@ChevyRay I think you're really dang good at it to achieve that pace. It takes me like forever and a million years for editor features ;_; (Today)

@infinite_ammo cancel all my meetings that i didn't have. looks like i have other plans for today. (Today)

@infinite_ammo hahahh fuck I dont remember that and I should be all caught up. I must have missed that... (Today)

RT @Draknek: The Stugan deadline is coming up soon and @bnhw and I want to work on a new project there, looking for a 3D artist: t.… (Today)

@infinite_ammo oh god he's slamming the baby in the toilet. it's only a matter of time before he turns his toilet seat into a subwoofer too. (Today)

@infinite_ammo my fav is my upstairs neighbor who slams his toilet seat down also now apparently has a screaming baby in his apartment?? (Today)

@ChevyRay ugggghhhhh I LOVE MAP VIEWS OF THINGS AHHH (Today)

@jwaaaap I don't think you need to be SUPER HARDCORE but you def need platforming skills and the map system can seem kinda brutal at first (Yesterday)

@ChevyRay hi here is my tutorial on regular expressions this is how to verify an email address s/g+.a-Z0-9[]{/gi-?@/f-[a-Z]0-9??/gmail.com (3 days ago)

@TommyRefenes the lengths you'll go to become a metal gear solid boss amaze me (3 days ago)

@shaneneville t.co/9H8F5KlgFA (4 days ago)

@shaneneville well that sounds rad as fuck jfc (4 days ago)

@shaneneville tell me more (tabletop / pen and paper rpg systems are super duper fascinating to me) (4 days ago)

@Fruckert depends on my pace. if I'm working super fast I'll just have a text file in my csproj folder. if I'm slower I'll use trello. (4 days ago)

@ADAMATOMIC I'm not far into this talk yet but do they discuss how most of the costumes make characters look entirely different and incompre (4 days ago)

I'm excited to make games today! *checks task list* Oh right I'm stuck on like 50 bugs I don't know how to solve. (4 days ago)

@ADAMATOMIC just now realizing that I need a giant motivational poster of nasir over my desk at all times (5 days ago)

@obskyr YEAH I was bummed that the Hollow Knight soundtrack turned a bunch of the loops into short songs or arrangements :I (5 days ago)

I humbly request for video game soundtracks to feature more than one loop on the tracks that normally loop in the game~ (ESPECIALLY BOSS TRA (5 days ago)

RT @bitmOO: Hi, I make playful art! :) If you like my work please consider supporting me: 🐮 t.co/dFSRVxbXzf ☕️ t.co/F2hPwao… (5 days ago)

posts dated from: september 2013

2013 - 9 - 30 / 12:52 pm / doodle

Doodle Post


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2013 - 9 - 30 / 11:29 am / general

Dev Log: Ogmo and Reflection!

Dev Log: Ogmo and Reflection!

One of the things that is super important to me when working with any framework is how fast it is, especially in a game jam type scenario. I spent the weekend working on more utility stuff for my upcoming C# SFML framework, including more handy ways of loading up Ogmo Editor levels.

Here's what my current Ogmo Editor project looks like for my example game:


And here's what it looks like after I just do a simple init with a few lines of code:


OgmoProject = new OgmoProject("assets/Example.oep", "ExampleGame", "assets/");
OgmoProject.ColliderTags.Add("Solid", (int)Tags.Solid);
Game.Color = OgmoProject.BackgroundColor;

And for loading levels, all I have to do is this!

OgmoProject.LoadLevel(source, this);

That code snippet is from my Level class which extends Scene (which is sort of like Flashpunk's World class.)

This is pretty awesome for game jamming since the OgmoProject utility classes uses reflection to figure out which stuff to load into my levels. With reflection I can just create any entities that I need to from the Ogmo level files. Back in AS3 land I had something similar to this, except I had to register each entity that I wanted to have loaded in the level, but now with magic in C# I can just look up types to create based off of strings. AWESOME.

I only really do this kind of stuff for loading and initializing things though, as doing something like this during a game's update loop could be pretty costly in the performance realm. Reflection is awesome but I gotta be careful about it!


2013 - 9 - 26 / 7:30 pm / doodle

Doodle Post


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2013 - 9 - 25 / 10:17 am / offspringfling

Arizona Indie Showcase

Arizona Indie Showcase

This past weekend the Phoenix Art Museum hosted the Arizona Indie Game Showcase along side the Art of Video Games exhibit. Offspring Fling was one of the games in the showcase, along with some other local indie games like Scale, Gravity Ghost, Aztez, and Growing. Offspring Fling is getting up there in age now for a video game, so it's not the most exciting game to demo, but I still had a lot of fun with it. There were a lot of super young kids playing the game which is a pretty unique experience!




Special thanks to Game CoLab for the photos!

A surprising number of kids were able to make it through a lot of the demo levels, with only some of the harder execution based challenges stopping them. It's always fun to show the game to new people, but it's especially fun and terrifying to show to kids since they're never afraid to just tell you how they feel about your game.

I also had an NES controller hooked up to the game, so it was pretty funny to hand it off to a lot of kids who didn't even know what an NES was. I talked to some high schoolers about game development during the show as well, and one of them said they wanted to make games ever since they got their first console... an Xbox.

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2013 - 9 - 24 / 1:49 pm / general

Dev Log: Setting Up UI

Dev Log: Setting Up UI

I've been stuck on this for longer than I wanted to be, but one of the main things that I want to get working for my C# framework is easy to use UI stuff. I'm talking about super basic UI though. Right now I'm not even considering mouse input, only keyboard and controller input.


Basic menus are the only thing that I'm after right now. Eventually I want to have something that will allow for rapid construction of more elaborate stuff, but just organizing this code in a way that keeps it easy to use and generic is proving to be pretty difficult! My whole goal with any framework is to make to super fast for the purposes of game jams -- game jamming is the true stress test of any game development software or framework in my opinion!

I just trashed a bunch of code that I wrote over the past couple of days, and I'm changing my approach a little bit. I ran into a wall when it came to having menus inside menus and only wanting one of those menus to have focus, so now I'm reworking it so that each time I want to make a menu system I have to load it all up inside a base UIManager class. That class is a Component that can be added to any Entity in the game, so all I have to do is have an Entity in a Scene with that Component. Maybe that sounds a little complicated... but I think I'm on to something here! I haven't been able to find many resources on how to go about doing this though, so I'm just flying blind.

Not the most exciting update in the world, but it's pretty hard to make UI coding exciting.

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2013 - 9 - 23 / 11:07 am / doodle

Doodle Post


Trying out painting stuff in Manga Studio!

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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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