@MoviusC soooo unreal tournament definitely tried terrain maps with their twitch-fps weapons and they were god damned awful lol (Today)

@MoviusC well if it were like a quake map there'd probably be less giant open spaces, or if there were they'd be in… t.co/0LK7FJCbVs (Today)

if PUBG was just like the same concept but a giant quake map and played like quake then I would be dead from playing it for 999999 hours (Today)

@TeddyDief ancient me: "my bloodline will carry out this task for me sometime before the sun consumes our home plan… t.co/T27Mb6a93W (Today)

RT @fell_martins: 💰💎✨ Boys and girls, I'm open for business ✨💎💰 Resposting artwork because most of my stuff is under very secretive NDAs.… (Today)

@RYStorm actually now that I think about it when I get really excited "dude" is one of the first things out of my m… t.co/xjxRg7aZtf (Today)

@dkoontz the brite side (Today)

@MOOMANiBE I grew up in ultra rural upstate new york and somehow I still got it (Today)

when i spend hours on a bug caused by typing x twice instead of x and y t.co/nOkvbJ2XQg (Today)

@NoelFB @RobClemmonsJr coffee totally kills my appetite and I may lean into that more than I should *passes out fro… t.co/QEri4qx8On (Today)

@NoelFB this is a "bad" habit, you say? hmm... interesting... heh heh... *totally not sweating nervously*... (Today)

I've accepted the fact that I'm just going to say "like" 500 times per minute when I'm talking, and that's just, like, how it is. (Today)

@raiganburns yeah something really frustrating about watching a term's meaning totally erode, especially when a ter… t.co/LnabpYVyJQ (Today)

@floatvoid holy poop I havent heard this one yet!! (Today)

@raiganburns seems folks have been using rogue-whatever when they just mean procedural generation for awhile now. (… t.co/yYGOokKJUu (Today)

when are these so called major "esports" teams going to pick up players for link to the past randomizer races?? t.co/mxXI5JRG2X (Yesterday)

@AshBlueWD @ESAdevlog this is legit one of my favorite games of the past couple years. amazingly executed metroidva… t.co/WAQq7r3MQs (2 days ago)

@dannyBstyle Yeah it was an insane disaster and I'm amazed everyone signed on and was like yeah cool this sounds good let's do this (2 days ago)

RT @ESAdevlog: Btw, ESA is 60% off (and OST 30%) this weekend on Steam & Humble Store!! Completely forgot to announce that, whoops https://… (2 days ago)

@dannyBstyle Haha too late. It was... a thing. The original trailer for it was amazing though so I'll just keep watching that. (2 days ago)

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posts dated from: november 2013

2013 - 11 - 30 / 3:18 pm / doodle

Doodle Post

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2013 - 11 - 28 / 9:35 am / general

Dev Log: Just Otter Stuff

Dev Log: Just Otter Stuff

It's been pretty quiet around here lately. I haven't updated too often this past week because everyone on my twitter feed was talking about how amazing the new Zelda game is, so I had to go out and buy it, and then spend the next week completely engrossed in it. If you're still on the fence about it, I think it's the best Zelda game I've played since Link to the Past and Ocarina of Time.

Aside from playing Zelda I've also been chipping away at some updates for Otter.

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Right here you can see part of that update. Those red funny shaped objects are actually entities that have pixel colliders on them, meaning that they only collide where those pixels are. I know that pixel colliders usually aren't the best thing to do, and are often expensive on the performance side, but for some low res games they can be pretty handy.

I've also been going through and adding more image manipulation support. I've expanded the Texture class in Otter to allow for stuff like getting and setting pixel colors, as well as saving to an image. These are all basic SFML functions, but for the sake of Otter I've gone ahead and combined the SFML Image and Texture class into one thing.

Images, and soon other graphic types, will soon be able to be constructed from an otter Texture which supports all kinds of new loading techniques such as loading from a byte stream.

Just a few more things on my immediate to do list for Otter before I really start digging into an actual game project, yahoo!

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2013 - 11 - 26 / 12:06 pm / general

Maybe Updating Offspring Fling!

Maybe Updating Offspring Fling!

I'm dipping back into the wild world of AS3 for the next few days and pushing out a small update for Offspring Fling (if everything goes according to plan.)

You see, many years ago when Offspring Fling was being made into a downloadable application instead of a flash game, I wanted to add joystick support. I ended up going with a native extension called JoyQuery that was able to do it.. sort of. It had a few issues, but the game had joystick support for being an AIR application which was pretty awesome.

Unfortunately, JoyQuery caused some issues on some people's computers. The game would run incredibly slow, or the game would straight up crash on some PCs. I think the game doesn't work at all on Windows 8 right now unless you put it in Windows 7 compatibility mode.

So that's where AIRControl comes in. The creator of JoyQuery released it a little while ago, and so far it's looking super promising. Getting it integrated with Offspring Fling even after not touching the code in a very long time was really straight forward. This is also coming from someone who tried to use the new GameInput stuff that Adobe has exposed to desktop applications in AIR. I really tried to get GameInput to work, but I have no clue how it works still, and AIRControl took me less than an hour to get rolling.

Anyway, stay tuned for an Offspring Fling minor update that should fix the last remaining issues with the game related to JoyQuery!

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2013 - 11 - 21 / 4:24 pm / doodle

Doodle Post

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2013 - 11 - 19 / 2:07 am / doodle

Doodle Post

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Doodled in Flash this time, but stopped when I realized how different her face looks in the last frame than the first, aauuggh.

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2013 - 11 - 18 / 1:23 pm / games

All the King's Men Update

All the King's Men Update

Just a quick update to All the King's Men to address some feedback and fix some bugs. The current version is now v1.1.

* Adjusted the camera zooming to zoom out in more situations.
* Made it so you can skip the intro by holding down Start.
* Changed explosions so that actors always get launched by them.
* Adjusted a lot of the rendering stuff to fix bugs that probably nobody noticed but me.
* Fixed bugs with adjusting the volume levels in the console.
* Fixed the King's death sequence which I broke before I released v1.0.

The download for All the King's Men is still located right here.

For more info on All the King's Men check out my original blog post about it.

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About

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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