@Doomlaser @TommyRefenes Oh sorry was totally thinking of Spine which I already use. Spriter seems to have no official api support. (Today)

@Doomlaser @TommyRefenes Plus is going to be for making skeletal based stuff procedurally, not sure how any tool would help there :I (Today)

@Doomlaser @TommyRefenes I have no idea how to bind my entities into anything that spriter has, plus I can't distribute their runtime easily (Today)

@TommyRefenes cool let me just spend 10000 years writing swf importers (Today)

@DiscordGames Hahah yeah, it is too easy to procrastinate on game design problems by just working on engine/tech stuff ;p (Today)

@DiscordGames Building this so I can make enemies that have individual destructible parts, like big bosses and what not. (Today)

ugh almost have all the math figured out to have skeletons of entities with flipping and stuff t.co/fsp8BHlBQF (Today)

@konjak the same LINE? (Today)

RT @MattThorson: Prism Arrows t.co/ZImG8DXPeS (Today)

@JassonMcMorris @EsotericSoft Otter already has a spine Graphic type but it's on a separate repository, I can't include it by default (Yesterday)

@ChevyRay Man it's been like a million years and aligning things vertically with html + css is still a nightmare (Yesterday)

Stayed up all night making this 2d skeleton system in Otter that should let me make multi part enemies yaayyy t.co/r7GAku0wxh (Yesterday)

RT @CapForeverRemix: Captain Forever Remix pre-alpha trailer is GO: t.co/VmmIykCn4a (2 days ago)

This is it. This is the best thing available to me on the internet. t.co/vW9p6k3t6A (4 days ago)

@TommyRefenes @TomFulp back when you had to run a WinNuke protection program whenever you went online (4 days ago)

@rabbit_nabokov its no problem just take water and add gravity (5 days ago)

@floatvoid da fuek is that all about. I guess I don't notice this happening when I use render textures as maps for displacement? (5 days ago)

When using a render texture to control my color grading shader... it interprets the texture upside down? So I'll just use ScaleY = -1 #magic (5 days ago)

@infinite_ammo Did you know that 1 out of 10 cameras will reset your game data? (5 days ago)

@Silvanis_s play with math formulas until you finally google the right thing to find out someone already figured it out in a much better way (6 days ago)


2013 - 2 - 18 / 12:42 pm / games

Dev Log: Slopes and Slopes

Dev Log: Slopes and Slopes

Still working on the re-make of my Global Game Jam game! The most recent development I can talk about is this:



Look at those beautiful SLOPES! I haven't actually done any platforming with slopes since all the way back in 2009 when I first made Jottobots (and before that, Verge.) This is my first time doing slopes of any sort in Flashpunk. There were a couple of hurdles to get over to get them working smoothly though.

The first major hurdle is that I'm using Ogmo Editor for all my level data. Usually my method of making collision data in Ogmo Editor is to just use a "grid" layer, and then that gets imported into my Flashpunk project as a Grid collision mask. That usually works, but in the case of slopes it does not... the Grid only supports a tile grid of solid boxes of collision -- no slopes!

My way of solving this was to go back and change my grid layer to a layer of tiles. I made a small tile sheet that contained all of the slopes that I wanted to use, and drew the collision with that. The tile sheet looked like this:

So now I could export data from Ogmo that would have solid blocks and slopes. Note that it's important to keep the tile at 0,0 completely blank, otherwise there are some complications in the Flashpunk code to convert it to collision data.

Next I made this ugly looking function that takes a tilemap and converts it into a bunch of collision data of a given type. Note that this function is in my "Level" class, which extends "World"

public function solidTilesToGrid(tilesEntity:String, type:String):void {
var tilesSolid:Entity = getInstance(tilesEntity);
var tileMap:Tilemap = tilesSolid.graphic as Tilemap;

addMask(tileMap.createGrid([7]), type);

var tilebitmap:BitmapData = tileMap.tileset;
var maskbitmap:BitmapData = new BitmapData(16, 16, true, 0);

for (var xx:uint = 0; xx < tileMap.columns; xx++) {
for (var yy:uint = 0; yy < tileMap.rows; yy++) {
var tile:uint = tileMap.getTile(xx, yy);
if (tile != 0 && tile != 7) {
maskbitmap.fillRect(maskbitmap.rect, 0);
maskbitmap.copyPixels(tilebitmap, tileRect(tileMap, tile), zero);
addMask(new Pixelmask(maskbitmap.clone()), type, xx * tileMap.tileWidth, yy * tileMap.tileHeight);


if (!drawCollisions) {
tilesSolid = null;

The function first uses tileMap.createGrid() which is a Flashpunk function that will convert tiles of a certain index into a Grid for collision. In my case, the 7th tile on my tilesheet was the completely solid one, so I use [7] for that function. The next part is a little weird. I iterate through all the tiles on the tileMap, and if I hit a tile thats not blank, and that's not the 7th (completely solid) tile, then I must be looking at a slope. I end up copying the pixels from the tile I'm looking at, and then I make a pixelmask out of it. I then add the pixelmask to the world with addMask(), and that results in all of the slopes being copied into pixel mask collision data.

There's also the function tileRect() in there, which just returns a rectangle of the corresponding pixel data for any tile on tilemap.

So that's what I'm working with right now. I'll save the actual collision / moving up and down slopes for next time!


2013 - 2 - 18 1:29 PM


Thanks for posting about this! I love FP and Ogmo, but I've hit the "how the hell do I do slopes" wall a few times now. I'm glad I seem to be on the right track so far, and I'm looking forward to seeing more of your thoughts on the subject.


2013 - 2 - 18 1:33 PM


Awesome! Glad I could help :) The only issue right now is that I create a separate pixel mask for each slope, but I think this might be the best way to go... the only other thing I could think of was a big pixel mask for the entire tile layer, but that's probably horrible for performance.


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Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. 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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