@floatvoid foreach (var sushi in sushiPlatter) { Eat(sushi); } (Today)

@saracecilia the dark ui ;_; (Today)

@floatvoid @C418 yeah the dark ui is pro version only uuugguhfufnsiej3oqbnd (Today)

@C418 Yeah it's like "Oh boy I can try it out for a month for $75!... oh wait I have to pay $900." (Today)

I really don't understand the point of Unity's $75 a month thing when there's a 12 month minimum... :I (Today)

@ADAMATOMIC (the games I've shipped seem big ish to me but are still small compared to most stuff I think) (Today)

@ADAMATOMIC making stuff seems way harder since releasing big ish things. I'm kinda happy but kinda not? (Today)

I was going to do some tests in Unity today, first time I opened it in like 2 years, and of course the licensing server is down #rip (Today)

@achebit I make sure to push them out of the wall entirely before reversing the speed. if (x < wallLeft) { x = wallLeft; speed.X *= -0.9f;} (Today)

@achebit dice don't collide with each other yet, but once I tackle that I can tell you more if I solve that issue. (Today)

@castpixel those are otter dice! :o (Today)

@saint11 Dang, pixel tattoos seem so tough to get right. That came out great :O (Yesterday)

@mguniverse yes i just added it to early access (Yesterday)

Think I got drag n drop stuff working the way I want finally x_x t.co/wZZNfKCOCn (Yesterday)

@NoelFB is this the first time the noel to logan transformation has been captured (3 days ago)

@_Gaeel_ Ah interesting, seems like a good method! Right now these things only react to being dragged pretty fast. (3 days ago)

@GreyAlien Hahah it is really fun for me so I get sucked into it. Then I look up and everyone else has made 100 games in that time #WHOOPS (3 days ago)

@GreyAlien I just get so caught up in the engineering of it. I always want to code stuff in the most amazing elegant way... #ripproductivity (3 days ago)

@rabbit_nabokov pretty much. you play as a group of otters fighting fish and turning them into sushi... (3 days ago)

Messing around with making a drag and drop interface for a game idear... it's way more complicated than I thought x_x t.co/6Wufj6594U (3 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 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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