@rabbit_nabokov hmmm too stressful to work with others? have you not meshed well with the collaborators? (Yesterday)

@rabbit_nabokov team projects are very tough and collabs seem to only work out rarely from what I've observed :I (Yesterday)

@midio :o <3 (Yesterday)

@midio :o (Yesterday)

@AsherVo 24spooky48me (Yesterday)

@revocare yeah flash was the best option I could find for high res animation. Oh how I miss pixeling sometimes ;p (Yesterday)

@revocare for high res stuff I use flash to make frame by frame anims and export to sprite sheets with shoebox (Yesterday)

@ArthG yeah just a normalized vector between the mouse position and the shooter position (Yesterday)

@Livelyivy Hahah awesome. Gotta use those NUKES. I always think of Tetran from the Gradius games t.co/DL1NJ2nGuu (Yesterday)

Quick test of an enemy composed of individually destructible pieces yahoo t.co/w4j4SrfPKq (Yesterday)

@gavanw Ohhh YEAH? I think I have it working (until I find some a crippling bug I'm sure) but I'm def interested in any pointers! (2 days ago)

@konjak @snakepixel I find that if I start to plan things, I intimidate myself a lot. That's why game jams are so fun for me, no planning. (2 days ago)

@AsherVo careful don't reach the resonance frequency of existence and shatter us all into a pocket universe between the membranes of reality (2 days ago)

@BeeMickSee @pietepiet people will complain about whoever you main for whatever reason so just follow your heart (2 days ago)

@rabbit_nabokov @konjak hahahahh cereal mascot I'm dying (2 days ago)

@BeeMickSee @konjak @DamianSommer Yoo with all the Mario Kart DLC I think Smash DLC is def happening (2 days ago)

@konjak @vonFawks @pietepiet I'm honestly surprised Dark Samus wasn't a character. (2 days ago)

@vonFawks @konjak @pietepiet no more Kirby characters, make a Kirby/Jiggly clone that is a Metroid. (2 days ago)

@pietepiet @konjak maybe they'll announce removing dark pit (2 days ago)

@NoelFB I have done this in AS3, with loops, if, else, and everything. If you want the source to look at, let me know! (2 days ago)

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2013 - 12 - 30 / 12:33 pm / general

2013 in Review (Part 1)

2013 in Review (Part 1)

Another year gone by and time seems to be moving faster and faster. 2013 was definitely a different experience for me than my previous 3 or 4 years in the wild world of making video games. I dedicated a lot of this year to leveling myself up as a programmer and an overall developer, but I still feel like I wasn't as productive as I wanted to be. Let's take a look at what happened!

January
I tend to begin every year with the Global Game Jam. It takes place in January and it's the perfect way to burst into the new year with some rapid fire game development. The theme last year was the sound of a heart beat, and I made some sort of metroidvania using that theme. I made a sweet time lapse of the game's development, and some game play afterwards.



February
I started working on my heartbeat game for awhile as I was still using Flashpunk at the time. I was expanding my framework that I had built around Flashpunk while using it to create this game. I was adding all kinds of cool stuff like Bitmap Text, some support for constructing a metroidvania world out of a bunch of level data from Ogmo Editor, and platforming with slopes. It was a lot of fun working on features like the map rendering, and the platforming camera, and all of the different moves that the player could get.

I also released an asset generation tool for AS3 using Python since I was sick of adding every level to the game manually. As far as I know it still works, so you should give it a try if you're using AS3 and FlashDevelop for making games.

This was also the month that I decided to start posting on my blog a lot more. I aimed for 3 posts a week, with most months resulting in 12 to 15 posts of some kind. Since I spent so long in the shadows of working on Snapshot and Offspring Fling, I wanted to try being more open about what I'm doing. I started treating my blog more like a tumblr where I could just post one off short posts, doodles, or just some thoughts about stuff. Amazingly enough I managed to keep this up for the whole year.

I was also working on a little web application for a table top RPG that my friends and I were playing, and I also set the world record for the fastest Any% run of Lyle in Cube Sector!



I was pretty busy this month!

March
This month was a big deadline for me since it was almost a year since I pledged to release 5 games in one year. I had two games left to release before I went off to Game Developers Conference and I managed to release both Namiko and Super Ninja Slash just about a week before flying out to San Francisco. I had also released Snapshot, Offspring Fling, and Jottobots previously.

I also spent a lot of this month still working on my Heartbeat game, and adding more features to my AS3 framework with a nifty NineSlice class for Flashpunk. I actually did a lot of work on this game now that I look back at it... I had some really neat looking menus and stuff!

I ended the month with the Spring Sale on Steam with Offspring Fling being 50% off, and I flew out to San Francisco for a week of insanity with thousands of other game developers. I had a blast at Game Developers Conferecce, and spent a lot of it jamming (or at least attempting to, I was incredibly tired most of the time.)

Stay tuned for Part 2!

3 Comments
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2014 - 1 - 1 8:20 AM

Oliver

Sick timelaps. I skipped through it and maxed out my Evernote upload limit with screenshots of your code and notes on workflow. Learned so much, thank you. :3

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2014 - 1 - 1 10:22 AM

Kyle

Oh rad! I totally forgot that I was going to open source the game at some point. I should get back on that when my Christmas travels are over.

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2014 - 2 - 11 12:47 AM

Oliver

Really? Cool!! :D

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Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. 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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