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posts dated from: december 2013

Dev Log: Shootin' Stuff

Dev Log: Shootin' Stuff
As I spend most of my time visiting family in the cold north east of the U.S., I still have some down time to work on my next project. I've been trying to flesh out the feel of the moment to moment game play which will involve a lot of enemies, shooting, and explosions. Eventually there will be a system to build islands and structures, and then some kind of overall goal to complete for each challenge, but for now I am just focusing on the details of combat.

Right now this is what it currently looks like in animated gif form:

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I've been playing around a lot with hit freezing the action for when enemies are hit and destroyed, and still not totally sure if I like it or not. I think I might reserve it for larger enemies and more significant events and explosions, but it is kinda cool. I also threw damage numbers onto stuff just to see how it would look and surprisingly it makes shooting things magically more satisfying. In the final build of the game I'll probably have the option to turn it off.

I've also been updating some things in Otter as I work and I'll most likely save a lot of it for one big push with a lot of changes. It doesn't look like I'll be able to get any video tutorials recorded, so it may be a little while before I make another one of those.

Trying to keep up with my usual 15ish blog posts a month, but I'll have to go double time from here on out to hit my goal!

Doodle Post

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Offspring Fling Sale

Offspring Fling Sale
Just a quick post to say Offspring Fling is once again available on Steam for 50% off its normal price, and I'll just give you the heads up now that it will not be featured as a flash sale or a daily deal unfortunately. There's also a new update available on the Steam beta branch that should improve the controller support and get rid of those nasty crash bugs that a few people were encountering. The password for the beta branch is iwannatestosf.

I also just want to say thank you for all the support from everyone out there. I never expected Offspring Fling to become the game it did, and because of awesome people buying the game I can keep being an indie developer for the time being. I also deeply appreciate the super fans of Offspring Fling out there that have analyzed every last pixel of the game and really pushed it to its limits. I knew I could count on the internet to destroy my developer times!

For those Offspring Fling super fans out there, Offspring Fling Momma plushes are also available from Frank 'n Stitch. These plushes are really awesome and lovable and worth every penny. They're also very easy to throw around at things.

Dev Log: December Madness

Dev Log: December Madness
December is looking like a pretty slow month for me as far as development and blog posts go. I spent a lot of last week getting ready to travel back to the cold north east, and spent all day on airplanes yesterday. I'm slowly grinding away at some stuff.

I managed to push a new build of Offspring Fling to Steam for both Windows and Mac. The controller support for the builds has been vastly improved thanks to AIRControl. Achievements are now also working for both versions of the game which is super cool, thanks to FRESteamWorks. Currently the only way to get the new build is through the Beta branch on Steam, which you can access with the password iwannatestosf.

Some small updates are coming to Otter as well, and if I can manage to record a video or two while I'm traveling that'd be pretty neat, but right now I don't think I'm going to have much time for that. As I start to chip away at the project tentatively titled Gaiaden, I'm making a lot of minor tweaks to the engine. I'm still playing around a lot with the exact order of updating and rendering stuff, so we'll see what happens when the dust settles.

Also check out this blurry cell phone photo of a crazy mansion in Albany, NY all decked out for Christmas.

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Doodle Post

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More Otter Updates

More Otter Updates
Whoops! I really let myself go on the blog updating schedule. I've been still cranking away at some updates for Otter.

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The latest update that I've pushed includes some new stuff for rendering Images. Images can now be drawn by using only a specific source rectangle from the Image with the function Draw.ImagePart(). This resulted in me also making Draw.ImageWaveX() and Draw.ImageWaveY(). You can see those two functions in action up there in that image. Yeah, I know a shader can also do this, but I thought it'd be fun to do it an old fashioned way as well.

I've gone through and fixed some bugs in the new StateMachine<>() class as well. The new StateMachine<> lets you use any key you want to keep track of states, and if you use an enum for the states then it will automatically populate the states from the names of the enums and the matching names of functions. For example, if you have an enum with the name "Walking" the StateMachine will look for functions named "EnterWalking" "UpdateWalking" and "ExitWalking" to correspond with that state. This means less boilerplate code for getting a state machine up and running.

There's been some other minor clean up of bugs and I've been tinkering with things as I chip away at my next big project. The latest version of Otter is always available here. I wonder if anyone will use it for the upcoming Ludum Dare! That would be super cool.