@jswiatek Sure, can work out the details via email: hi@kpulv.com (Today)

@staticsteven ah it might be sampling from outside the bounds. Maybe somehow clamp it's source pixel to the bounds of the texture. (Today)

@staticsteven I add the displacement at explosions and they scale up and fade out over time (Today)

@floatvoid LEVEL 60 ZEBRA ROBOMANCER (Yesterday)

RT @cmuratori: I propose a different name for "Software as a service" that is more accurate: "Software as a tax." (Yesterday)

RT @TomFulp: Gone In A Flash - Kickstarter for a documentary about the Flash boom that changed the internet. Check it out! t.co/rKx… (Yesterday)

@TimothyFitz you just can't win. just get one of those 800lb widescreen CRT monitors~ (2 days ago)

@ADAMATOMIC @TommyRefenes @neilcic hahhaha this is what 11 year old kyle thought was going to happen when they said fire at will (2 days ago)

@konjak yay slot machines (2 days ago)

@TyrusPeace twitter is a fickle beast (3 days ago)

@ADAMATOMIC top 10 blow ups of 2016 (4 days ago)

@nnnehpe haha yeah maybe (4 days ago)

I hope the 3 people in the world that actually get the secret ending in sky sisters appreciate all the art I'm doing for it (5 days ago)

@theBanov @Managore @NoelFB fairy type is so cool look at how fucking pink the fairy energy is auughggh t.co/QYUvhiYRve (5 days ago)

@NoelFB i thought your shades gave you fire resistance (5 days ago)

RT @itchio: The new email recipient field lets you contact buyers, key claims, refinery reward tiers, key groups, etc. #gamedev t.c… (5 days ago)

@theBanov yeah yeah plus I think there's just a checkbox in game maker for it so you should prolly just do that?? (6 days ago)

@theBanov yeah the tutorial by youtube user xX-Sephiroth420VegetaSSJ5-Xx is really good, took me like 5 minutes to get an MMO up and running (6 days ago)

@NoelFB I just use slack, dont like calls for work stuff cause theres no record of it, cant scroll back up on a call to see who said what (6 days ago)

RT @dicey: Friends! Super proud to say you can come to the Indie MEGABOOTH at PAX West for ✨secrets✨ t.co/EWRXLBRmBh t.c… (6 days ago)


2014 - 1 - 25 / 7:23 pm / general

Dev Log: More Data Driving

Dev Log: More Data Driving

How far is too far when it comes to making data driven code? Right now I'm wrestling with this question. I have a bunch of stuff defined in my xml which is all well and good for some parts of this game, but then I came to think of spells and abilities and how to make them data driven... but I think to truly do that would require some sort of scripting!

I was looking into Lua or using some form of Python for scripting in my game, but ultimately I've decided to hold off on that sort of thing. It sounds really fun, especially when I start to consider the modding possibilities of a game that uses a lot of scripting and data driven stuff... but it feels like a large burden to take on very early on in a project (even though getting Lua set up in C# is incredibly easy!)

As I slowly pick away at these systems everything is becoming a little bit more clear with each day of work. I'm still learning the ins and outs of C# and the power of reflection. One thing I started looking into today is custom attributes. It seems like a powerful way to combine data driven and engine driven stuff into one. I think by using custom attributes I could define a lot of data right in a class itself, and I would be mostly doing this in instances where I wouldn't want this kind of data exposed to the end user.

For example right now I have my stat class set up with a Dictionary where the enum StatType is the key, and a float is the value. This is all fine, but it means that in the constructor of my stat manager class I have to define all of those stats by doing Add(StatType, value) a bunch of times. An alternative way to do this might be to define the stats as just floats in the class itself, and apply custom attributes to each one like [Stat] or [CoreStat] or [DerivedStat]. I'm going to spend a little time experimenting with this stuff and we'll see how it turns out!


2014 - 1 - 25 9:30 PM

Jesse Chounard

You're working in C#. Just use C# for scripting too. .Net has the compiler available for you to call at runtime. (Dunno if Mono does, but I'd imagine so.)


2014 - 1 - 26 5:59 PM


I've looked into this a little bit but it seems to be a little overkill for what I would want to do. That, and if I were to ever work on devices that don't allow compiling code at runtime then this could be an issue... still very interesting stuff, I might do some experiments with it on the side :)


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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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