@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)

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posts dated from: february 2014

2014 - 2 - 27 / 5:55 pm / general

Dev Log: More Explosions

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Been having a lot of fun with my workflow of animating in Flash, exporting to a SWF, and then using ShoeBox to convert to a sprite sheet. There are some hiccups in the pipeline still, but hopefully I can get them ironed out before I get any deeper in the art department.

I should really be working on the actual game part of this game, and probably all the systems that are going to be needed to be intertwined, but at this point I'm having way too much fun with particles. I've been bound by the word of Flash and ActionScript 3 for so long. Having 30 particles on the screen in Offspring Fling was a nightmare for performance, but now in the land of SFML, C#, and Otter, I can spawn hundreds of particles and the game doesn't hitch at all -- not even in debug mode!

1 Comment

2014 - 2 - 25 / 8:58 am / doodle

Doodle Post

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2 Comments

2014 - 2 - 24 / 2:19 pm / general

Dev Log: Explosions

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Been working on getting some particle effects going lately. At first I was trying out a workflow of animating in Graphics Gale since it's so easy to use for animating pixel art. The entire process was animating in Graphics Gale, upscaling in Image Resizer using an HQ 4x filter, then downscaling it and cleaning it up in Photoshop. Although this yielded some pretty decent results, the actual pipeline of getting it into the game from Graphics Gale was becoming a huge pain. Here's a sprite from this process:

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I did give Flash a try before this, and all I could find was this tutorial on how to export to a sprite sheet. I had a lot of issues with this process. First the entire SWF document couldn't be exported, only a symbol. Second is the fact that you pretty much have no control over the pixel size of a symbol, and therefore the size of the export. Thirdly the export to sprite sheet just didn't have enough options for my needs. This is why I passed on Flash initially.

Then I discovered that you can just export an entire swf has a .png sequence. Hooray! I can export a bunch of images of an animation, and since I can define the size of the swf, I can define the size of the png exports. Now all I need to do is somehow turn it into a sprite sheet.

That's where Shoebox comes in. This program is an Adobe AIR application that is sort of a swiss army knife for 2d game development. One of the features that I'm using in my current process is the frame sheet builder.

At first I was using the frame sheet builder with a sequence of png files, but then I discovered you can just use an exported swf file instead. So after all of that, my current pipeline for animating frame by frame stuff is Flash, export to SWF, use Shoebox to convert it into a sprite sheet, and then import it into the game. It's not a terrible workflow at all, but sometimes using Flash is a little infuriating.

No Comments

2014 - 2 - 22 / 8:09 pm / general

Screenshot Saturday

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Just a quick post for Screenshot Saturday. Working on getting a first pass of art in the game and hopefully have something to show by GDC time. I'm still figuring out the whole work flow with Spine, and also high res assets. For now it's looking like Flash is my best bet, at least for particles, but for other frame by frame stuff I'm still not sure what I'm going to do to achieve the look that Photoshop gives me...

I'll save those details for a future blog post though!

No Comments

2014 - 2 - 19 / 3:11 am / doodle

Doodle Post

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Going to try testing out a Spine animation with drawing! Going to find out how to go about breaking stuff into moveable pieces...

No Comments

2014 - 2 - 18 / 8:57 pm / general

Dev Log: Otter Spine Animations

Dev Log: Otter Spine Animations

Today is a very awesome day, for I finally got Spine animations running in Otter! I only have the super basic stuff right now, but I'm hoping to expand the support as I tinker around with Otter and my next game.

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This is a quick test of the test animation that comes with Spine. Right now a skeleton can be loaded up, and play its animations in the most simple way. The next steps will be getting all of the cool spine functionality in and running, like being able to manipulate bones and mix animations and all that kinda stuff.

This hasn't been pushed to Otter yet, and probably won't be for at least a few more days as I test it out and hopefully work out any show stopping bugs that might appear.

While making the Otter implementation of Spine I made great use of the Spine csharp runtime which I just dragged and dropped into Otter, and I also referenced the XNA runtime, along with C#Punk's implementation of a SpineAnimation graphic type.

4 Comments

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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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