number (into the negatives) the closer the layer is to the front.

STEP THREE: Build the ground

Before I place any beautiful tiles into the room, I need to make some ground. I have little objects that do nothing except act solid to the player, which I have coloured hot pink-ish for visibility convenience. These are invisible in the compiled game.

No pictures here, since the map I’m putting together is more or less a perfectly straight line.

STEP FOUR: Add the tiles

Hooray for the fun and most time-consuming part of making a room.It’s time to beautify this baby!

At this point the map is approximately half done, design-wise. I’ve yet to add in lights or details, but the map is beginning to come together.

STEP FIVE: Jump through and miscellaneous objects

Now that the map is basically designed, it’s time to go through it and add some finishing touches. What kind of finishing touches? Well, jump through blocks lining the rooftops, for one. Also, I have to make this map accessible from the main world, which means adding room-transitioners (nifty things) into the map. Eventually I’ll be adding secrets and NPCs to this map, but for now it’s basically finished.

Here’s a quick snapshot of the completed room:

..Now to do this about 150 more times to finish this game! (Not including secrets, plot, and game play elements yet to be added)

This ends the first dev. diary. I’ve never done one of these before, and at the moment I’m having trouble sitting still. I hope you enjoyed reading, or at least got some insight as to why this game will take us ten years to complete (kidding!).

Bye for now.


Hello dear readers/not readers, this is your lord and master speaking. In other words, hey there everyone it’s Klassic, project manager, coder, spriter and all that jazz.

I’ve just arrived in the wonderful, WONDERFUL (not as good as BC) state of California, and I’ll start updating this blawrg with some info on our current game, Silhouette, in a short while.

Don’t miss me!