@twobitart *o* (Today)

RT @MattThorson: TowerFall news 3/3: TowerFall Ascension and Dark World are coming to XBox One! No release date yet, but I'm playing it and… (2 days ago)

RT @MattThorson: TowerFall news 2/3: I finally released the official 8-player TowerFall mod! It's insane t.co/NhCCXhBSlO (2 days ago)

RT @MattThorson: TowerFall news 1/3: A great recap video from 3rd TowerFall World Championship at @IndieOlympics :D (by @MllePilgrim) https… (2 days ago)

@theBanov @djcoreynolan @Travel_Pillow ohhhh that is the sweetest thing <3 (2 days ago)

@TeddyDief 4x cut?? (4 days ago)

@biphenyl I'll have to work on my leading with the lightning gun but I think its doable (4 days ago)

@biphenyl let me know when it has internet (4 days ago)

@jswiatek Sure, can work out the details via email: hi@kpulv.com (4 days ago)

@staticsteven ah it might be sampling from outside the bounds. Maybe somehow clamp it's source pixel to the bounds of the texture. (5 days ago)

@staticsteven I add the displacement at explosions and they scale up and fade out over time (5 days ago)

@floatvoid LEVEL 60 ZEBRA ROBOMANCER (5 days ago)

RT @cmuratori: I propose a different name for "Software as a service" that is more accurate: "Software as a tax." (6 days ago)

RT @TomFulp: Gone In A Flash - Kickstarter for a documentary about the Flash boom that changed the internet. Check it out! t.co/rKx… (6 days ago)

@TimothyFitz you just can't win. just get one of those 800lb widescreen CRT monitors~ (6 days ago)

@ADAMATOMIC @TommyRefenes @neilcic hahhaha this is what 11 year old kyle thought was going to happen when they said fire at will (6 days ago)

@konjak yay slot machines (7 days ago)

@TyrusPeace twitter is a fickle beast (7 days ago)

@ADAMATOMIC top 10 blow ups of 2016 (9 days ago)

@nnnehpe haha yeah maybe (9 days ago)

follow
search

2013 - 2 - 2 / 7:20 pm / games

GGJ Game: Screenshot Saturday

GGJ Game: Screenshot Saturday

Still poking away at this Global Game Jam game I started last weekend. If you missed the timelapse, just scroll down a little bit and you'll find it, or just click here. Here's what it's looking like at the moment:

Image
I'm super excited about that minimap in the upper left hand corner. You have no idea how excited I am. I've been wanting to have a real time minimap in a game for so long but I've always been limited by my programming knowledge or the software that I was using to develop the games, but now I'm finally at the point where putting together that minimap on the HUD only took a few hours of work!

Another thing going on is the crazy blue splashes on the screen, which is actually just me testing my particle system. I don't seem to do particles like most people, and I prefer all my particles to be individual instances or objects in the engine... but this does mean some performance issues unless I have some sort of pooling system set up for at least the bitmapdata being used for each particle. I recently added a new parameter to my particles which is delay, so I can specify how long a particle should wait before it starts doing its thing.

I'm pretty happy with how particle and effects creation works in my latest iteration of my framework that sits on top of Flashpunk. Right now the code for creating those blue particles looks like this:

 //make dem blue rings
KParticle.spawn(level.mouseX, level.mouseY, C.EFFECT_RING, {
frames: [0, 1, 2, 3, 4],
lifeSpan: [20, 40],
delay: [30, 120],
center: true,
color: C.COLOR_BLUE,
scale: [0.5, 1],
layer: -5
});


Just to clarify a few things, the C.EFFECT_RING is just a reference to a string that I've used to pool the particles ahead of time, so the function here ends up looking for the next particle in the C.EFFECT_RING pool. "C" is just my big static class for all sorts of constants that I want to be able to easily remember.

As far as the yellow and red pixels in the middle of the screen -- those are some helpful markers to show me how my camera system is working. I just got some neat camera blocking stuff working (similar to Jottobots) but it's been so long since I've coded any sort of "advanced" camera stuff that I'm feeling totally rusty and it took me probably two days of thinking to get it working the way I want. I still have some other problems to solve with that, like how to get the camera to properly block around corners, but I'll get to that soon enough. A lot of the inspiration for this comes from games like Super Metroid where the game will hide areas from the player until the player crosses into them, and then the camera will adjust to reveal the new area.

That's it for now! Trying to just post more to my blogosphere in general, so I'm going to just try and post as much as possible for the next few weeks and see how it turns out.

2 Comments
Avatar

2013 - 2 - 2 8:05 PM

NounVerber

I would love to see you talk some more game-dev.
The particels look nice, I bet they they're even better animated.

Avatar

2013 - 2 - 2 8:14 PM

Kyle

Awesome! :) Hopefully if I stay productive, then I can just make a few posts a week about what I've been up to, and share some code, screenshots, or whatever.

Avatar

Post your comment!

POST COMMENT

about

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.

blog stuff

categories

tags

archives

facebook

videos

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!

contact

Your message has been sent! Thanks :)
SEND MESSAGE