RT @pixelnicks: Want to explore this island? Just support #EagleIsland on Kickstarter 😊🦉 t.co/jeAAnRtaWG #gamedev #pixelart #indi… (Today)

@rustym @celsiusgs just round that shit UP (Yesterday)

@impbox dang there's always a catch... (Yesterday)

@impbox ah, dunno if you can customize the shortcutz (Yesterday)

I'm now trying out DYNALIST t.co/pxwNPUMXtC for brain management/task tracking/misc writings. Might be cool! (Yesterday)

@kertgartner okay well now you *have* to make your voicemail this t.co/NVtMVTzIVE (Yesterday)

@Commanderstitch yeah it is. I didnt tweet that in the morning. what are you a time cop? (Yesterday)

@mangadrive yeah okay also the opening of episode 22 of kill la kill (Yesterday)

every morning I start my day with a cup of coffee, 4 eggs, and the arc-gurren lagann transformation scene (Yesterday)

@theBanov thx :3 (Yesterday)

@Vash3stampid3 naming them would only give them more attention~ (Yesterday)

@ADAMATOMIC classic pikagreg (Yesterday)

@AsherVo @fell_martins any% world record (Yesterday)

@kinifi hahah amazing! thanks <3 (Yesterday)

getting excited while watching a trailer for a video game but at the end it reminds me that there's already dlc and… t.co/WJh1g2gcGB (Yesterday)

@MoviusC soooo unreal tournament definitely tried terrain maps with their twitch-fps weapons and they were god damned awful lol (2 days ago)

@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 (2 days ago)

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 (2 days ago)

@TeddyDief ancient me: "my bloodline will carry out this task for me sometime before the sun consumes our home plan… t.co/T27Mb6a93W (2 days ago)

RT @fell_martins: 💰💎✨ Boys and girls, I'm open for business ✨💎💰 Resposting artwork because most of my stuff is under very secretive NDAs.… (2 days ago)

posts dated from: august 2014

2014 - 8 - 30 / 1:29 am / doodle

Doodle Post



Some stuff buried in my notebook!

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2014 - 8 - 28 / 4:31 pm / general

Game Jam Procedural Generation Part I

Game Jam Procedural Generation Part I

My latest game jam game still isn't quite ready for release, and unfortunately at this point it will have to wait until after PAX, but I can still share some source code from it that will maybe help people out when it comes to procedurally generating things in their games.

The premise of my jam game is that you play as a space explorer type person who is flying a ship around the galaxy searching for planets with shiny ore on them. When the game starts the entire galaxy is procedurally generated. This is a fancy way in saying that a bunch of random things happen and hopefully it works out.

for (var i = 0; i < 99; i++) {
var size = Rand.Int(8, 64);
planetSupply -= size;
if (planetSupply <= 0) {
size = 8;
var x = Rand.Float(Width);
var y = Rand.Float(Height);
var d = new Destination(x, y, size);


while (d.CloseToOtherDestination()) {
d.X = Rand.Float(Width);
d.Y = Rand.Float(Height);

This is my CreatePlanets() function for the map scene in the game. What this does is just creates 99 planets and places them in the scene at random X and Y coordinates. The map scene has a Width and Height defined earlier in the game (in this case I believe its 5000 x 5000 pixels.)

The scene also has a planetSupply field that is defined earlier. Whenever a planet is generated, its size is subtracted from the planetSupply. If the planetSupply is less or equal to 0, all planets created from that point on will be the smallest possible size. This was to control how many huge planets were created in the scene. read more

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2014 - 8 - 25 / 7:50 pm / doodle

Doodle Post


2x Doodle Combo!

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2014 - 8 - 25 / 2:37 am / doodle

Doodle Post


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2014 - 8 - 19 / 5:30 pm / general

Dev Log: Game Jammin

Dev Log: Game Jammin

Over the weekend I went to a local game jam in Phoenix. I haven't jammed since November and this was another cool opportunity to put Otter to the test!

The game isn't quite ready for release, but here are a few screen shots of it for now:





And you can see some of it in motion right here.

This jam I decided that I wanted to really limit myself in terms of art so I could spend more time on more stuff in the game. I wanted to restrict myself to a game boy palette, so my first thought was to go for a shader. I ended up getting a shader up and running really quickly that emulates sort of a game boy look. Here's the shader code:

#version 130
uniform sampler2D texture;
uniform sampler2D palette;
uniform float shift;
uniform float offset;

float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);

void main() {
vec2 pixpos = gl_TexCoord[0].xy;
vec4 pixcol = texture2D(texture, pixpos);

float gray = (pixcol.r + pixcol.g + pixcol.b) / 3;

gray = round(gray / 0.25) * 0.25;

gray += (rand(pixpos + offset) * 2 - 1) * 0.03;

pixcol = texture2D(palette, vec2(gray, shift));

gl_FragColor = pixcol * gl_Color;

The shader also does some extra stuff like randomly generates a very faint noise over the entire screen. I couldn't figure out how to make the noise scale with the screen though, so if you are playing with the screen scale at 2x or 4x or whatever the noise will still be every 1 pixel.

The shader also needs a palette to go with it that is passed in through the palette parameter. You can also shift the palette up and down on the texture. Here's the palette file I used:


When the game starts it's using the palette from left to right on the very top of the image. The shift parameter in the shader can be used to read colors from anywhere on the y axis on the image, so if I want to make the game use the blue palette on the bottom I can set the shift to 1. (Texture coordinates are 0 to 1 in shader land.) The shader also reduces the amount of colors with some division and rounding.

The last thing I did to help out with the shader is add a full screen dither texture to the game. This is actually being rendered in the game and not in the shader. It's a very very faint texture of black and white pixels overlaid on the screen at an alpha of 10%. This will add a dithering look between all of the main colors of the palette. This idea was inspired by Dan Fessler's HD Index Painting tutorial. (Actually most of this shader was inspired by that tutorial!)

I think that covers everything with the shader. Hopefully soon I can release the game itself. Just need to fix some bugs and fix some sound issues first. I ended up getting awards in the technical, art, and design categories, and overall I got 2nd place at the jam which is pretty cool!


2014 - 8 - 15 / 12:58 am / doodle

Doodle Post


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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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