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// I don't know why this works but it does (Yesterday)

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is there any better way to start your day than by watching the ssj2 gohan vs perfect cell kamehameha fight (Yesterday)

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@Data01 Hahah, well make it run in C# I guess and I could check it out ;p (2 days ago)

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Getting more and more stable, but the code is getting more and more messy ;_; t.co/PhmLyZwJHz (2 days ago)

Sometimes I feel like I can't draw anything and then I switch what brush I'm using and that somehow fixes it and I don't know why (2 days ago)

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okay done for the day but this thing is working pretty nice I think (I have a hover jump kinda thing going on) t.co/X9M2mjEo2E (3 days ago)


2013 - 11 - 12 / 2:39 pm / games

All the King's Men

All the King's Men

Over the weekend I went to a local game jam in Phoenix to try out making a game using Otter. I was fully prepared to face the reality that Otter would have major problems preventing me from using it for this jam... but everything turned out way better than I expected. Check out the first game ever made using Otter!

All the King's Men v1.0 - Windows (6mb)

Apologies to Mac and Linux people, I don't have a solid way to get builds for anything but Windows right now.

There's a readme included in the download that has some more info in it as well.




What's Next
Eventually I would like to open source All the King's Men, but right now I need to figure out what kind of license I should use for it. Open sourcing a game is a little different than open sourcing a framework. I want to maintain control of the distribution of the game, but also allow people to look at and use the code for their own projects. Basically I just don't want people to edit the game slightly and then re-release it as their own work, or something sneaky like that. I'm sure whatever license I choose won't actually prevent that from happening if someone really wants to do that, but I guess I would still feel slightly better by using the right thing.

I also recorded a time lapse of the production of the game during the 48 hour game jam, so once I put that together I'll release that as well!

If you have any feedback then leave a comment, or stop over to the Otter forums.


2013 - 11 - 14 12:35 PM


Cooool! I never got around to trying otter2d out, mostly due to the fact that I cant figure out how to get SFML.Net to run on OSX (although it is apparently possible...)

I'm assuming that if you dont yet have a way to build it on mac/linux than the distribution of games is windows limited atm?


2013 - 11 - 14 12:36 PM


Crap, just re-read and notice you answered my above question! Keep up the good work with this!


2013 - 11 - 14 12:39 PM


There are OSX lib files in the repository now, but I have no idea how to use them!


2013 - 11 - 14 4:48 PM

Ryebread plays

hi kyle just wanted to say i like your work and was wondering if you minded if i uploaded a lets play of your game all the kings men thanks please email me your response and keep up the great work.


2013 - 11 - 14 4:52 PM

Ryebread plays

just read your videos policy ha ha sorry for the question ill be more observant next time.


2013 - 11 - 14 7:07 PM


Hey no problem! Have fun :)


2013 - 11 - 14 11:42 PM

Kyle Huntsman

Dude, this game was amazing. You should definitely make it open source. After watching the time lapse, I'd love to actually peek through the code and see how you structured it. I'm new to game programming, so I have no idea when it comes to that stuff, plus it's cool to see how other's do it.

I was at Game Jam! I was one of the programmers for the game about running through a barber shop and getting different mustaches! :D


2013 - 11 - 15 1:50 PM


Thanks! Still figuring out this license stuff since the license I was going to use I was warned does not apply to software.

Nice job at the game jam! That upside down world mustache was craaazy.


2013 - 11 - 18 1:37 PM

Jeremy Mitchell

As for the open source problem: follow the id Software example. Remove all art/resource files from the game and distribute the source code only under GPL or whatever license you want. Then, distribute the game assets separately under a closed license.


2013 - 11 - 18 4:32 PM


That seems like it makes the most sense, thanks!


2013 - 11 - 18 4:52 PM


Ah crap, GPL still allows for commercial redistribution though doesn't it? :I


2014 - 1 - 1 10:22 PM


Maybe Creative Commons is an option? I haven't seen it used in the Indie scene a lot though. :?


Post your comment!




Hi there, my name is Kyle, and I'm a kid disguised as a grown up. I'm making video games and living the indie game developer life in Tempe, Arizona. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!


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