@konjak @Jonochrome 3 buttons is tough on a keyboard but I much prefer jump buttons over hitting up on the arrows. (Today)

@ADAMATOMIC if it was an ancient cursed foam sword that demanded the blood of his enemies then it probably wasnt his fault (Today)

@TylerGlaiel "has anyone ever experienced this obscure openGL problem?" "what no you're doing it wrong here's how to render a triangle" (Yesterday)

@ChevyRay wow dang that could be you except the crows become a giant wearable murder mech suit (2 days ago)

@theBanov @MattThorson yeah that's more your character my bad (2 days ago)

@MattThorson @theBanov that's why he's so protective of his sketch book... (2 days ago)

@ChevyRay oh man you could do the cool thing where you walk toward the camera in slow motion as like 1000 crows fly out from behind you (2 days ago)

@theBanov we must decipher the blurred notes (2 days ago)

RT @Jayisgames: Thanks for all your support over the years. You were all worth it. t.co/c35xMybDkF (2 days ago)

@ADAMATOMIC I want itch to take over the world is that so much to ask (2 days ago)

Hell is finding a forum thread started by someone having the exact problem you are facing and the post only reads "edited: nvm fixed it" (2 days ago)

@ChevyRay BattlePrefabs.DeathStar != CelestialBodies.Moon (2 days ago)

@unseven the prophecy... (2 days ago)

@Teknopants @NoelFB YES (but yeah some folks thought parts of Offspring Fling were too tough for how cute it looked) (2 days ago)

RPGs on Twitch: everyone rolls 20 all the time destroying everything at home: party barely survives simple tasks cause we cant roll above 7 (3 days ago)

@floatvoid i think you can only get those in canada (3 days ago)

@SteveSwink ñ too stroñg (3 days ago)

@ADAMATOMIC is this why his damn update is 5.1 gigs (3 days ago)

@CleverCrumbish whoooaaaaaaaaa (3 days ago)

@midio PUPCAKES?! *dies* (3 days ago)


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:

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.


2013 - 2 - 2 8:05 PM


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


2013 - 2 - 2 8:14 PM


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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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!


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