@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)

follow
search
posts dated from: march 2015

2015 - 3 - 31 / 4:16 pm / doodle

Doodle Post

Image

No Comments

2015 - 3 - 31 / 12:42 pm / general

Dev Log: Stats Stuff

Dev Log: Stats Stuff

Why does it feel like making menus and interface stuff for a game takes three times the amount of work to actually make the game itself? I'm trying to churn through these menus and stuff as fast as I can, and I got some ideas for how to even make more work for myself... but for now here's the stats screen for Sky Sisters.

Image

Pretty simple compared to what I originally wanted, but I realized that not every single little thing needs to be tracked. For example there was a lot more stats per enemy, but then as I played the game I realized that you're only interacting with enemies only a small portion of the time, so I reduced it down to just how many times each player has killed an enemy.

Image

Some stats can be displayed for each player by holding down tab or a shoulder button on the controllers while on the stats screen. This may not actually matter, but I thought it would be a neat thing to have (and that's how things pile up on my to do list under neat things to have and I spend all my time trying to get all of them in.)

Okay only two more menu screens to go, one of them is pretty straight forward and the other is complicated as hell so we'll see where I end up with that next week!

No Comments

2015 - 3 - 29 / 4:25 am / doodle

Doodle Post

Image

In such a drawing rut lately. Out of a huge page of stuff these are the only two scribbles I liked oh well.

No Comments

2015 - 3 - 28 / 12:00 pm / general

Dev Log: Hud Options

Dev Log: Hud Options

I'm almost done with all of these menus for Super Sky Sisters! One thing I wanted to add was a bare minimal hud for players that wanted to see as much of the sky as possible. I've also made some changes to the main hud that make it a little bit smaller and less intrusive, but we'll see if that's enough. I figure adding the minimal hud is a good option for people that don't like the normal one.

This is the normal hud right now:

Image

And you have the option to change it in the options menu:

Image

When you have the minimal hud mode activated you get a hud that looks like this:

Image

I'll probably still make some changes to this but for now I'm happy with it. I also added a simple pause screen finally to the main game play because I noticed that I had to actually close the game and reopen it if I wanted to back out of the gameplay scene, whoops.

Image

I'm giving myself one more month maximum to work on this and then all I have to do is figure out what to do with it... (I have no idea right now.)

No Comments

2015 - 3 - 26 / 6:10 pm / general

Dev Log: Editing Controls

Dev Log: Editing Controls

Everyone wants to be able to customize their keyboard controls in games, and I think I figured out a pretty straight forward way to do just that in my menu system for Super Sky Sisters.

Image

You can configure each player's keyboard controls to make the set up that best works for you. On keyboards with a numpad it's definitely a good option to have one player set up on the numpad, but on laptop keyboards this isn't the case.

Right now you can't edit the game controller controls because I think I want to make those locked in at least for right now.

The to do list grows shorter! But I still need audio for this game, whoops!

No Comments

2015 - 3 - 22 / 4:12 pm / general

Dev Log: Fades and Menus

Dev Log: Fades and Menus

Working away at some of the menu stuff for Super Sky Sisters. Every time I have to code menus it amazes me how long it takes compared to making the actual game. I think I spend as much time on menus as I do actually coding the game play which feels totally insane to me.

Image

These menus are built for the preview or demo version of the game that I've been showing off, but at this point they'll probably be the final menus of the game once I add some more sprinklings of artwork to them.

I spent some time trying to figure out a cool fade out and fade in effect using clouds and a sky type thing, but honestly I everything I tried with clouds fading in looked like crap. So I went for the simple style of having diamonds fill in the screen for the fade which looks super neat and is really easy to do. I just render a square graphic that's been rotated a bunch of times over the screen, and the scale of that graphic is controlled by a value in my Overlay entity, so to fade in and out I just tween that value between 0 and 1.

My to do list is getting pretty short, so hopefully I'll have the game done this month! (Except for audio, whoops.)

No Comments

about

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.

blog stuff

categories

tags

archives

facebook

videos

Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!

contact

Your message has been sent! Thanks :)
SEND MESSAGE