@winkclub23 it's called travel pillow and it only exists in my mind for now sry ;_; (Today)

@r_rdein so far I'd say it leans a little bit more toward fighting enemies than platform challenges? but I dont have a lot of items yet (Today)

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@konjak do what you feel. the platforming is really snappy and felt weird to me at first, but once I got used to it it made sense ~I M H O~ (Today)

I've been playin' Hollow Knight and I like it A LOT, feels super fun, dark & spooky & somehow cute at the same time~ t.co/kZTPFlbBB5 (Today)

@theBanov keep a cycle of 12 hour sudafed running. I'm not even sick and I'm going to be doing that for GDC. sleep as much as you can. (Today)

RT @TeamCherryGames: The wait is over! Grab @HollowKnight and start exploring the strange, amazing, insect world of Hallownest! #Steam: htt… (Today)

@flurrycow get plenty of sleep and eat well (Yesterday)

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RT @MattThorson: Celeste is coming to Nintendo Switch in 2017! See you on the mountain :) t.co/TMOon1iCAs t.co/Aqm2AXcqKo (2 days ago)

it always amazes me when making games you can jam out a playable thing in a weekend but then it still takes somehow 3 years to complete (2 days ago)

RT @NightInTheWoods: NIGHT IN THE WOODS: AVAILABLE ON STEAM AND BASICALLY EVERYWHERE ELSE t.co/oPPY4OY754 (3 days ago)

RT @NightInTheWoods: (Night In The Woods will be out in all its glory on PC/Mac/Linux at 1pm EST tomorrow. get hype. etc.) (4 days ago)

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looking forward to hanging out with fellow introvert devs at gdc. lets all sit in the same room together with laptops in comfortable silence (7 days ago)

@ChrisBellDesign oh whoops I also read that as expo pass. I think that's supposed to be ONLY expo hall, but you can be sneaky sometimes. (7 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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About

Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. 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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