@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)

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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)

@ADAMATOMIC @nealen y yes I'll have this burger... *wipes tears* With two patties (6 days ago)

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RT @ishisoft: The beach is Leilani's territory! New Leilani's Island devlog update t.co/t7Pj7xSzeh 🌺🌴🍍 t.co/OyhOEsDGbM (6 days ago)

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 - 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
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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.

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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.

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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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