RT @theBanov: ICYMI, @CoinCrypt's 50% off + new expansion came out this week. Deck-building roguelike! t.co/mmT1HqqS76 t.co/i… (Today)

@saint11 c'mon be unsafe what's the worst that can happen (Yesterday)

@NoelFB @theBanov rip rip rip in peace (Yesterday)

@TeddyDief there would be a lot of public safety ads about not getting telefragged (Yesterday)

@soylent I placed an order for 2.0 back on 9/20 and haven't heard anything since "Label Created." Didn't hear back from support either :( (Yesterday)

@MattThorson hmm probably should have forward momentum into the slash so I can slash dash cancel into a leap and then ground pound. (2 days ago)

@goldbuick huh? o_o (2 days ago)

Pure Entity Component systems stuff look super cool and fun but I never have any idea how to apply it to my projects t.co/RC1et7D4Ba (2 days ago)

@gabrielviolence damn you got a free midnight raccoons show #jealous (3 days ago)

@Capn_Andy yeah they had those in august it was fucked up man (3 days ago)

@sgricci Wow nice :O (3 days ago)

@sgricci Yeah I unfortunately have no idea how to make it run in linux x_x (3 days ago)

There's now examples all the way up to "Sound and Music" for using my game making framework, Otter! t.co/E1a9eHjHSP (3 days ago)

@raiganburns @MattThorson Oh all of my bugs right now are currently caused by the slopes haha, gonna dig in some more today. (3 days ago)

@raiganburns @MattThorson they all take turns moving 1 px until all movement is done. I don't want any frames of showing overlap :o (3 days ago)

@gabrielverdon what the hell this is breaking my brain (4 days ago)

@braceyourselfok fun is the perfect random reward schedule timing to make sure levels of dopamine peak with anticipation of course!11 (4 days ago)

@larsiusprime Yeah this is Otter. I mean if I can understand the logic it shouldn't be an issue to port it over to C# Otter code. (4 days ago)

@larsiusprime Hmm I should check it out at least though! always can learn stuff from other approaches (4 days ago)

@larsiusprime I mostly just want a system of things that can be pushed and carried that applies to all the game objects, with slopes! (4 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 there, my name is Kyle, and I'm a kid disguised as a grown up. I'm making video games and living the indie game developer life in Tempe, Arizona. 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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