@ChevyRay @eigenbom I have a W showing up for now #blessed t.co/0RzVOwdYCn (Today)

@ChevyRay @eigenbom Ohh I was looking at the font code you gave me for SDL2 as a reference... but maybe we shall chat again soooon <3 (Today)

@eigenbom eh maybe if I was doing 3d, I've given it a few shots and I just don't like the feel of the workflow for 2d :I (Today)

@eigenbom Sort of. A lot of my utility/helper stuff is instant portable. Rebuilding the rendering stuff though using old code as a guide. (Today)

@eigenbom UHHhhh trying to figure out if FNA is gonna be usable for my next project. Right now I am in font/text rendering hell. ;D (Today)

Okay lets try to take this SharpFont library and uhh somehow... render text with XNA... and uh... *barf* (Today)

@jacobalbano I compiled my .fx file into a .fxb with that fxc.exe program from the direct x SDK. Can be just used on its own. (Today)

this may just look like a pink silhouetted graphic but it represents a shader actually working with FNA yeehaaawww t.co/AbriJFfgA5 (Today)

@flibitijibibo Probably best thing is on google chats pulverk@gmail.com (Today)

@flibitijibibo @larsiusprime Nope I have no XNA projects at all, starting from scratch. Will check out this fxc.exe thingy (Today)

Dear FNA people, what is the process of getting a shader compiled and loaded? (Trying to avoid content pipeline stuff, using just files.) (Today)

@flibitijibibo YUP Going to give it a whirl today! :O (Today)

POOP I totally forgot to put FNA in the poll (Today)

@StegerGames UGGH yeah the music stuff (and shader stuff) is what is making me feel weird about using XNA. (Today)

@larsiusprime HMM Yeah I was going to add that option and then I retyped the tweet and totally forgot -_- (Today)

Hey people that use XNA/Monogame do you use XNA for Windows builds? Or Monogame for Windows & everything else? (Today)


@SteveSwink tell johnathan stanley I said whats up (Yesterday)

@braceyourselfok PC~ (Yesterday)

@MattThorson @braceyourselfok @MllePilgrim @JonahD we should do a battle lobby sometime soon with discord or something for voice chats (Yesterday)


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.


Post your comment!




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






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!


Your message has been sent! Thanks :)